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PostPosted: Fri Dec 29, 2017 8:04 pm 
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Dyson Forest

Joined: Tue Mar 24, 2015 12:58 am
Posts: 231
I love the dispatch option for ships, it allows me to note what I planned to do with that ship turns later when it is built.
But, as a precaution against foolishness (and I hope you are not strongly against such precautions) non mobile ships should not be dispatch-able.
I do now understand that every such complaint takes away from the main effort, but I hope this is a small few lines of code type patch.


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PostPosted: Fri Dec 29, 2017 10:17 pm 
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Creative Contributor
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Joined: Fri Jun 28, 2013 11:45 pm
Posts: 3310
Non mobile ships can't move, so it doesn't matter and makes no difference.

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Mat Bowles

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PostPosted: Fri Dec 29, 2017 10:34 pm 
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AI Lead, Programmer
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Joined: Sat Sep 22, 2012 6:25 pm
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I could see that it would seem like a slightly cleaner interface to not present a meaningless choice such as offering to dispatch an immobile ship being built, but I am inclined to think that there is probably not a clean fully reliable way to make the determination about whether to present the choice, and that thinking more about it is just not a worthwhile use of time.

Consider that making the determination would probably require either making assumptions about the content (which could easily become false if anyone tweaks their content) or else instantiating a temporary ship and checking its speed (which could wind up having been zero because of some temporary effect not because of an inherent limitation).

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PostPosted: Fri Dec 29, 2017 11:25 pm 
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Dyson Forest

Joined: Tue Mar 24, 2015 12:58 am
Posts: 231
Thanks for the answer, thanks for considering it.
I did check, buildings can not be rallied. That is good.


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PostPosted: Sat Dec 30, 2017 1:10 am 
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Vacuum Dragon

Joined: Wed Aug 26, 2015 6:15 pm
Posts: 532
MatGB wrote:
Non mobile ships can't move, so it doesn't matter and makes no difference.

Except through Stargates, but that doesn't have anything to do with dispatch.


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