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Re: Compiled Questions/Bug List/Wish List
This idea was posted a while ago, and I've lost track if it's in the works with MM.
We really need a way to allocate a percentage of avaiable resources to ministers for production. As it is now, my ministers will spend everything I have to upgrade facilities, leaving nothing for me to manually build (fleets, etc.), or for emergencies. Aloid |
Re: Compiled Questions/Bug List/Wish List
In the various screens for planetinfo it'd be great if I could sort them by type, ie rock, ice or gas. Not possible at the moment. I also want a function where I can exclude all planets in systems not claimed by and add a level between claimed and not claimed called "interested in" (or something better) so the colonization screen isn't so cluttered with planets on the other side of the galaxy. I want to filter out planets in systems I am not interested or have marked as avoid for my ships. If the AI could somehow do this as well and be told not to send colonyships into systems hevaily defended by enemies (me) it's ecenomy wouldn't be overly burdened with building a bunch of colony ships that will only get killed. The AI would first look in all the systems it consider safe and see if there are any empty planets it can colonize not already having a colonyship on the way. If no build no ship, if yes, build ship.
But that means the AI would first have to be coded to understand safe and unsafe.... |
Re: Compiled Questions/Bug List/Wish List
Wishlist (let me know what u think)
More complex, active populations: Give each planet population abilities in different areas that can improve as they learn from having facilities on the planet. Populations would gain Science ability from Research Centers, Engineering ability from Space Yards, Worker abilities (Miner, Farmer, Refiner) from the production facilities, etc. Their best abilities would determine their Occupation. A player could, for example, select the best Scientists to populate a new Research Compound. Same for Crews: Give the Crew Quarters or Bridge component an ability to hold a dozen or so population members, then the player could handpick crews from different Occupations to pilot the ship. The crew members would each chip in their unique abilities as bonuses to combat, ship repair, whatever. |
Re: Compiled Questions/Bug List/Wish List
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by warp nine:
Wishlist (let me know what u think) More complex, active populations<HR></BLOCKQUOTE> to add on that, how about native populations (a-la VGA Planets). neutrals are all well and good, but what if 1 out of 5 planets had a boatload of natives on it (that never developed tech or facilities of their own untill conqured)? it would make planets far more useable, but say they get production negatives because their just dumb natives, or they have harsh happyness problems. again, it would be cool if the racial percentile bonuses of the majority race went with the planet, rather than those of the owning race. it would give alot more potential to this idea. |
Re: Compiled Questions/Bug List/Wish List
I raised the idea of natives like in VGAP some time ago but nobody swallowed the bait. Not sure how useful or fun they'd be in SE4 at the moment though. If nothing drastic is changed in the way population work in the game they'd just be easy targets to flesh out your workpool and get pop that breathes another atmosphere. Even easier pushovers then neutrals. Doesn't add much imo.
However, it would be fun if how you treat them somehow affects your own populations views on you and how other empires view you based on happines type and demeanor. Do just ignore them, protect them, incorporate them into your empire, exterminate them (Something for you Atrocity? Spacing some natives just gotta appeal to your darker side. http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif ) and so on. If you establish a protectorate and hinder contact with high tech to try and not do to them what Europe did to the American Indians some races would think highly of you while others would despise you for being weak and soft. If you did introduce high tech and thus contaminated their culture responses would differ. If you simply conquered them outright it would differ again. And your own populations reaction would also differ based on your happines type and demeanor. Would be kind of fun but I don't see it happening anytime soon, if at all. |
Re: Compiled Questions/Bug List/Wish List
That would be really cool Puke...
