[IDEA] Eco-manager

Discussion in 'Mod Discussions' started by Clopse, November 20, 2013.

  1. Clopse

    Clopse Post Master General

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    I have been practicing a lot with selecting all labs and pausing for a few seconds in an attempt to be more efficient. How hard would it be to make a mod that has predefined figures so if you drop to let's say 3 metal, all labs are paused until you have 100 mass.

    I can deal with the numbers and other options later. But is this possible?

    A change in the code where the sound beeps if economy is bad. To maybe play sound-select all labs- press pause, then after x amount of seconds select all factories and unpause, hoping none have been built in the meantime. Nope that's retarded.

    The amount of times I'm arguing with myself and re editing this is crazy. I will need to check what happens if you select multiple factories and change the pause order. So it maybe ain't so bad.
    Last edited: November 20, 2013
  2. cola_colin

    cola_colin Moderator Alumni

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    It is not possible for a mod to iterate all your stuff and give commands to it currently. So no this cannot be done right now. Also what do you mean with more efficient? We don't lose metal income anymore when we stall energy. Pausing your factories and nothing else would be more like a transfer of priority to engineers.
  3. Clopse

    Clopse Post Master General

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    Well I want to prioritize eco early on, so if i pause for a few seconds every now and again, and stay pretty efficient my eco will grow quicker.
  4. cola_colin

    cola_colin Moderator Alumni

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    You would be even faster if you would just not make too many factories early on ;)
  5. Clopse

    Clopse Post Master General

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    Haha true but i like my build, i just want it to be better. :D
  6. maxpowerz

    maxpowerz Post Master General

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    manage build orders
    By this i mean have many factory's making scouts or cheaper units and few factory's making expensive units,
    if you balance it right with expansion you can pump units out very quickly without stalling the eco.
    I reccomend producing many groups of 2-3 basic fabbers (i prefer bots) and send them everywhere to claim mex while you expand your factories.
    Groups of 2-3 fabbers are effective without being too expensive on eco drain.
  7. maxpowerz

    maxpowerz Post Master General

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    on the plus for this tho, i do like the idea!! +1 +1
    It would be good to have something so if the mex eco dropped below %25 it would cause assisting fabber units to stop assisting until mex eco was above %25 again :)

    IMO it would remove some of the micro so one could focus on the macro side of things

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