Author Topic: Ship types limit  (Read 3827 times)

Offline resonence

  • Newbie Mark III
  • *
  • Posts: 27
Ship types limit
« on: April 16, 2012, 12:52:45 pm »
So, I decided to try something a little different. I started with 14 homeworlds (traders, hard golems and spirecraft, fallen spire, resistance fighters). The interesting thing was that both the science vessels and my shipyards can only show 20 different ship types. When I get new ship types (from capturing an ARS) it forces an existing type out of the list. For example, I started with Spire Tractor Platform as one of my ship types. It is still in my production queue that is set to cycle, but I can't research new versions of it, or add it to the production queue of other shipyards.

Has anyone else ever encountered this before, and is there a way to fix it?

Offline Hearteater

  • Core Member
  • *****
  • Posts: 2,334
Re: Ship types limit
« Reply #1 on: April 16, 2012, 01:13:00 pm »
I think the larger problem is the imminent super-nova of your CPU.

Offline TechSY730

  • Core Member Mark V
  • *****
  • Posts: 4,570
Re: Ship types limit
« Reply #2 on: April 16, 2012, 01:41:55 pm »
Known issue, but the devs have stated that they don't really have plans to cater to having 20+ fleet ship types unlocked at once, so its not that high priority at the moment.

If they decide that 20+ ships goes from not recommended to not supported, then the number of homeworlds one player can have should be capped at 12 (which would mean 20 ship types total. 3 for the triangle ships, 12 from your homeworlds, and 5 ARSs), thus making this impossible to trigger, and showing the player explicitly that ludicrous numbers of bonus ship types are not supported. (Actually, it would be less than twelve, due to the science lab having a similar restriction, and the science labs have additional entries on their fleet ship Mk. unlock tab)

Whether they put a hard cap or not, IMO, there should be some way for the build tabs to support >20 columns, in case it is needed in the future, plus just as good "bulletproofing". (It doesn't always have to be all there at once, some sort of horizontal scroll bar or something will do)

Offline Martyn van Buren

  • Hero Member
  • *****
  • Posts: 642
Re: Ship types limit
« Reply #3 on: April 16, 2012, 02:07:13 pm »
I'd vote for a "you are doing something that is not supported" warning rather than an actual hw cap. I feel like one of the cool things about AIW is the way that if you want to do something preposterous and risk breaking the game, you can just go ahead and try it (and then, hopefully, write an entertaining after-action report).

Offline Huaojozu

  • Newbie Mark III
  • *
  • Posts: 38
Re: Ship types limit
« Reply #4 on: April 16, 2012, 02:18:38 pm »
So THAT's where my bonus ships went when I tried that max HW snake Fallen Spire map just to see exactly how mad the AI can get.

Offline resonence

  • Newbie Mark III
  • *
  • Posts: 27
Re: Ship types limit
« Reply #5 on: April 16, 2012, 04:32:49 pm »
Fair enough. I was just curious if it was a known thing or not.

On the cap at 12 HW idea, how does that interact with saving rebelling human colonies? I seem to recall reading that they also give you bonus ship types.

And yes, my CPU is not too happy with me.

Offline Fealthas

  • Newbie Mark II
  • *
  • Posts: 15
Re: Ship types limit
« Reply #6 on: April 16, 2012, 04:43:37 pm »
I don't know if this is related, but when you que up ships in a dock and put them on a loop you can only put about ~10 things on the que. If you want to add more you have to get rid of other things.
Bug or Feature?

Offline TechSY730

  • Core Member Mark V
  • *****
  • Posts: 4,570
Re: Ship types limit
« Reply #7 on: April 16, 2012, 04:50:44 pm »
I don't know if this is related, but when you que up ships in a dock and put them on a loop you can only put about ~10 things on the que. If you want to add more you have to get rid of other things.
Bug or Feature?

Like with the builder interfaces only supporting up to 20 things wide (like, ship types you can build), the build queue limit of ten or so items is a poorly documented limitation.
For the build queue, I can see why having a straight up cap is understandable, unlike the build menus which logically should get scroll bars of some kind when they surpass 20 buttons wide

Offline Martyn van Buren

  • Hero Member
  • *****
  • Posts: 642
Re: Ship types limit
« Reply #8 on: April 16, 2012, 05:09:30 pm »
On the cap at 12 HW idea, how does that interact with saving rebelling human colonies? I seem to recall reading that they also give you bonus ship types.