And allow you to determine from the game setup if the computer will randomly generate "Neutral Primatives"... additionally, instead of "Partnership" treaty, it should be "Join Us"... working much like surrender but on positive terms. |
Re: Compiled Questions/Bug List/Wish List
Bug time -
haven't seen this one yet but it's happened to me in 2 games. early game, captured a neutral race by forcing their surrender. Got their tech - or most of it. I knew for a fact they had ships equiped w/level 2 shields but I only received lvl 1 shield tech. My understanding was you get ALL the tech from the newly surrendered race. Either my assumtion was wrong or it's a bug ------------------ Character is best defined as that which you do when you believe nobody is watching. |
Re: Compiled Questions/Bug List/Wish List
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by WhiteHojo:
Bug time - haven't seen this one yet but it's happened to me in 2 games. early game, captured a neutral race by forcing their surrender. Got their tech - or most of it. I knew for a fact they had ships equiped w/level 2 shields but I only received lvl 1 shield tech. My understanding was you get ALL the tech from the newly surrendered race. Either my assumtion was wrong or it's a bug <HR></BLOCKQUOTE> Wrong assumption, you get only 1 level per tech. |
Re: Compiled Questions/Bug List/Wish List
Under be carefull what you say, Just found another post that references my problem. Seems another poster says you only get 1 tech level in areas you haven't researched yet from races you get to surrender. If this is true - it sucks.
------------------ Character is best defined as that which you do when you believe nobody is watching. |
Re: Compiled Questions/Bug List/Wish List
Daynar's response brings up a problem I seem to be havin w/these forums. It seems that after I view a thread, then go back to the main forum area, then reenter the same thread at a later time no new Messages will be shown unless I hit refresh. Verry annoying. Am I doin something wrong? Could it be some setting on my browser? (I'm using IE)...
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Re: Compiled Questions/Bug List/Wish List
WhiteHojo:
a) It's probably your browser Cache. I see this on Netscape 4/Linux as well. Apparently the topic URLs are straight HTML instead of cgi-generated at read time, so the browser wouldn't know that the content may have been updated since Last load. b) Yes. You only gain one level of tech per possible area in which the surrendered race exceeds you. At least with Patch 1, you could get around this with constant surrender demands with simultaneous PPP (so you receive multiple surrenders, each filling in the tech gaps), but Patch 2 fixed this so the new rebel faction (if it didn't join you directly, which also gives no tech IIRC) will not inherit the commlink, and thus won't hear your surrender request (or instead won't answer?). You can try to scavenge some of the tech from their ships, assuming you didn't destroy them all before forcing surrender. Otherwise, you'll have to research it yourself or trade/steal from somebody else. ------------------ -- The thing that goes bump in the night |
Re: Compiled Questions/Bug List/Wish List
<Columbo>
Just one more thing: </Columbo> A history log bookmark. Specifically, something that can be used to a) mark a line in the log, visibly flagging it, and b) jump to that bookmark immediately. Maybe even via a hotkey from the main window. Why? For dealing with the multitude of log events. For instance, in my current very relaxed game (as always. Well, even more so. How much? Hrm. For the first 250 turns or so, or something like that, I didn't build a single armed ship... instead built up infrastructure, researched, explored and colonized. 255-system game, AIs on hard, other options default. My first serious warships will be launched with QE3s, QRs, Solar Sail 3's, max-level weaponry, etc; a few decently-equipped cloaked sensor / boarding / repair ships are already stalking space.), I may deal with numerous log Messages demanding attention, ranging from atmosphere conVersions (part of the development plan) to full cargo space to whatever. This means that I may potentially do a lot of a) leaf through history file b) go to appropriate location or menu, thus closing history file c) fiddle d) close location/menu e) return to history file f) spend time paging through history file to find out where I left off The Last bit, paging, gets a bit tedious. (OK. So I'm lazy. But this could be faster.) ------------------ -- The thing that goes bump in the night |
Re: Compiled Questions/Bug List/Wish List
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Taqwus:
3. Option for upgrades to be added to the BEGINNING of a queue instead of the end. 6. Option for naming ships upon production (i.e. dialog popup). Merely for flavor, because going back and renaming gets tedious. 9. [MEGA-HACK] Multiple ship yards allowed to pool (perhaps inefficiently) labor on same queue. Used for building expensive items like starbases, stellar manip ships etc. Low priority.<HR></BLOCKQUOTE> 3. Yes, that would be very nice. (Especially for planetary space yards, which increase production ability.) 6. Definitely. In SE3 I'd buy a bunch of ships and then go in and rename the hulls as they were being built. You could do it using alt and control keys and move down the ship list, going to a particular ship's status screen and renaming it. 9. Actually, I sent that idea to MM and they kind of shot it down. Same for building multiple facilities in one turn, if you had the resources. *sigh* ------------------ -- "What do -you- want?" "I'd like to live -just- long enough to be there when they cut off your head and stick it on a pike as a warning to the next ten generations that some favors come with too high a price. I would look up into your lifeless eyes and wave like this..." *waggle* "...can you and your associates arrange that for me, Mr. Morden?" |
Re: Compiled Questions/Bug List/Wish List
Taqwus, I agree. Very annoying after awhile.
