elliotg wrote: Fri Mar 10, 2023 7:08 am
tomchick wrote: Thu Mar 09, 2023 8:33 pm
I hope this is mostly me not understanding the interface, but I'm worried this is instead me not understanding how Code Force expects me to play the game. Sadly, reading over this thread -- my first Google hit for "Distant Worlds 2 queue orders" -- implies the latter.
What if your construction ship is destroyed? All it's queued construction missions are lost.
So what? You ordered and an unexpected event happened. You're even notified about it. Looks like a dangerous area, buddy! Maybe send it with an escort next time? What a big deal... That kind of things happens in all RTS. I've never seen anybody complain that their destroyed units forgot their orders. Don't send them alone in dangerous areas in the first place, or assume the risk.
Or what if you build a new construction ship and now want to share those queued construction missions with the new ship? You can't, because they're assigned to the first construction ship.
You're trying to defend your global queue in a silly way, but there is no need to. That's a neat concept and nobody suggested to get rid of it in any way. Looks like you're afraid to the fact that both global queues and individual queues should interact with each other. Which they already do actually with simple direct orders to construct: the game does not try to send another construction ship when the player directly ordered a ship to construct at some place for which there is already a global order. Fine. Maybe a bit more work with individual order queues, maybe not since the place is flagged anyway (yellow clickable text indicating a ship is planned to build there).
Took me nearly one year to realize that individual queues is a so low priority to you.TBH, it's a so obvious feature to me that I had doubts about your position on it. Now you just confirmed. Consequently, I have another doubt: will you consider that these
silly individual queues you
probably plan to implement someday should ALWAYS have priority to your
so beloved global queues? Is that obvious to you or are you wondering? I'm serious.
Frankly, I can't stand anymore playing a strategy game like that without individual order queues. And I probably won't get back to DW2 until it's implemented.
Note that we probably will soon be adding queued missions for ships. But in my opinion the above global queues often work much better when it comes to queuing up base construction.
Works so much better that it's not rare to see a far away construction ship wandering the whole galaxy to fullfil an order when another one, a lot nearer (with a base nearby to get its stuff), is standing still...
Individual queues may not be your thing, they're also one of these features that a player uses to cope with bugged (or not so smart) AI. That's not to say devs should not fix stupid AI though, but that's a fair workaround, the kind of workaround that diminishes complains about dumb AI (hopefully less dumb in next patches). Also makes the player feel smarter (not that I like the idea to confort the player in its superior intellect in general, as I've seen so many players more stupid than basic AI and who deserve to blatantly fail).
Let's talk about theses ships you order to go somewhere, path finding through that nebula in line when they should get around... a queue of 2 or 3 orders and that's done. Currently, you order the first move, trying to keep that in mind for a minute ('cause there is no arrival notification you see) to make the next move order... seriously?
And exploration. Ahh, exploration ships. Do we really need an argument there? Simply consider the fact that there is no global queue to prioritize areas to explore...