Forged Alliance Forever Forged Alliance Forever Forums 2013-11-06T12:00:26+02:00 /feed.php?f=42&t=5697 2013-11-06T12:00:26+02:00 2013-11-06T12:00:26+02:00 /viewtopic.php?t=5697&p=57340#p57340 <![CDATA[Re: (Anti)Nukes don't -have- adjaency bonus mid-construction]]> Since the bloody things take a year to make, I thought it was worth noting this behavior on missiles.

While I think that the bonus should apply immediately (within a few ticks or so), I didn't mean to suggest they aren't working at all. Merely, they work, but only on fresh missiles.

If you read the post, I literally stated that the UI doesn't change and offered two explanations. Either it UI is wrong or the consumption isn't changing until a new event starts (new missile).

I wasn't really in position to test the consumption rate so I just posted my findings thus far in hopes to spread the word and/or have someone else figure out what is going on -which I think you kindly for doing.
I wasn't trying to say it's wrong, just show what's going on for something that might not be intuitive to all.

It's likely my fault for wording things too literally. When I said it's not showing an adjacency bonus, the reason that their isn't one yet is valid. I'm not saying it should be showing one, just that it's not currently showing one.

Now that that's been explained, I do have a formal suggestion...

Have the bonuses applied immediately -even if only in the case for missiles. The game does this for mexes and pgens already so it shouldn't be impossible from that standpoint.

I'd love to tinker in the code to implement this suggestion but I'm not even remotely close to understanding the code in this game yet enough to do it.
I know unit spawning is a bit wonky so it might not be possible to change the consumption rate mid-construction. However, perhaps a workaround where the adjacent buildings produce (even if off) the difference until the next event occurs would work.

Perhaps on the day I figure out how to make the recharge bar on arties start filled when you have adjacency bonus (instead of just no having to fill all the way), we could draft a more direct solution where the build order is canceled and restarted with the current progress saved as it adjusts consumption.

Or the code might not suck completely* and it's a simple copy/paste to check nearby when something is built and accordingly. (Just a thought.)

Again, sorry for any misunderstanding.

-Cheers
#Posting at 5 in the morning

*Not forged code, the game code!

Statistics: Posted by errorblankfield — 06 Nov 2013, 12:00


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2013-11-04T18:22:53+02:00 2013-11-04T18:22:53+02:00 /viewtopic.php?t=5697&p=57191#p57191 <![CDATA[Re: (Anti)Nukes don't show adjaency bonus mid-construction]]>
In the below image I have 3 anti-nukes queued up (from left to right):
- stand alone anti-nuke
- anti-nuke, T2 mass fab, and T2 power generator (in that order)
- T2 mass fab, T2 power generator, and anti-nuke (in that order)
antinuke01.png


At the point that all construction is complete you can see that the two left anti-nukes are consuming the same resources, while the one on the far right is consuming less due to adjacency.
antinuke02.png


Now for the middle anti-nuke, I hit stop, then right click on auto build. You can now see that it is consuming less resources due to adjacency correctly.
antinuke03.png


So you can see that adjacency is working correctly but it is only calculated if the adjacent structures are there when a unit begins producing. This is true even for resource production structures and an adjacent structure just completes. This only occurs for one game tick (1/10th of a second) though because on the next game tick the resource structure produces its next unit of resource and the adjacent structure is there.


Now this is not directed entirely to you, but to all who post an issue they may have found. Test to make sure there is an actual problem. Do not go posting on the forum when you perceive there is a problem and you have not tested it. You are distributing incorrect information and worse of all you send an alarm up asking someone to spend time on a problem that does not exist. Do a test in sandbox first and have evidence as well as write clearly what you think the problem is and how you tested it. Basically, please do not pull alarms when no problem exists.

Statistics: Posted by The Mak — 04 Nov 2013, 18:22


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2013-11-04T17:57:02+02:00 2013-11-04T17:57:02+02:00 /viewtopic.php?t=5697&p=57187#p57187 <![CDATA[Re: (Anti)Nukes don't show adjaency bonus mid-construction]]>
The Mak wrote:
You mentioned you restart it, you hit stop and hit the auto build and it did not show a difference in resource consumption?

Typically the new resource consumption occurs on the next built item, at least, on factories anyway.


Exactly. That's why restarting it works but pausing it does not. If one is critically concerned with getting the adjacency bonus for every missile, build the fabs/pgens first, then the silo. It's only really noticeable for missiles, because their build times are so long. For everything else it's not a big deal.

Statistics: Posted by Mycen — 04 Nov 2013, 17:57


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2013-11-04T06:10:37+02:00 2013-11-04T06:10:37+02:00 /viewtopic.php?t=5697&p=57156#p57156 <![CDATA[Re: (Anti)Nukes don't show adjaency bonus mid-construction]]>
Typically the new resource consumption occurs on the next built item, at least, on factories anyway.

Statistics: Posted by The Mak — 04 Nov 2013, 06:10


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2013-11-04T03:26:56+02:00 2013-11-04T03:26:56+02:00 /viewtopic.php?t=5697&p=57142#p57142 <![CDATA[(Anti)Nukes don't show adjaency bonus mid-construction]]>
Not sure if it actually does use less mass/power after it's built but the UI doesn't reflect a change so I'm assuming it doesn't. Restarting it works. Didn't try pause/unpausing.

Might update later when I do that.

Statistics: Posted by errorblankfield — 04 Nov 2013, 03:26


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