Author
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Topic: Worst Workshop (mis)designs
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Zozo |
posted 06-25-99 03:23 PM ET
Everybody seems to hate the Workshop's autodesign so please vote on the worst features/misfeatures/designs that you absolutely hate in Workshop.My #1 vote for a Braindead Design goes to the Clean Planet Buster which autodesign created for me as if I would surely be producing so many of these that I need to make them clean to save a few minerals for support. Worse yet, even though the workshop was totally clogged up with so many base facilities available and I had less than a dozen slot for all of my military units, I just couldn't make the Clean PB obsolete. I had to build a non-clean PB first before I could make the Clean PB obsolete. #1 missing design: no autodesign for interceptors !! In my first game, my needlejets got hit left and right and I just had no clue on how to build the interceptors (I thought I would need some more techs !!) until I happened to play around in the workshop and found that out. Airpower would be incomplete without the Interceptors for defence. #1 missing power booster: foil supply. Just assign a bunch of these to your science city and then get them to pick up energy from the sea at the spot with energy bonus and your research rate will sky rocket, way before the energy limit is lifted and, probably a whole century before you can finish building a land-based 5x5 grid energy farm at a suitable spot.
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NoMercy
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posted 06-25-99 05:13 PM ET
In also find that removing obsolete units is a pain. I'm sure there are bugs in the scolling routines for design slots.I don't bother with autodesign now and simply design units as and when tech advances arrive. Definitely one of the poorer parts of the UI.
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Rackam
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posted 06-26-99 10:21 AM ET
There is one I designed myself that sucked so badly. Drop Hovertank with psi armour and conventional weapon. |
Resource Consumer
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posted 06-27-99 06:22 PM ET
I as part of my fudamentalistconvertalistnewhatwearism have decided to junk the autodesign. If wacky units are to be produced I want at least to enjoy the drugs first. |
sandworm
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posted 06-28-99 10:23 AM ET
There also seems to be a lot of inconsistency in reactor - cost designs. Some units benefit from having a better reactor, they cost LESS to produce, but I've noticed its cheaper to keep building fission formers than singularity. They don't really need the extra HP anyhow, unless they're doubling as garrisons, so it makes some sense, but... |
Earwicker
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posted 06-28-99 12:39 PM ET
The repeated tendency to replace perfectly good designs with more expensive reactor upgrades is one of the things that most turned me off of autodesign. When quantum reactor is available, fusion units are way cheaper, but they all get replaced. For fighting units, that makes a little sense, but I don't want to pay extra for quantum formers or probes. |
Plato90s
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posted 06-28-99 01:22 PM ET
Actually, the cheapest reactor to equip non-combat units with is Fusion Enginer, not Fission. Fusion probes, formers, crawlers are all very cheap.But if we're talking combat units, then Singularity Engine is the cheapest choice. If you try to do a Singularity Laser + Stasis Armor unit with Fission, it'll cost 3 times as much as a SingEng unit. |
korn469
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posted 06-28-99 08:32 PM ET
the wrost unit ever is this onea hovertank with a singularity laser and stasis field armor with a fission reactor, and these two special abilities, clean and heavy artillary. so that means it can't kill units and it costs twice as much as the acent to transendence...try making an army of those ignorant vehicles and see how well you do korn469 |
Hamburger Hacker
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posted 06-30-99 01:37 AM ET
NoMercy,Don't try to make units obsolete in the workshop. Make them obsolete by right-clicking on the unit in the base production screen. It works much better then the workshop ui.
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