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Author Topic:   Is there a prctical way to do manage governors?
Joe Average posted 02-22-99 01:46 PM ET   Click Here to See the Profile for Joe Average   Click Here to Email Joe Average  
My governors keep making excessive ammounts of military units, even on "build" setting...I know I can change what individual governors can build, but how about doing it on a global level?

Really, what was firaxis thinking when they made all governor settings produce units?
(assuming I haven't made some terrible mistake and there really is a setting that makes structures only)

Kalanis posted 02-22-99 02:05 PM ET     Click Here to See the Profile for Kalanis  Click Here to Email Kalanis     
Try setting them on "discover" instead, all they will build is improvements. Also, maybe Firaxis can add this later, but some kind of Production templates would be nice. Example: When I found a base, I might want Defense unit, colony pod, former etc, etc. But I don't want to manually adjust the queue.
Abdiel posted 02-22-99 02:45 PM ET     Click Here to See the Profile for Abdiel  Click Here to Email Abdiel     
In the options menu for governors, you can tell them what they may or may not build. There are a lot of options, no transports, no AAA units, not colony pods. It's very flexible.
Dan Scheltema posted 02-22-99 02:56 PM ET     Click Here to See the Profile for Dan Scheltema  Click Here to Email Dan Scheltema     
Um, there _are_ production templates.

Pull up the city screen. Move the cursor down to the build queue. Now right click in that area instead of left clicking. Voila!

I only use one since it changes as time goes on in ways I can't predict, but boy is that one time-saving!

Jimmy posted 02-22-99 03:51 PM ET     Click Here to See the Profile for Jimmy  Click Here to Email Jimmy     
How about going to the advanced governor settings and click every thing off except managing production, citizens, base facilities. if you do that , the governor will only build base facilities and never units. I use the advanced settings when ever I use the governor so that I can limit the governor to very specifically what I want. if I want to use the governor on a global scale I click the "select all" button in the base operations screen , before clicking the advanced settings.
Kalanis posted 02-22-99 03:57 PM ET     Click Here to See the Profile for Kalanis  Click Here to Email Kalanis     
WHOA!! There ARE. Darn, why does Firaxis put these things in the game and then NOT TELL US. Or was this is the manual?
Mcerion posted 02-22-99 04:18 PM ET     Click Here to See the Profile for Mcerion  Click Here to Email Mcerion     
It's in the tutorial.
Methos posted 02-22-99 06:07 PM ET     Click Here to See the Profile for Methos    
I mentioned this in another thread, but I think it's appropriate here. I wish there was a global Queue (probably a hundred entries long) which the player could set for the governors (such a feature was available in Pax Imperia 2-though the interface was a little annoying). This would solve the problem of gov's producing stuff the player doesn't want.
The gov could just take the first item off the list (unless that city had items queued up-this would allow reasonable construction of colony pods) which wasn't already built or being supported (by type-the same way that the workshop knows to upgrade formers to formers and not speeders) by the city. Satelites would probably have to appear as a single entry, with a control (possibly on the orbital view) of the desired percentage of each type (or desired maximum). This would solve the issue of flipping through your big cities at the end of the game getting sats built (and replaced!)
Just a thought. I think this could be done in a patch if anyone thought it was a good idea.
Ender4000 posted 02-23-99 09:10 AM ET     Click Here to See the Profile for Ender4000  Click Here to Email Ender4000     
Hey is that Methos_ST? There is sort of a function like this, if you right click on the Queue button you can build your own custom build order. Its only like 6 items long but it does take care of a lot of this.
Ender4000 posted 02-23-99 09:11 AM ET     Click Here to See the Profile for Ender4000  Click Here to Email Ender4000     
oops didn't notice someone already said that
Methos posted 02-24-99 05:59 PM ET     Click Here to See the Profile for Methos    
Nope, I'm someone else.

I use that shift-queue function for starting cities, but after that, there doesn't seem much point in setting up more templates. I can't actually use them unless I wait for the city to build everything on the previous list, so I have to check all my cities every five turns to see whose queues are empty. The time involved on this seems to me to defeat the purpous of having the queue.

This would work great if I got a warning specifically when the queue was empty.

Dan Scheltema posted 02-24-99 08:48 PM ET     Click Here to See the Profile for Dan Scheltema  Click Here to Email Dan Scheltema     
Yes, what we need is an "end of queue" entry we can put in that puts up a message box.

I wonder if it's possible to make an entry with an SP that's already built (make the template while it's still on the list) and ahve that serve as warning? It might get auto-pruned though. Have to try it.

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