hi Uthar - First of all. great job on 2.1.2. Your development skills continue to impress me and everyone should be very grateful that you offer this tool for free.
Regarding Insiche' post - many good ideas, but I think a lot of them are "nice to have" features. I still think the settings on the unit tab need some more advanced work.
1. Right now - the auto cast feature and queue units if spell is active is wrapped into that single option. This really needs to be split apart as different options. So I can choose to auto-cast or not auto-cast. And I can choose to queue troops or not queue troops based on if the spells are active or not.
For both of these settings, it would also be nice to specify a population level for both army units or navy units. Insiche already hinted at this idea. But basically you could say something like if Population capacity for army is greater > 300 - then autocast pop growth.
On the 2nd setting (queue or not queue if spell is active) you can also have an additional pop check -> Only queue army units if spell is active and pop > greater than 300, else if pop is less than 300 then queue regardless if spell is active or not.
Also. It would be very helpful for each unit type to specify maximum queue size. This can help balance resources so that army queues in sizes of 10. and leaves resources for navy units.
The alternative to this maximum setting is a the more advanced option, which i've thrown out before. And its actually not to far away from your UI now with the way you built templates. But basically, what you can define is a unit Build Pattern.
The unit build pattern lets you add a unit type and then a queue size for this unit type. You then can add / remove multiple steps in the pattern.
so first build 10 hops, 5 sword, 10 archers, 10 hops, 10 swords.
After you define the pattern you choose:
- Make the Pattern active
- Make the pattern loop or not loop.
- Make the pattern subject to target units or not subject to it. So if it is subject to it, and you had 290 hops as target, and the target got reached, the pattern would ignore building hops.
This points above would fully maximize the unit control.
Now as a my own separate idea that is a pure nice to have.
Right now I have 26 cities and the cycle takes about 20 mins. which means my resource farming has gone down and continues to go down. at least 60% of this time is all the work it does to "check unit queues, building queues, collect movements, etc... " and the other 40% is actual farming.
You can have a setting on the settings tab - that says Cycle Pattern. You have two variables: Full Cycle, and Farm cycle. So if i defined - 1 full cycle, and 3 farm cycles. It will go all the grunt work in full cycle and then go and do just farming for the next 3 city loops. It then would loop. You could of course leave it as 1 full cycle and 0 farm cycles, which would basically just be normal mode of the bot. Or vice versa, you can have 0 full cycle and 1 farm cycle and you turn the bot into a full time, fast efficient farmer.
insche - so you don't overwhelm uthar with your request - please read over my ideas as well. I think you should repost your ideas and my ideas based on feedback already from uthar, on what you think is highest priority in terms of importance.
Quote:
Originally Posted by insche
thanks for answer.
15: ok
16: you cant delete everything at once. sort: you clicked wood, senat, senat, market, baracks, market. but now you think: ´oops, i want the market first, rest keeps in order´ and you have to delete everythink. sorting would mean to push something in front.
17: nobody would has to do so, if it takes long, but you can.
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insche - so you don't overwhelm uthar with your request - please read over my ideas as well. I think you should repost your ideas and my ideas based on feedback already from uthar, on what you think is highest priority in terms of importance.
My current ideas from my post above:
1. Split autocast and queue when spell is active as separate options.
2. Offer population checks on both of these options.
3. Define a max unit queue size
4. Alternative to 3, is to go balls to the walls, and do my unit pattern idea.
5. Normal Cycle vs farm cycle setting
take these 5 with all of your ideas and force rank a list. I would like to see how you would rank prioritization.