That shouldn't be a problem, they give you access to two very powerful ships, but they're produced at the rebel colony and can't be upgraded, so they don't add anything to the space dock or science vessel menus.  I recommend trying them if you haven't, they're pretty sweet ships. One of them is the same as that triangle ship that turns up to help you if human resistance fighters is turned on.

Offline resonence

  • Newbie Mark III
  • *
  • Posts: 27
Re: Ship types limit
« Reply #9 on: April 16, 2012, 09:55:21 pm »

That shouldn't be a problem, they give you access to two very powerful ships, but they're produced at the rebel colony and can't be upgraded, so they don't add anything to the space dock or science vessel menus.

Ah, I see. I've never tired them so I wasn't sure how it would work out.

Offline Diazo

  • Master Member Mark II
  • *****
  • Posts: 1,717
  • I love/hate Diff 10
Re: Ship types limit
« Reply #10 on: April 16, 2012, 10:02:54 pm »
Keep in mind I'm not a develpoer.

I'm pretty sure that this is a limitation of the UI.

One of the stated goals is to keep AI War playable on a 1024x768 screen resolution and I don't think there is space for any more ships then that.



Having said that, with that many home planets, why are you not just bum rushing the AI?, you should have enough K just from your home planets.

D.

Offline resonence

  • Newbie Mark III
  • *
  • Posts: 27
Re: Ship types limit
« Reply #11 on: April 17, 2012, 12:29:43 am »


Also
Having said that, with that many home planets, why are you not just bum rushing the AI?, you should have enough K just from your home planets.

D.

I usually play with core shields turned on, so that I can't just do that.

Also, I like the Fallen Spire campaign so I usually play that out to the end.

My goal has been to push the AI to be as angry at me as possible, so I'm working my way up the difficulty levels with many of the side plots and multiple homeworlds. Seeing dozens of HKs and a nearly 100 golems coming at me is not that uncommon in the end game.

Offline Nice Save

  • Jr. Member Mark II
  • **
  • Posts: 76
Re: Ship types limit
« Reply #12 on: April 17, 2012, 05:37:14 am »
If they decide that 20+ ships goes from not recommended to not supported, then the number of homeworlds one player can have should be capped at 12 (which would mean 20 ship types total. 3 for the triangle ships, 12 from your homeworlds, and 5 ARSs)

Actually, it's only 11 HWs, with scouts.

Mantis:
http://www.arcengames.com/mantisbt/view.php?id=3758
« Last Edit: April 17, 2012, 05:39:18 am by Nice Save »

Offline LintMan

  • Full Member Mark III
  • ***
  • Posts: 227
Re: Ship types limit
« Reply #13 on: April 17, 2012, 05:00:39 pm »
I'm pretty sure that this is a limitation of the UI.

One of the stated goals is to keep AI War playable on a 1024x768 screen resolution and I don't think there is space for any more ships then that.

Even if that is the case, I'd prefer the ship lists to just clip off the edge of the screen than lose a bonus ship.  Either way, you get a flaky behavior (this clipping, or one of the bonus ship types just disappears), but just dropping a bonus ship impacts any one who encounters this, while the clipping would only impact those with low res displays.

Offline Fealthas

  • Newbie Mark II
  • *
  • Posts: 15
Re: Ship types limit
« Reply #14 on: April 17, 2012, 08:08:39 pm »
I'm pretty sure that this is a limitation of the UI.

One of the stated goals is to keep AI War playable on a 1024x768 screen resolution and I don't think there is space for any more ships then that.

Even if that is the case, I'd prefer the ship lists to just clip off the edge of the screen than lose a bonus ship.  Either way, you get a flaky behavior (this clipping, or one of the bonus ship types just disappears), but just dropping a bonus ship impacts any one who encounters this, while the clipping would only impact those with low res displays.
This would work. Best case we will get a scroll bar in everything.