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Topic: EC3 Fix #9 - IMPROVED AUTO-SETTLER Current Date/Time:
March 06, 2000 21:06:50
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raingoon Warlord From: Registered: Aug 1999
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posted February 18, 2000 03:18

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Theben "Autosettler: Must be perfect." |
Matthevv Chieftain From: Crawley, W.Sussex, England Registered: Mar 99
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posted February 18, 2000 10:16

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Seconded |
Hugo Rune King From: Stettin in the Baltic to Trieste in the Adriatic Registered: Sep 1999
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posted February 18, 2000 12:11
 
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Seconded. |
Gearyman Settler From: Pensacola, FL Registered: Feb 2000
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posted February 19, 2000 18:57
 
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I agree that an automated settler would be great, but it needs to come much further than the Formers did in smac. As raingoon said, 'Perfect'. |
korn469 Prince From: the dark wastelands of apathy Registered: Apr 99
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posted February 28, 2000 04:57
 
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Thebenfirst can you define what the problem is? is it a significant problem? how does your ideas fix that problem specifically? does your fix effect any other areas of the game? if it does effect another area does it upset game balance in those other areas? is there a simpler way to fix the problem? does your idea hurt gameplay? why out of all of the ideas does your fix belong on this list? perfect autosettlers? not in our life times theben  but maybe they could get them to be alot less stupid...being able to give them a list of TIs to build could help alot |
don Don King From: Thuh South Registered: b.02-15-99
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posted March 06, 2000 21:06
 
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I'll step up to the plate if nobody else will: - toggle for autofunction move first or autofunction move last
- activating unit popup allows review of progress and continue/change order prompt
- global queue control
- overriding queue control from city for tiles in city radius
- overriding or non-overriding unit queue control
- save/load function to make assigning standard global/local/unit queues easier
- road/rail connection routing combining GoTo function with waypoints with build orders
Not perfect yet, but that's stretching the limit for a "fix." |