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How does excessive build power work?

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Date Editor Before After
10/16/2019 5:42:55 PMCArankGalamesh before revert after revert
Before After
1 If that's the case, I have a suggestion. 1 If that's the case, I have a suggestion.
2 \n 2 \n
3 I see a lot of new payers either not build caretakers at all or build wayyyy too many of them. Maybe we could show on the caretaker how much of it's build power is effectively being used? 3 I see a lot of new payers either not build caretakers at all or build wayyyy too many of them. Maybe we could show on the caretaker how much of it's build power is effectively being used?
4 \n 4 \n
5 It's difficult to explain to new players why opening with 1 mex, 1 solar, 10 caretakers is a bad idea, but it would be easy to simply tell them to click on a caretaker and see that it's currently spending 1 metal of a potential of 10. Want to build faster? Get more metal. 5 It's difficult to explain to new players why opening with 1 mex, 1 solar, 10 caretakers is a bad idea, but it would be easy to simply tell them to click on a caretaker and see that it's currently spending 1 metal of a potential of 10. Want to build faster? Get more metal.
6 \n 6 \n
7 Or maybe there could just be a build power potential next to the metal income where you just see if your build power (total sum) is much higher than your metal income. Maybe that could only count caretakers and factory since cons could be used to reclaim/repair... 7 Or maybe there could just be a build power potential next to the metal income where you just see if your build power (total sum) is much higher than your metal income. Maybe that could only count caretakers and factory since cons could be used to reclaim/repair...
8 \n
9 EDIT: I bet that's already in the UI and I just didn't mouse over my metal income. I'll check tonight. Good laugh if it is.