Author Topic: The resource vacuum that are golems.  (Read 1534 times)

Offline chmjs

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The resource vacuum that are golems.
« on: January 11, 2011, 08:37:20 am »
When I take a planet with a Golem I always experience a huge resource shortage as many of my FRD engineers start to repair the Golem. This is quite annoying as I would rather they concentrated on their normal duties such as repairing ships. Is there any way to stop repairing captured golems without turning off engineer auto FRD?

Offline Mithror

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Re: The resource vacuum that are golems.
« Reply #1 on: January 11, 2011, 08:45:07 am »
You can put it in low power mode and set an option in the controls for engineers to not repair stuff in low power mode. Of course, I believe the gollem won't build at all then, which is something you might not want?

I for one would love to have an option to turn assist off for certain buildings/ships. Sort of like a 'do-not-assist' button. I can usually manage to build something without engineers assisting (stuff from the Zenith trader for instance), but when they do the economy takes a hefty beating :)
« Last Edit: January 11, 2011, 09:02:49 am by Mithror »

Offline chmjs

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Re: The resource vacuum that are golems.
« Reply #2 on: January 11, 2011, 09:01:22 am »
I will put this suggestion on the bugtracker if people feel this is  a good idea.

Offline BobTheJanitor

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Re: The resource vacuum that are golems.
« Reply #3 on: January 11, 2011, 09:14:32 am »
It might be a bug actually. I think I read at one point that engineers weren't supposed to repair golems or other large resource drain projects without specific directions.

I use the low power thing for now, but it's annoying because one of the main management parts of golems is putting them in low power when you're not using them since they suck up so much energy and attrition themselves, so that means my engineers won't fix my active golems without specific directions.

Offline Goekhan

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Re: The resource vacuum that are golems.
« Reply #4 on: January 11, 2011, 11:19:02 am »
They still repair them even when they're on low-power mode. In my opinion, as they're counted as ships rather than "buildings", they're getting repaired even on low power mode. However, there's an option for engineers in control menu, which makes them ignore low-power stuff.

Offline BobTheJanitor

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Re: The resource vacuum that are golems.
« Reply #5 on: January 11, 2011, 11:49:18 am »
^^^^

Right, that's exactly what I'm talking about. Right now you can set your engineers to ignore low power units, which means they won't try to build broken golems, but they also won't repair your active golems without specific directions. (Unless you leave your golems on all the time, which with their self-attrition becomes a pointless resource drain) It's not a fix, it just shifts the micro-management from keeping them off a broken golem to keeping them on a fixed one. It's less problematic to do it that way, but it's still a slight aggravation.

Offline Ozymandiaz

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Re: The resource vacuum that are golems.
« Reply #6 on: January 12, 2011, 04:38:36 am »
It might be a bug actually. I think I read at one point that engineers weren't supposed to repair golems or other large resource drain projects without specific directions.

I use the low power thing for now, but it's annoying because one of the main management parts of golems is putting them in low power when you're not using them since they suck up so much energy and attrition themselves, so that means my engineers won't fix my active golems without specific directions.

My enigneers auto build Armor Inhibitors and Armor Boosters, but not Radar Jammer MK IIs.

Been a while (a few days) since I captured my Golem polanet on Golems - Hard, but I do think the engineers aut fixed it so I just paused it.
We are the architects of our own existence