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Re: Compiled Questions/Bug List/Wish List
The feature I would love to see added to the game is the ability to produce ORBITAL research facilities. The way I invision this would be to have a research comonent that could be placed onto a starbase or battlestation. (the cost of the comonent would be 2000kt) It would add 10% to the systems research efforts.
Additionally, I would love a feature that showed a player what enemy ships are in the area of space they are about to enter. (Kinda like the one used in Rebellion) This would be very helpful in evaluating wheather or not you wanted to engage the enemy, and vis versa. ------------------ "We've made too many compromises already, too many retreats! They invade our space and we fall back -- they assimilate entire worlds and we fall back! Not again! The line must be drawn here -- this far, no further! And I will make them pay for what they've done!" -- Patric Stewart as Captain Picard UCP/TCO Ship Yards |
Re: Compiled Questions/Bug List/Wish List
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Atrocities:
The feature I would love to see added to the game is the ability to produce ORBITAL research facilities. The way I invision this would be to have a research comonent that could be placed onto a starbase or battlestation. (the cost of the comonent would be 2000kt) It would add 10% to the systems research efforts. Additionally, I would love a feature that showed a player what enemy ships are in the area of space they are about to enter. (Kinda like the one used in Rebellion) This would be very helpful in evaluating wheather or not you wanted to engage the enemy, and vis versa. <HR></BLOCKQUOTE> Actually, you can. "System" abilities for Facilities also work in components! It's the PLANET abilities that don't work in components. So, you can't make a "Research Lab" in a base, but you can make a System Computer Complex in a base! Weird, huh? I haven't done this myself, yet. But I'm playing a new game where I've added some system abilities to some components. I'll be able to test them when I can research the techs. |
Re: Compiled Questions/Bug List/Wish List
Another possible UI tweak...
In the simulator, Change Cargo section, you can only place 100M at a time before you have to close/re-open the Change Cargo menu (apparently the 'warehouse' only has 100M...)... perhaps, for a short cut, there should be a 'Specify Number' option [which should arguably be in all cargo transfer/launch/etc menus] in addition to the transfer x1, transfer x5 et al. Considering that I was planning to test how difficult an invasion of, say, an 8000M-person Gas Giant might be, to gauge how many troops I should take in an invasion force, this would have been mind-numbingly dull... (So I tested w/ 500M people, plus a varying number of Large Troops. Interestingly, mines in storage help the defender, although they don't seem to be lost until all the defending troops were. Didn't test w/ other units involved.) ------------------ -- The thing that goes bump in the night |
Re: Compiled Questions/Bug List/Wish List
Here is the latest and greatest post (already e-mailed to Malfador). A number of items changed and have further explanations based on my Last three weeks of editing and playtesting. . . As always, this list should be taken in the light that we are simply trying to help make the greatest space 4x game out there currently, even better.
