Author Topic: Harvesters don't autorebuild if Astro Train present  (Read 1068 times)

Offline Sunshine!

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Harvesters don't autorebuild if Astro Train present
« on: August 19, 2010, 03:50:34 pm »
As the title says, I've got harvesters that keep getting blown up and they never seem to get auto-rebuilt.  I'm guessing it has to do with the massive numbers of astro trains also buzzing around.

Offline keith.lamothe

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Re: Harvesters don't autorebuild if Astro Train present
« Reply #1 on: August 19, 2010, 04:51:59 pm »
This is correct, auto-rebuild only kicks in if there are no dangerous AI units around to re-blow-them-up.
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Offline Spikey00

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Re: Harvesters don't autorebuild if Astro Train present
« Reply #2 on: August 19, 2010, 05:31:28 pm »
(Which is annoying, being OCD over economy!

Miscellaneous cloaked units are also annoying!)

How many enemy units have to be present for harvesters to stop rebuilding?
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Offline carlosjuero

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Re: Harvesters don't autorebuild if Astro Train present
« Reply #3 on: August 19, 2010, 05:32:19 pm »
Just 1 I believe.
(Which is annoying, being OCD over economy!

Miscellaneous cloaked units are also annoying!)

How many enemy units have to be present for harvesters to stop rebuilding?

Offline keith.lamothe

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Re: Harvesters don't autorebuild if Astro Train present
« Reply #4 on: August 19, 2010, 05:35:45 pm »
Yea, it's one of those cases where the human just has to make the call on whether the risk is worth it.  If you want them back, just hitting "B" and then ctrl+clicking metal harvester and crystal harvester should get it going.  To know if you have any planets with unclaimed spots, check for the parenthesis-ised numbers on the top bar; to find the specific planets use the galaxy overlays for metal/crystal spots :)
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Offline Sunshine!

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Re: Harvesters don't autorebuild if Astro Train present
« Reply #5 on: August 19, 2010, 05:52:29 pm »
I was assuming this was a bug because harvesters are immune to Dark Matter attacks and therefore wouldn't be in any danger from astro trains.

Offline keith.lamothe

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Re: Harvesters don't autorebuild if Astro Train present
« Reply #6 on: August 19, 2010, 06:02:16 pm »
That is a good point, but it's not a bug, just a desirable refinement to the auto-build behavior.  There's a variety of other rules that would have to be built in to establish the "dangerous to harvesters" group, and that would need to be tracked as rollup list, and the command station could check the count on that list instead of the overall enemy units list.  But until we get time for that the behavior is consistent.
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Offline Spikey00

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Re: Harvesters don't autorebuild if Astro Train present
« Reply #7 on: August 19, 2010, 06:03:57 pm »
I wish that threat number could be bumped up... one unit...  =\
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Offline keith.lamothe

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Re: Harvesters don't autorebuild if Astro Train present
« Reply #8 on: August 19, 2010, 06:05:04 pm »
I wish that threat number could be bumped up... one unit...  =\
And then we would get bug reports from people who were watching their constantly-restarting harvester construction being repeatedly shot down by some rogue electric bomber :)
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Offline Spikey00

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Re: Harvesters don't autorebuild if Astro Train present
« Reply #9 on: August 19, 2010, 06:15:48 pm »
Or be constantly annoyed when there is just one unit on a planet (or as said misc. cloaked unit on planet disrupting reconstruction)! 

I don't really mind having the "build/rebuild" cycle since resource cost isn't upfront; however, could a node be implemented to increase this cap? 


Generally it's not too much of a problem since the auto-rebuild feature was implemented, for us old-schoolers, but why not have completely laziness?  :)

Besides, using the reconstructing harvesters as bait whilst in certain situations is nice."
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