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Re: SE5, Tell Aaron what\'s on your Wish List
SE4 is highly moddable, and it takes only a minute or two to add a new troop class that requires no technology, or to make Small Troops require no technology to research. To make Small Troops available from the start, go into TechArea.txt and locate the Troops tech. Set this field to 0 instead of 1, so that the Troops tech area requires no technologies to be able to research:
Number of Tech Req := 1 change to: Number of Tech Req := 0 Then, set this field to 1 instead of 0, so that you will start any game with level 1 in Troops technology: Start Level := 0 change to: Start Level := 1 Of course, it is best to create a mod folder, named whatever you would like (such as Fast Troops), then copy the data folder (folder and all) into it. Make your modifications in this mod folder. Then, go to the folder with the SE4 executable, and open Path.txt. Change this line to have the name of your mod: Using Mod Directory := None change to: Using Mod Directory := Fast Troops |
Re: SE5, Tell Aaron what\'s on your Wish List
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Re: SE5, Tell Aaron what\'s on your Wish List
There's also the tendency for players to glass the planet from orbit instead of fighting on the ground...
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Re: SE5, Tell Aaron what\'s on your Wish List
Hey OT but kool fast reply
Anyways, I think fighters should play more of a role in troop combat also there should be weapons for fighters that only attack defensive ground units and facilties (ie troops, Planet Shield Generator). Also I think all units should be able to play into a general invasion. Example, Ships take out all defensive ships and bases, Drones attack targets like Planetary Shields, Then Fighters come in for a full sweep of Troops, and then Ground Troops start there invasion. Also a general side note but fighters need to be MUCH more moddable, i have tried modding somethings haveing to do with fighters but most everything with fighters is hard coded. |
Re: SE5, Tell Aaron what\'s on your Wish List
In the #se4 chats, Aaron stated that you will be able to mod the vehicle types themselves. Not Small Fighter vs. Large Fighter, but what defines a fighter...
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Re: SE5, Tell Aaron what\'s on your Wish List
A SCENARIO EDITOR!
I really want to be able to write specific scenarios such as The Fifth Zhodani War (traveller), Star Wars (rebs v. empire), Dominion Wars (Star Trek DS9), etc...etc...etc... It would have to allow you to set up game starts with empires that were vastly different in tech, starting positions, resources, pre-defined fleets, pretty much everything...but I can't really see as how that'd be so difficult, given that the savegames and EMP-PLR-GAM file structure seems suited to just that... Hopefully it ain't wishful thinking... Alarik |
Re: SE5, Tell Aaron what\'s on your Wish List
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There is No such thing as Overkill. There is No Kill or Just Enough Kill. Next you'll be criticising me for sending 200 ship fleets to glass a newly established enemy colony, or sending star destroyers to destroy the system that pesky Alien scout keeps passing through. http://forum.shrapnelgames.com/images/smilies/laugh.gif http://forum.shrapnelgames.com/image...ies/tongue.gif |
Re: SE5, Tell Aaron what\'s on your Wish List
The main reason i want troops to be more vaible option is only because it is just easyer for me to send a star destroyer with a mine sweeper to the enemy capital system and blow S*I* Up.
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Re: SE5, Tell Aaron what\'s on your Wish List
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Anyways, Aaron has mentioned that ground combat is going to a bit more sophisticated than SE:IV. |
Re: SE5, Tell Aaron what\'s on your Wish List
Warning Rant:
For the love of all that is good fix the AI so that it knows the difference between maximum movement and necessary movement [img]/threads/images/Graemlins/mad.gif[/img]. I am sick of running simulations where the AI moves ships right next to enemy ships and then realises it has movement left so it moves away. I just did a sim where it was next to the enemy in the corner, it had 3 movement left so it moves away 3 thus reducing its chance to hit the enemy. |
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