SE4 VERSION 1.19 LIST UPDATED 01/23/01 QUESTIONS/POSSIBLE BUGS (1) [AI Strategy] There are currently two "Strategies" files - one in the \Data subdirectory and one in the \AI subdirectory. There are a number of additional strategies in the \Data file. Perhaps it would be easier to use one? Also, the AI will only use the default, even if you place a "[RaceName]_AI_Strategies.txt" in their particular \Pictures\Race subdirectory. (2) [AI Design/Strategy] The Strategy "Kamikaze Attack" is not used by the design files, they make a call for the strategy "Ram" which is a movement strategy. However, even when I change the design to use "Kamikaze Attack" or other user-defined strategies, the AI always picks "Optimal Firing Range" - are these files broken? (3) [AI Planet Types File] There seems to be a default Planet_Types "hard-coded" into the game b/c in certain situations (where the AI is temporarily low in one resource) the AI will completely ignore any specific Planet_Type file in their directory and the Default_Planet_Type and instead designate the next XX number of colonies as the type they are low on resources. Can you confirm this? (4) [General] Not so much a question, but a suggestion to take 5 minutes (prior to the next patch) per AI main file (i.e. construction_vehicles, construction_facilities, planet_types, design_types, strategies) and write in the comments section any additional comments or changes that you made at that Last minute that would make it easier for the modders to interpret how the file reacts with the actual game - nothing fancy (e.g. explain if there are hard-coded planet_types in certain situations the AI will default to, what the interaction is between the \AI and \Data strategies files, etc.). I think this would also help the community pin-point some of the remaining bugs and "features" for you. AI RELATED PROBLEMS WITH SOME SUGGESTED FIXES (1) [AI Intel Projects] The AI needs a file similar to their research file, but for intelligence projects. This file would look to the same AI states and cycle through available AI projects BUT limit the number of simultaneous projects similar to the research file (i.e. 25, 33, 50, 100, etc.). This change would result in (a) certain races using neutral, aggressive or defensive intel projects in line with their demeanor and (b) prevent the current problem of AI races having 12 projects at a time running!!! If nothing else, please limit the number of active intel projects to a lower number (say 4-6). (2) [AI Planet Types] The current file appears to only allow resource values in excess of 101. Is it possible to allow values of less than 101 (say 75)? (3) [AI Construction Queues] Even if the AI has ample resources available, it does not fill up its construction queues for either planet facilities or vehicle construction - this results in considerable inefficiency. I often use the "Players" options to verify my modified AI files are functioning and for all empires this is true - most of the time they are completely empty. Perhaps when the AI construct files, it only executes a set number of entries at a time for its empire? (4) [AI Construction Queues] Once the AI uses an "Atmospheric Converter" to change the atmosphere, it is not scrapping it to make room for additional facilities even though the atmosphere is changed. (5) [AI Diplomacy] Add a short distinct .wav file that plays when the button is pressed on the log file for a message from a particular race. I think this would be fairly easy to implement, but will go a long way to developing distinct personalities among races. You can put a placebo empty .wav file there for now until you have time to expand the music (the modders will fill in the music in no time for you!). (6) [AI Diplomacy] Should be a penalty for asking for a treaty every turn. I know the xenophobic races have this built in, but even the Eee should be pissed-off if you ask for a treaty every turn for 20 turns! (7) [AI Diplomacy] Players can promise to trade xx resources with a race, but actually not have that amount available to transfer when the turn executes. The race currently makes a decision based on the amount promised, not amount the will actually receive. (8) [AI Diplomacy] Players should be penalized for ignoring any message (even if it is a general message, players should have to send a general message back). This would make diplomacy better. (9) [AI Diplomacy] If I accept to break a treaty or declare war, have it automatically happen. (10) [AI Diplomacy] If I promise to support in war, the AI should at least take a look and see if I have had a battle with the target race in xx # turns. (11) [AI .emp Files Missing] The Last patch did not cure the problem of several .emp files missing for 8-10 of the races - I can provide list if needed. (12) [AI Fleets] Non-direct combatant mine-sweepers, transports, colonizers, boarding ships, troop transports, etc. do not appear to be joining fleets for protection. Could there be a toggle or flag field in the design file to indicate whether a design type should seek a fleet? - however, I suppose this might confuse the ministers. . . (13) [AI Fleets/Design] Since the design types for the AI are rather strict, we need one additional - call it "Support Ship" this class would always be assigned to a fleet (perhaps limit # in the fleet) and would contain supplies, solar collectors, repair facilities, quantum reactor, etc. - More in line with what human players do. (14) [AI Design] The AI appears to make a new design for Attack Ships, Satellites, Defense Ships and Weapon Platforms just about every turn (for some races - I have not isolated why yet). This in turn leads them to run out of