#blueprint widget suggestion

1 messages · Page 1 of 1 (latest)

ivory mesa
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I learned about the blueprint widget today and was messing around with it. I noticed that when I made my blueprint as Arm, when I was playing as Core the blueprint wouldn’t work even though the buildings were interchangeable between factions (wind turbine, construction turret, energy converter, afus, advanced energy converter, etc.).

It would be nice to have fewer blueprints to cycle through if some of these would automatically change depending on the faction you choose. Similarly to the start of the game where you may que up your initial buildings as one faction, change your faction, and the buildings automatically change to the current faction chosen without having to lay out your base again.

eager mantle
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This is definitely an issue with the widget that I'd like to solve, at least to the extent that it's possible. There's unfortunately a lot of potential complexity.

Something like "if only one faction of cons is selected, and the blueprint contains only buildings of a different faction, and all of those buildings have equivalents in the con faction, then swap them" might be practical. There are a lot of other cases that are ambiguous though.

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@torpid agate since we discussed this recently

viral geyser
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Why not sth like: if a blueprint building is diff faction than selected cons, swap said building with that equevalent of the con

drifting eagle
viral geyser
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a sensible solution would than be to store blueprints on cons per faction. so on faction cons, only those will be available, and on legion for example, only those you stored AS legion

surreal jackal
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also, what about building size differences between factions

hazy marsh
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If we have cross-faction equivalent building swapping in the game, then they have to be the same size

eager mantle
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there's several directions we could go with this (which aren't mutually exclusive). some ideas:

  • swapping blueprint buildings to the constructor faction when possible (usually fine, but doesn't work if the building footprints are different, or some other cases)
  • filtering out blueprints that cannot be built by the selected constructors (means having to make more blueprints, but you always get the swaps you want). also, would we filter by "can built any part" or "can build the whole blueprint"?
  • edit: see #1269091139080949834 message as well
eager mantle
viral geyser
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I guess just disable bp in this case, or use the one of your faction as default

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In this limited case

hazy marsh
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Multiple constructors either need to show all blueprints any of them can build, or all blueprints all of them can build, but it has to be consistent.

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Showing blueprints any of them can build is more consistent with the rest of the game, as constructors can assist construction on things they cannot themselves build.

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@eager mantle What happens when mixed constructors are given a blueprint order and each can only build some?

eager mantle
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i have no idea how we would implement assisting, but it would be really cool

hazy marsh
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Issue assist order for constructors who do not have the entry in their buildlist, however the assist order cannot be issued until construction has been started.

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Actually, what happens if you select a T1 con and a T2 con and shift issue two build orders, one for a T1-only building and one for a T2-only building?

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Blueprints should be consistent with that

eager mantle
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which is is another way blueprints could work, though that might have to wait for build menu integration of blueprints