Factories now have an optional unit cap setting. If the number of units on the factory equals or exceeds the specified cap, the factory will not produce any further units.
holy shit. Awesome work Tom. Thanks for all the upgrades recently!
WOW!
Just to further illustrate Yertle's point in the other thread...
While your digging around in this bit of code, would factory minimums be hard to implement? I'm picturing a factory that does not trigger unless it's members have a total # of units >= FACTORY_MINIMUM.
This would simplify the builder pattern that I have discussed elsewhere.
Ozyman wrote:Just to further illustrate Yertle's point in the other thread...
While your digging around in this bit of code, would factory minimums be hard to implement? I'm picturing a factory that does not trigger unless it's members have a total # of units >= FACTORY_MINIMUM.
This would simplify the builder pattern that I have discussed elsewhere.
Does this mean we should add Yertle's name to this Wiki page..?
http://www.wargear.net/wiki/doku.php?id=designer_workshop:proposed:minimum_unit_count
Factory Caps have been added to the Wiki
Ozyman wrote:Just to further illustrate Yertle's point in the other thread...
While your digging around in this bit of code, would factory minimums be hard to implement? I'm picturing a factory that does not trigger unless it's members have a total # of units >= FACTORY_MINIMUM.
This would simplify the builder pattern that I have discussed elsewhere.
It's doable certainly - is this of much benefit?
tom wrote:Ozyman wrote:Just to further illustrate Yertle's point in the other thread...
While your digging around in this bit of code, would factory minimums be hard to implement? I'm picturing a factory that does not trigger unless it's members have a total # of units >= FACTORY_MINIMUM.
This would simplify the builder pattern that I have discussed elsewhere.
It's doable certainly - is this of much benefit?
I gave examples of it's benefits in the Wiki..
It makes a big impact where its counting ability is concerned. Current workarounds (depending on need) require many factories, at least as many as the number you're trying to count to * the number of territories. Additionally, in many cases - desired results are "delayed." I'd have to think about it, but I'm pretty sure that factory mins would eliminate the need for Abandon ON in some cases.
Yeah - right now it's tricky & complicated to require a minimum # of units to make something happen, but this would greatly simplify it (for users as well as mapmakers).
Ozyman wrote:Yeah - right now it's tricky & complicated to require a minimum # of units to make something happen, but this would greatly simplify it (for users as well as mapmakers).
You just have to think about it differently.
Have a factory with negative production and a cap paired with another factory on the same exact territory with positive production and no cap. You now have the effect of a minimum factory cap.
btilly wrote:Have a factory with negative production and a cap..
Can you do this in the editor?
M57 wrote:btilly wrote:Have a factory with negative production and a cap..
Can you do this in the editor?
I have not tried, but I do not see why you couldn't.
btilly wrote:Ozyman wrote:Yeah - right now it's tricky & complicated to require a minimum # of units to make something happen, but this would greatly simplify it (for users as well as mapmakers).
You just have to think about it differently.
Have a factory with negative production and a cap paired with another factory on the same exact territory with positive production and no cap. You now have the effect of a minimum factory cap.
Thinking about it more, I'm not sure if mimimum factory caps would work for what I was thinking. I really need something where the minimum factory cap applies to the members of the factory, but my understanding is that the factory caps are applied to the target of the factory, not the members.
Ozyman wrote:Thinking about it more, I'm not sure if mimimum factory caps would work for what I was thinking. I really need something where the minimum factory cap applies to the members of the factory, but my understanding is that the factory caps are applied to the target of the factory, not the members.
That's my understanding too, although I believe I've suggested what you've just mentioned and similar ideas on the Wiki..
http://www.wargear.net/wiki/doku.php?id=designer_workshop:proposed:minimum_unit_count
http://www.wargear.net/wiki/doku.php?id=designer_workshop:proposed:minimum_member_count