design names very quickly (as well as taking up processing time). Also, the AI needs to loop the design files more than 5-6 times because when design names run out, they stop making designs (perhaps change to Mk xx system then you could loop it up to 99 times). (15) [AI Design] Fighter designs seem to always put two of the primary weapon slot on the design (if they fit after engines) regardless of the values placed in the XX to one slot. This makes it very difficult to modify the designs further by adding secondary weapons in small and medium fighters. Is this a bug or lack of knowledge on my part? (16) [AI Design] There is no "defense ship" design in the AI even though there are calls for it in the construction ques. I made a design nonetheless (AA and repair), so its not a big deal to me personally. (17) [AI Design] If the AI places larger mounts in a design and still has enough space for normal mounts, it will not "flip" back to normal mounts to fill the extra space. (18) [AI Design] Design files are still using the old ability name for "Combat to Hit" modifications. A search and replace needs to be done on all the files to replace them with the new ability names. (19) [AI Design/Construction] AI should re-evaluate xx number of years whether to (i) retrofit ship to newest design type, (ii) auto-upgrade facilities, (iii) re-evaluate planet type and production after significant amount of time passed to make sure still efficient, and (iv) send population to a colony if there current queue completion date is "never". (20) [AI Game] The AI does not appear to be cloaking its ships/sats when it has the ability. I suggest that the AI always leaves their ships cloaked until such time as they trigger the "low supplies" flag- at that point they can be turned over to the Supplies Minister for resupply. (21) [AI Game] Tech Lv 3 starts for all the AI pose the following problems: (i) there is no limit to the amount spent on upgrading facilities, thus most AI players spend their first 50 turns upgrading facilities and quickly run out of resources leaving them very vulnerable (suggest putting a cap on % resources spent per turn on facilities), (ii) regardless of what there individual research file says, this type of start gives them all techs even when there designs don't call for them - this throws off the design files b/c they don't think that race is going to get any weapons other than those they research (suggest letting tech 3 start all the way through a particular race's file to establish what techs they start with). (22) [AI Pathfinding] When the AI encounters a blacked path (e.g. non-combat ship entering warp pint with enemy sats) it will use all remaining points going back-and-forth between two points next to it. (23) [AI Retrofit] If designs are the same and the "Retrofit Minister" is ordered to upgrade, the ship is caught in a loop until there actually is a "real" design change. I do not think the AI is using this ship while it is under the control of the "Retrofit Minister" (24) [AI Strategies] Should be a "Target Priority" for Weapons Platforms - this would solve the problems of (A) ships killing planets prior to landing troops and (B) ships killing weapon platforms and population (i.e. planet priority) while being bLasted by a defense base. (25) [AI Strategies] I think I fixed the problem with the AI not using "Boarding Ships" properly - if you reverse the current order of the movement strategies to first "Optimal Firing Range" then "Capture Enemy Ships" they will not avoid the ship until their shields are down, but instead seek to knock those shields down. BUGS (1) [Game Settings] Finite resource game - planets still producing after countdown to 0k. (2) [Game] Resupply should occur after (A) entering sector and (B) deducting cost to move into sector. (3) [Game] Appears to be a memory leak either upon executing turn or during one of the AI race turns. (4) [Game] If a planet is rioting, resupply and spaceport facilities (system modifications) still function - should this be? If so, could you provide an option in the set-up to have these non-functional during a riot? (5) [Game] If my fleet encounters enemy mines in the same sector that I have mines. I get a message that my minefield triggered. (6) [Game] If a ship is destroyed in a blackhole during a turn, the graphics in the upper left-hand of the screen are corrupted (I have a 19inch monitor with resolution at 1078). (7) [Game] Stellar components for storm/nebula/planet creation not using supplies when using components unless in tactical combat. (8) [Game] The game is not tracking "tonnage destroyed" statistics when a Seeker weapon is used for the "kill". (9) [Game] Mines, Sats and Fighters (perhaps all units) destroyed while "Cargo" on a planet or ship are listed as still "in service." This creates a problem for the AI and its construction queue b/c it thinks they already have xx amount in service when they really don't. (10) [Tactical Combat] I can see enemy mines during combat even if I do not have the proper sensors. (11) [Tactical Combat] If a ship uses a "Boarding Attack" during a turn, all of the components are used in the attack and destroyed this is fine assuming the multiple components gives them additional % success - is this the case? Please clarify in the description. Thanks. WISHLIST (1) [Game Setting] Ability to "purchase" via points certain techs for starting. This would simplify creating races with say Intel or Stealthiness to start (like the Darloks) instead of creating "modified components" around it. B/T/W - I did make a "Stealthy" racial trait with earlier cloaking technology if you want to include it. (2) [Game Setting] In the "Settings.txt" file - add a line item for how many organics per population/per turn to deduct from storage or production. This would end a long debate and allow players to actually think about building organic extraction facilities again. (3) [Game Setting] In the "Settings.txt" file - add a separate user-defined maintenance % for each of the following (similar to what we now have for ships): fighters, troops, sats, weapons and facilities. By letting everyone tweak their own maintenance % - it would end the long debate on this subject. (4) [Game Setting] Option to limit effect of weapons fire to maximum of one weapon/one kill. (5) [Game Setting] Max. amount of mines and sats per warp point/per race or maybe two restrictions - one for human players, another for AI players. (6) [Game Sounds] Separate volume controls for music and sounds (many players like their sounds high, but music low in background) (7) [Abilities] Need abilities added similar to "Combat Modifier - System", but limited to Sector or Fleet (this would allow a lot more facilities/components variety - say command ships) (8) [Abilities] Please let Weapon Platforms have the same range modifications as Bases (this will help the AI and negate some of the "missile dancing" by human players. (9) [Abilities] Please put a subroutine in so components can use the point generation abilities (i.e. research and intelligence). (10) [Abilities] Repulsor beams should react automatically similar to PD weapons (to push away boarding ships, fighters, seekers, etc.) this would make it a more viable weapon. (11) [Game] Provide a way to toggle a planet so that it would not show-up in the "Planet" list of production queues (this would be helpful for small planets which get maxed-out early and really are not touched for the rest of the game except for auto-upgrades) (12) [Tactical Combat] Combat results should list out units deployed/destroyed in combat. (13) [Tactical Combat] Add a .wav file for when (A) a shield takes a hit and (B) a ship moves in tactical combat. You can put placebo empty .wav files there for now until you have time to expand the sounds (the modders will fill in the sounds in no time for you!) (14) [Tactical Combat] Chance to discover tech when taking a planet over by troops (or alternatively, by scrapping unknown facilities on such planet) (15) [Tactical Combat] I have been working on a solution to what I think is a major hurdle for sats and WPs - their inability to fire first when ships come into weapons range. To solve this I added the "Point - Defense" ability to a DUC II while leaving the "Target Type" the same to expirement. Theoretically, the automatic response turrets (as I call them) should fire when ships move into weapons range. They do for fighters (as they are supposed to), they cannot fire at seekers (as they are supposed to) and if unfired in a turn, they can still be manually fired (as they are supposed to) but unfortunately they do not automatically fire at ships. My theory is that the ships movement subroutine does not have the same "check" for response fire that seeker and fighter movement has. Would it be possible to add a line of code to the ship movement subroutine similar to the one already there for seeker and fighter movement (if my theory is correct). This would then provide the capability of making sats/wps (or ships) that automatically fire when a ship or fighter moves into weapons range (similar to MOO2). (16) [Intel Ops] Ability to target intel ops on specific Groups of facilities (already have Groups based on group names in facility.txt file) (17) [SE5 Game Graphics] Add 3-5 additional pics for each hull size - similar to in MOO2 where you could go sideways for different graphics of same hull size and up/down for different hull size (you can put placebos in for now all based on same pic, but for those that want more variety can modify their own). This would allow for more variety between support/attack ships of the same size (18) [SE5 Ground Combat] Expand ground combat so that it is similar to space (each unit would be a battalion/division) - I forwarded an extensive e-mail earlier and there are several other earlier Posts about this on the Shrapnel Board - I have also heard many beta testers discuss this) (19) [SE5 Tactical Combat] Allow different ship sizes (currently all are 1x1 square) similar to Armies of Armageddon where there could be 1x2, 2x2, 3x1 and 3x2 units (planets would still be larger than ships). This would allow the budding artists to take advantage of the larger canvas area and those if us with 19" monitors won't have to squint as much - and also provide some disparity between and escort and a baseship. (20) [SE5 Tactical Combat] Initiative-based dependent on hull size, engines and experience and possible special components (similar to MOO2). Wow. . .Sorry about the long post |
Re: Compiled Questions/Bug List/Wish List
Ouch Tampa, that is loooooooooooong post. I think you just broke a record. http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif
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Re: Compiled Questions/Bug List/Wish List
Additional bugs/thoughts:
[bug] 1. If you land troops from more than one ship during combat, each landing is treated as a separate battle. But the damage to the planet's defenders isn't carried over. [idea] 2. In my first game, it seemed as if I was forced to destroy every Last unit before the empire was actually defeated. In my case, there were just a few pesky satellites hiding in the upper left of one sector. I *hope* you aren't expected to also destroy every Last mine as well?!? |
Re: Compiled Questions/Bug List/Wish List
Tampa_Gamer,your list is excellent!
