Difference between revisions of "Buy"
From BotF2-Wiki
(Buy added 2015-06-10) |
(rushing a project consumes all of a colony`s industry for that turn (https://bitbucket.org/Bloodwurm/supremacydev/commits/4d5cd5d8536ee6cd622ffd6ee83ea19113ec178a#comment-2023298)) |
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− | added 2015-06-10: https://bitbucket.org/Bloodwurm/supremacydev/commits/363804d18d98d89f4270d76198192686716e48d7#comment-2028076 | + | *added 2015-06-10: https://bitbucket.org/Bloodwurm/supremacydev/commits/363804d18d98d89f4270d76198192686716e48d7#comment-2028076 |
+ | *rushing a project consumes all of a colony`s industry for that turn (https://bitbucket.org/Bloodwurm/supremacydev/commits/4d5cd5d8536ee6cd622ffd6ee83ea19113ec178a#comment-2023298) | ||
+ | Buy (or purchase) isn't implemented - see also http://star-trek-supremacy.proboards.com/thread/255/immediate-purchase-feature (thread/255) | ||
− | |||
− | + | *https://bitbucket.org/mstrobel/supremacy/issue/80/research-rate (issue/80) | |
− | *https://bitbucket.org/mstrobel/supremacy/issue/80/research-rate | + | |
**The plan in Supremacy is to not allow buying items, but spending credits to rush/hurry production, which in effect means the item will be finished sooner. Something like a certain % of the build cost is "bought", rather than the item being instantly bought in full. | **The plan in Supremacy is to not allow buying items, but spending credits to rush/hurry production, which in effect means the item will be finished sooner. Something like a certain % of the build cost is "bought", rather than the item being instantly bought in full. | ||
**Oh I see, so each build project would have a rushable part which you can pay for, but even if you were to, you'd still have a "needs to be built" part which would require turns to build. This way you enforce a minimum build time but still allow for faster builds. | **Oh I see, so each build project would have a rushable part which you can pay for, but even if you were to, you'd still have a "needs to be built" part which would require turns to build. This way you enforce a minimum build time but still allow for faster builds. | ||
**supremacy / Mainline / SupremacyClient / GameOptionsPanel.xaml | **supremacy / Mainline / SupremacyClient / GameOptionsPanel.xaml | ||
**supremacy / Mainline / SupremacyClient / GameOptionsPanel.xaml.cs | **supremacy / Mainline / SupremacyClient / GameOptionsPanel.xaml.cs |
Revision as of 19:12, 27 June 2015
- added 2015-06-10: https://bitbucket.org/Bloodwurm/supremacydev/commits/363804d18d98d89f4270d76198192686716e48d7#comment-2028076
- rushing a project consumes all of a colony`s industry for that turn (https://bitbucket.org/Bloodwurm/supremacydev/commits/4d5cd5d8536ee6cd622ffd6ee83ea19113ec178a#comment-2023298)
Buy (or purchase) isn't implemented - see also http://star-trek-supremacy.proboards.com/thread/255/immediate-purchase-feature (thread/255)
- https://bitbucket.org/mstrobel/supremacy/issue/80/research-rate (issue/80)
- The plan in Supremacy is to not allow buying items, but spending credits to rush/hurry production, which in effect means the item will be finished sooner. Something like a certain % of the build cost is "bought", rather than the item being instantly bought in full.
- Oh I see, so each build project would have a rushable part which you can pay for, but even if you were to, you'd still have a "needs to be built" part which would require turns to build. This way you enforce a minimum build time but still allow for faster builds.
- supremacy / Mainline / SupremacyClient / GameOptionsPanel.xaml
- supremacy / Mainline / SupremacyClient / GameOptionsPanel.xaml.cs