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-   -   Things we'd like to see in the next patch (http://forum.shrapnelgames.com/showthread.php?t=7099)

tbontob September 18th, 2002 01:50 AM

Re: Things we\'d like to see in the next patch
 
Quote:

Originally posted by Captain Kwok:
I think the best solution to the combat map problem is that when a ship reaches the edge of the map it should be able to "withdrawl" or "retreat".
<font size="2" face="Verdana, Helvetica, sans-serif">Or as someone mentioned...have a larger combat map. http://forum.shrapnelgames.com/images/icons/icon7.gif

Slick September 18th, 2002 06:06 PM

Re: Things we\'d like to see in the next patch
 
What about the "don't get hurt" strategy being modified (i think this must be hard coded) to automatically retreat if its speed is the same or faster than all enemy ships?

Slick

LGM September 18th, 2002 06:48 PM

Re: Things we\'d like to see in the next patch
 
I would like:

1) Allow Planets and Bases to be in fleets to get the Fleet bonsus and to keep defenders by the planet or base.

2) Allow Simultaneous turns to be saved in partial form and finished later.

3) Allow a Sent Message to be edited.

4) Allow us to specify an optimal range value for a ship design and use that to determine where to move the ship.

5) Allow formations to be added without creating a Mod.

6) Allow the Ordinal Position in a game to be hidden so a player does not know what place they are in.

7) Fix Seek After fleets to move after all non Seek After fleets. This will prevent the situation where two equal speed fleets will pass through each other if one is Seeking the other and the other is moving past the seeking fleet.

8) Fix the Quad damage bug with Temporal weapons. Currently does Quad to everything, not just shields.

9) Allow Queues to start production of next item with left over capacity.

10) Store copies of prior turn Messages locally for future reference.

11) Add Combat Replay for Ground Combat in Simultaneous Games.

12) Update Technology Report to reflect what partners have, do not limit to their ship designs. Or at least allow players to send a message to allies that will automatically tell them all their technology levels. This will facilitate partner technology trading. Also consider added an All option for technology under Gifts, Demands, and Trades.

13) Allow the ability to colonize planets with matching foreign breathers in a game where colonization is limited to breathable atmosphere (Green plus only games).

14) Add component, troop, and facility deterrents to intelligence and eliminate Counter Intelligence. Add an advanced trait to give immunity to loyalty based intelligence attacks (call it Absolute Loyalty).

15) Make every Intelligence operation have a time delay after point level is reached. If you could make the time delay calculated based on sectors from the nearest int facility that would be great!

16) Allow targetting priorities to include ships with certain component types: Quantum Reactor, Colony Module, Talisman, Warp-Point creation, Star Destruction, Planet Destruction, Ship Yards, etc.

17) Allow targeting to include an option for Easiest (use for direct fire) and Hardest (use for missles) to hit.

18) Re-evaluate Weapon efficiency. Make Graviton Hellbore a weapon to consider. Make Phased Polaron less cost effective (2.0 Damage per kiloton at max range and skips normal shields). There are whole threads on this issue.

19) Make ship versus ship ramming have a % change to miss modified by ship experience on both sides. Apply size modifiers as well.

20) Show component damage during simultaneous combat replays.

21) Attack and Defense modifers during simultaneous combat replays.

QuarianRex September 18th, 2002 07:51 PM

Re: Things we\'d like to see in the next patch
 
I don't know if anyone has mentioned this yet. What I would really like to see is the order of planetary cargo damage to be reversed.

Currently, planets see their fighters, mines, troops, and satellites get wiped out before the weapon platforms even get touched. If they could reverse that so the largest units (the weapon platforms) get smoked first then you might actually be able to get some interesting ground combats (the defending troops not being previously wiped out to protect the weapon platforms).

Does anyone know why it was set up like this? In ship combat components tend to get damaged from largest to smallest and I can't see why it would be reversed for planets.

overminder September 18th, 2002 11:12 PM

Re: Things we\'d like to see in the next patch
 
I would like to see the ablity to use the resupply depot of a subjugated empire or a protacted one. http://forum.shrapnelgames.com/images/icons/icon10.gif

Elowan September 19th, 2002 12:36 AM

Re: Things we\'d like to see in the next patch
 
I'd like the map editor fixed.

Make or modify a system on a map by adding a small/tiny planet, no atmosphere. Now add another larger planet in the same place only with a breathable atmosphere. Now set that as Start Point 1. Save the map. Start SEIV and change the start conditions for systems to Good, 3.

Load the map and start the game. Nine times out of 10 - the tiny planet will have been converted to a breathable atmosphere planet but not be changed in size and the other, larger world will not be a starting planet at all. http://forum.shrapnelgames.com/images/icons/icon9.gif

Sad but true.

Baron Grazic September 19th, 2002 01:41 AM

Re: Things we\'d like to see in the next patch
 
I'd like to see the Politics redone so that :-
1. The AI followed up on his threats
2. Add a Value in the 'Treaty Grid' that says if 2 races know each other, but don't have a treaty.
3. Add some more Setup options to enable just the Score & Rank of all races, but no other details like number of Planets, Resources, etc
4. A history of Events, so that I don't have to remember that Iolo Sun will blow in 3 turns.

That is enough for now.

President_Elect_Shang September 19th, 2002 02:45 PM

Re: Things we\'d like to see in the next patch
 
Afraid Geo is right. I tried it also.
What do you and Geo have to say on the "Arcs of Fire?" Good idea, bad idea? Go ahead and criticize, I can take it. My idea is that it would make ship speed in combat more valuable.

Suicide Junkie September 19th, 2002 05:47 PM

Re: Things we\'d like to see in the next patch
 
Quote:

7. (May already exsist) A way to disable the frelling Fleet Leader during tatical combat. I have lost way to many ships because of them trying to follow the GD leader and using up all their moves freaking out like a GD grasshopper on a hot plate!
<font size="2" face="Verdana, Helvetica, sans-serif">CTRL-(1-9) sets ships to be members of the matching fleet number.
CTRL-0 sets the ships to have no fleet designation. This applies to leaders as well.

You can also go into the orders menu and select clear fleet designation, or clear all fleet designations.

DirectorTsaarx September 19th, 2002 06:05 PM

Re: Things we\'d like to see in the next patch
 
Quote:

Originally posted by Suicide Junkie:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">7. (May already exsist) A way to disable the frelling Fleet Leader during tatical combat. I have lost way to many ships because of them trying to follow the GD leader and using up all their moves freaking out like a GD grasshopper on a hot plate!
<font size="2" face="Verdana, Helvetica, sans-serif">CTRL-(1-9) sets ships to be members of the matching fleet number.
CTRL-0 sets the ships to have no fleet designation. This applies to leaders as well.

You can also go into the orders menu and select clear fleet designation, or clear all fleet designations.
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">You can also set "all ships break formation" in the strategies screen (I think that's where it is). Then you don't have to worry about weird formation movements in strategic combat...


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