Implement in reg

Started by Raggon, June 04, 2013, 06:45:15 PM

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Raggon

In turbo, if you run out of food/money it will automatically stop turns. However, in reg your turns continue going and you continue losing troops. Can you implement the stopping of turns into reg?
I void warranties
Silence is golden, but duct tape is silver
What happens if you get scared half to death twice?

Shoot

#1
I'm fairly sure this also exists in reg, but there are some actions that, with the current code, would have to use all of your turns such as:

Building/Demolishing - The code currently builds (or demolishes) all buildings you specify before spending turns. If it were to stop turn usage after taking a 3% loss, you'd end up with all of your buildings built without the appropriate number of turns spent building them. This is currently the only way that I know of that you can suffer 3% losses more than 2 times with a single action, and could be patched up if they decided to rework the building code so that building is done turn by turn (i.e. build rate of 400 = 400 of your buildings in queue are built for each turn spent) which would allow for aborting if you run out of resources.

Attacking/Missions - Attacks and missions are made before the turns get spent, so the same scenario as above applies. I do believe if you have extra missions queued and 3% you'll only suffer the losses on the current mission and the rest will be aborted.

EDIT: Come to think of it, I believe there is one key difference between turbo and reg in this regard. In turbo if you run out of cash, you'll get a bank loan automatically (if not maxed loan) to cover shortage while your turns keep getting spent. In reg you simply 3% in this scenario with turn use stopping (except in the scenarios mentioned above)

Raggon

Oh sorry, I guess I was building and ended up losing almost a fourth of my army.
I void warranties
Silence is golden, but duct tape is silver
What happens if you get scared half to death twice?