EcoManager [v7 for 3641]

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Re: EcoManager

Postby SC-Account » 03 Nov 2013, 02:35

Lol, none of you talking about praising (or fearing) its upper awesomeness ever actually tested, it is very amusing :)

Btw, I use it and I have been affecting its creation, yet I win most of the games as an air player before even enabling its eco throttling feature, guess why I do not enable it at start.
Lots of stuff can be managed better manually, since it can only automatize simple processes and will screw up BO's that intend to go very close to stalling. The features are nice, later in game, especially when building power it saves quite some micro and allows rapid energy expansion without manually pausing other stuff, but the more perfect you manage your eco, the less useful gets any eco manager. You should not ever toggle your mass fabs or air production, you should have enough power to keep them online and only as much build capacity as you. The most important part about eco management still remains careful calculations.

The reason UI mods are openly implemented and supported is so that users can improve the UI and make it more efficient, allowing the players to focus on strategy and tactics, rather than having a clicking competition. Like all other UI mods EcoManager aims to do exactly that.

The most efficient UI mod in my opinion still remains hotbuild (although there is a inbuilt built mode too), but even this UI mod isn't loved by everyone.

Making an UI mod that makes eco management or even playing obsolete is a far more difficult task than getting the best player in FA, it would pretty much mean you have to create a real artificial intelligence. Please stop suspecting which craft.

@TA, I would like to make an eco competitioon:
One team with eco manager, the other gives mexes in the classical way (and yes, this does work, but players are too lazy or simply unwilling to share their entire eco, which would be necessary with eco manager as well). What is the big difference between pausing your entire base (you would have to do that with eco manager too) and giving resources with lazy share every few seconds and giving with eco manager (which actually doesn't allow giving to a specified player)?
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Re: EcoManager

Postby errorblankfield » 03 Nov 2013, 10:32

Hidden in the vault :cough:zep needs to allow more than 100 mods to be visible:cough:. :mrgreen:

Any chance for a direct download?
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Re: EcoManager

Postby errorblankfield » 03 Nov 2013, 10:37

Nix that, apparently it was there.

:cough: zep needs to implement more lenient spelling algorithm to the searches :cough:

Still love ya zep. ^_^
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Re: EcoManager

Postby Ze_PilOt » 03 Nov 2013, 11:54

There is no search function at all.

I don't have time to improve the mod vault for now.
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Re: EcoManager

Postby Mr-Smith » 03 Nov 2013, 13:35

I dont get the point, why you say its cheating.

It looks like this mod just lets mass overflow to your teammates. so why would it be cheating? no extra mass gets generated.
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Re: EcoManager

Postby Culverin » 03 Nov 2013, 16:50

geeze louise!

This is really powerful! :shock:

While I don't think it's outright cheating, it's totally shifts the team game econ meta.
With eco sharing like this, it's a lot more important to work together very closely.
Teams on coms will be able to gain an even greater advantage.


If there is no way to detect and no way to block.
Then this might be a fundamental shift in how FAF is played. :?
If you don't use this, then you are clearly at a disadvantage with more econ wasted.
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Re: EcoManager

Postby Mr-Smith » 03 Nov 2013, 17:37

Why you think its a fundemental shift ??

When you get mass from your teammates than you can eco faster.

That mod will just help ppl who dont care about their eco

and who operate on half full storages the most times

a good player wont have any mass to spare the first 15-20 minutes so if your storage is empty than the mod cant share anything. so there is no point in using it. except if you play with soem noobs and want to leech on their eco. but still you guys know any mass you overflow when your storages are full will overflow to your teammates anyway.

So why would that mod make any unfair advantage?
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Re: EcoManager

Postby ZLO_RD » 03 Nov 2013, 18:58

Can anyone explain this?
Spoiler: show
ForgedAlliance 2013-11-03 20-56-30-72.png
ForgedAlliance 2013-11-03 20-56-30-72.png (1.39 MiB) Viewed 4221 times

how can ingener have a building beam while on pause?
how can he assist 100% done building?
with all that how can he consume resourses?
Last edited by ZLO_RD on 03 Nov 2013, 19:22, edited 2 times in total.
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Re: EcoManager

Postby ZLO_RD » 03 Nov 2013, 19:05

and this D:
Spoiler: show
ForgedAlliance 2013-11-03 21-04-56-37.png
ForgedAlliance 2013-11-03 21-04-56-37.png (1.11 MiB) Viewed 4212 times

Why numbers are different? it should not be -8 should be -7 =\
Last edited by ZLO_RD on 03 Nov 2013, 19:23, edited 1 time in total.
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Re: EcoManager

Postby Voodoo » 03 Nov 2013, 19:06

ZLO_RD wrote:Can anyone explain this?
Spoiler: show
ForgedAlliance 2013-11-03 20-56-30-72.png


The mod recognizes pro players automaticly and give them a handy cap?
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