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Re: SE5, Tell Aaron what\'s on your Wish List
Allow a flag or option for a seeking weapon to be able to be damaged by weapons fire. Said damage will decrease the effectiveness of the strength of the seeker. This would be similar to SE3. A yes or no tag will allow us to simulate different types of seekers.
Kana |
Re: SE5, Tell Aaron what\'s on your Wish List
About happiness:
2 new settings for happiness.txt Max Positive Anger Level Max Negative Anger Level so you could limit max/min happiness level availiable for any happiness type, ie no more than Happy(120)/no less than Angry(60). |
Re: SE5, Tell Aaron what\'s on your Wish List
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losing 10 planets in a 500 planet empire should not affect things nearly as much as losing 10 planets in a 15 planet empire |
Re: SE5, Tell Aaron what\'s on your Wish List
A supply ability that can be tied to things other than facilities. That way you could make a resupply component, that you can put on Bases. Also allow some whay of supplying ships from bases without having to 'fleet' them together...
Kana |
Re: SE5, Tell Aaron what\'s on your Wish List
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Re: SE5, Tell Aaron what\'s on your Wish List
Unless I'm really mistaken, bases already have unlimited supplies, so you don't need to worry about your base "running out" of supplies....ever.
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Re: SE5, Tell Aaron what\'s on your Wish List
I know we've bugged you enough about the formulas in data files, Aaron, but you think it would be possible to calculate any field from any other field?
E.g. Tonnage Structure = 30 * 0.95 ^ [Tech Req Level 3] for a component that miniaturizes when tech req 3 is Miniaturization? http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: SE5, Tell Aaron what\'s on your Wish List
Planetary Indices, using the equations. Pop growth rates, production and build rate, even some atmosphere modification, all based on race settings among other things.
High organics-value planets would convert CO2 into oxygen, high rads (of the volcanic variety) planets would emit lots of H2 and methane, and more. And a separate reproduction rate and death rate index. You could have a heavy metal value for the planets, which could reduce reproduction rate in regular races (toxic), but be required for self-reproduction in the case of mechanoids. You could have planets where a small colony will die off from natural events unless you can grow it to a stable size, or keep feeding replacements to it as the people die. You could have a rapidly-reproducing race that uses up all the methane, say, in an atmosphere and then dies off when the methane runs out. They would come in giant pop transports, turn the atmosphere into population, and then leave to find another world to consume. |
Re: SE5, Tell Aaron what\'s on your Wish List
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Re: SE5, Tell Aaron what\'s on your Wish List
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If you built a base with just the control components and nothing else (bridge, ls, cq), and fleeted it with your ships, every ship will have full supplies next turn. |
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