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Home » news » forums » Support & Feedback » Bug Reports

Facility Upgrading

Submitted by Nevyn on Sat, 2006-12-30 19:24. Bug Reports

Double whammy here.
The first is there is a bug in the upgrading code somewhere and even with an incredible surplus, and the planet full of facilities so it can't build any more it will just sit there and not upgrade facilities at all. This makes for a tedious micromanaging on the upgrading, and the AI is probably getting hammered with this result also.

Secondly... this is a request rather than a bug, but could the Upgrading Facilities be split off into a seperate minister please. I know it can be done with a mod, but this is something that would be ideal to be put in the main game also, so that you can remove the micromanagment of upgrading without having the AI building random facilities if your waiting for specific new techs with some space on your planets.

‹ Game hangs while processing turn (v1.25 (SE5 1.20) Game hangs on "Processing after all players turns..." ›
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Upgrading Is Ultra Simple

Submitted by Cosmic Marvel on Sat, 2006-12-30 21:01.

Nevyn wrote:
Double whammy here. The first is there is a bug in the upgrading code somewhere and even with an incredible surplus, and the planet full of facilities so it can't build any more it will just sit there and not upgrade facilities at all. This makes for a tedious micromanaging on the upgrading, and the AI is probably getting hammered with this result also.

Secondly... this is a request rather than a bug, but could the Upgrading Facilities be split off into a seperate minister please. I know it can be done with a mod, but this is something that would be ideal to be put in the main game also, so that you can remove the micromanagment of upgrading without having the AI building random facilities if your waiting for specific new techs with some space on your planets.


Upgrading Facilities is one of the most simplr things to do in the game. Absolutely NO micromanagement involved, unless you are low on resources or just choose to do so.

Simply click on the Construction Queues icon at the top of the screen (looks like an open-end wrench) and them when the screen appears, click on "Upgrade" on the right-had side of the screen near the bottom. Every single facility of ANY type you own on ALL of your planets will then be scheduled to upgrade to the highest level currently available.

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Rilbur's picture

FYI

Submitted by Rilbur on Sat, 2006-12-30 22:22.

You can also manually upgrade individual facilities from the aptly named "upgrades" tab, IIRC. (Don't shoot me if its named something else... I mod much more than I play).
_______________________
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Ah, had missed the upgrade

Submitted by Nevyn on Mon, 2007-01-01 18:07.

Ah, had missed the upgrade all button Smiling Ty. Though that only helps the player & not the AI unfortunatly, Since the minister is currently broken & not upgrading, and forcing a seperate minister to check for it(& removing it from the generic construction minister) would then allow the system to work through it. Anyone have an AI minister which does actually upgrade facilities lying around?

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Speaking of facility

Submitted by Mylon on Sun, 2007-01-07 18:24.

Speaking of facility upgrading, is the upgrade cost fixed at some percentage of the new facility cost? Upgrading facilities ought to cost some difference in the old and new cost, capped at the cost of the new one minus the old one's scrap value. Otherwise you could have a facility that at level 1 costs 1k, at level 2 costs 10k. Using the current system, it would cost 6k to build the level 1, then upgrade it.

Alternately, you can have a level 1 facility that costs 2k, a level 2 that costs 2.2k, and it costs a total of 3.3k to build the level 1 and then upgrade it, as opposed to, say, charing 200% of the difference such that upgrading would cost 0.4k instead of 1.1k

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Re: Speaking of facility

Submitted by Fallen Haven on Thu, 2007-01-25 09:17.

Mylon wrote:
Speaking of facility upgrading, is the upgrade cost fixed at some percentage of the new facility cost? Upgrading facilities ought to cost some difference in the old and new cost, capped at the cost of the new one minus the old one's scrap value. Otherwise you could have a facility that at level 1 costs 1k, at level 2 costs 10k. Using the current system, it would cost 6k to build the level 1, then upgrade it.

It is set in the settings.txt.

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Re: Speaking of facility

Submitted by Mylon on Thu, 2007-01-25 18:43.

Except that it's a fixed number that represents a percentage of the new cost, and does not take into account the cost of the former level of the facility.

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Re: Speaking of facility

Submitted by Fallen Haven on Thu, 2007-01-25 19:04.

Mylon wrote:
Except that it's a fixed number that represents a percentage of the new cost, and does not take into account the cost of the former level of the facility.

It's the way it was made, we don't have access to the code for that part of the game.

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Re: Facility Upgrading

Submitted by Mylon on Tue, 2007-01-30 12:17.

I've been having problems upgrading facilities. When I use the "upgrade all facilities" feature, all of the planets in my empire show the upgrades in their queues, but come the next turn, only a few (if any at all) actually get upgraded and the queues are empty again. If I add the upgrades manually, it works fine.

This is occuring in a simultaneous game. It happened in 1.20 and 1.25 also.

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