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Re: Next patch requests
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr> 2. Ability to add 1 build job to all empty construction ques at one time. Kind of a "Build X facility or ship in all empty Ques" button.
In the construction queue window, an upgrade facility type would be nice, so you could upgrade all mineral facilities without upgrading everything. <hr></blockquote>Both of these already can be done; shift-click the queues and press Multi-Add. If facilities upgrades are available, there will be an Upgrades button visible. You will have to check (F5) Colonies/Facilities to see where the facilities you want to upgrade are; Multi-Add only shows items that can be added to every selected queue. I'd like to see: 1) the System - Damage ability implemented. 2) Quick Start and New Game default to the same settings as the Last game you set up. 3) Improve the combat pathfinding routines. [ 05 May 2002: Message edited by: capnq ] [ 05 May 2002: Message edited by: capnq ]</p> |
Re: Next patch requests
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Atrocities:
1. Wheel Mouse support <hr></blockquote> This one is really important, to me, at least. It is quite jarring to go from normal Win X enviroment, to the SEIV enviroment of no-wheel-mouse; honestly, it shouldn't be that hard of a fix. Derek |
Re: Next patch requests
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr> Both of these already can be done; shift-click the queues and press Multi-Add <hr></blockquote>
My request can not be done yet. You misunderstood what I was trying to say. You have 100 planets. Of these 100 planets 75 have empty ques. You want to build Troops on each of these planets. You click a "ADD TO ALL EMPTY QUES" button then pick what it is you want. Then click "OK" and every one of the 75 ques is then filled with what it was you chose to have them build. |
Re: Next patch requests
One of the things I would like to see, (I don't know how everyone else feels) in regards to jammers.
If a ship has a jammer and you clik on it you are not allowed to see what it has, ok, However, In tactical combat, you can still clik on any enemy ship and see its contents whether they have a jammer or not. I would like to see, if a ship has a jammer, even in tactical combat, nothing is revealed until the jammer unit is destroyed at which point, everything would be open to view. Just some ideas mac |
Re: Next patch requests
Another thing I would like to see is the memory space allocated for movement points in creased from where it is. Right now, it can only handle numbers up to 255; it gives a range check error with anything larger.
Why is this important? Well, if you are implementing both quasi Newtonian propulsion and large ships, and you set the 'engines per move' to something high, and when creating a ship you want it to be large, but also fast, you have to put a large amount of engines, creating a large amount of movement points, in order to make sure the ship has enough propulsion. Thus, you run into range check errors. Derek |
Re: Next patch requests
1) Research/intel/spaceport ability for components. Just fixed so it works...no extra components need be added. (And Taz's other two ideas.)
2) Restricted tech would be a nice addition. 3) Would like to see a colonization restriction to certain size planets. I.E. Colonization component A can only colonize tiny planets. Would be nice if this could also be expanded to differentiate between planets and moons, but need not be. |
Re: Next patch requests
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr> My request can not be done yet. <hr></blockquote>Yes, it can; it "just" takes a lot more clicks than you want to do. http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Next patch requests
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>2) Restricted tech would be a nice addition. <hr></blockquote>
This can be done now in the game set up. Look |
Re: Next patch requests
I doubt that's what he meant. More likely along the lines of "if you take tech A you can't take B" and racial traits that are the same way (there are entries in the racialtraits file for this, they just don't DO anything)
Phoenix-D |
Re: Next patch requests
Here's a screwball request:
Add more useless abilities, and keep the ones that currently don't work. Why? These things are GREAT for getting the AI to do what you want without actually changing components. Add the "palace" ability to a new engine type and suddenly you can call for *just that engine type* (and/or anything else that has that ability.. hmm). Add a variety of useless abilities and the AI can be coerced into adding components it wouldn't normally touch. Phoenix-D |
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