If you are not a beta tester you should be! |
Re: Compiled Questions/Bug List/Wish List
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by HreDaak:
[b] [quote] AI seems to call ship designing subroutine as soon as it researches a new component that has a higher roman numeral than any of the previous components in it's family. It redesigns all the designs that have this 'new' component. When deciding what components to include in its designs it compares their tech levels. Higher tech level seems to indicate a better component (within family). Also if there are 2 or more AI players using same design name file they share this file. There cant be ships using same design names even if these ships are possessed by two different AI/players. <HR></BLOCKQUOTE> I agree, thats how it is supposed to work. But I tested this theory in tech level 3 start (no research) and they were still re-designing their ships in no particular organized manner!!? |
Re: Compiled Questions/Bug List/Wish List
The AI should check if the new design is the same as the previous one. It already has that 'check the same design' routine in the game for retrofitting ships. It should be EASY to implement that change and it would solve (or reduce) 2 problems:
1) Great amount of designs made by AI that are useless and take memory. 2) It would solve the problem of AI using up all the names for its designs that make AI stop designing ships. (Noticed by Mephisto) [This message has been edited by Daynarr (edited 24 January 2001).] |
Re: Compiled Questions/Bug List/Wish List
Daynarr - good point. Did you forward that suggestion to Aaron? If not, please do.
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Re: Compiled Questions/Bug List/Wish List
Huh.. that sure is strange http://www.shrapnelgames.com/ubb/images/icons/icon9.gif.
Are you sure they were not just designing completely new hull types?. In the Settings.txt file each race has limits on what kind of hull types it can use untill certain amount of turns has passed. If i recall correctly these limits were max 510kt before turn 20 and max 610kt before turn 40. Could this be the reason? |
Re: Compiled Questions/Bug List/Wish List
Could be for the other races, but I took out the limits for the Darlok. The game was still re-designing certain designs every turn even though they were based on the "Base Ship" hull. Maybe it is somehow looking at the race preceeding a particular race's turn? I don't know. . .
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Re: Compiled Questions/Bug List/Wish List
Something I noticed (maybe it is old news) is that when I retrofit a ship to eg. a new engine type and in the same turn retrofit it again eg. a cargocontainer, all changes from the first retrofit are automaticaly repaired. (in this case all enginechanges).
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Re: Compiled Questions/Bug List/Wish List
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>
(3) [AI Construction Queues] Even if the AI has ample resources available, it does not fill up its construction queues for either planet facilities or vehicle construction - this results in considerable inefficiency. I often use the "Players" options to verify my modified AI files are functioning and for all empires this is true - most of the time they are completely empty. Perhaps when the AI construct files, it only executes a set number of entries at a time for its empire? <HR></BLOCKQUOTE> I have seen this too happen in my games. This does not concern all the AI players at the same time but from time to time some of them tend to go into this 'hibernation mode'. They seem to recover from it as soon as some other AI/player starts to destroy their remaining ships/planets. They do research and intelligence projects normally. Maybe this has something to do with different AI states, maybe some of them are not working correctly or something... dunno. I had this game where Xi'Chung was not doing anything for about 30-40 game turns. It was not building anything (all of its planets were full of buildings). It had about 30 planets and 5 ships!?!. I checked and rechecked all the text files that should have effect on the Xi'Chung AI but found no errors there. I also checked that it had more than enough resources to build ships/facilities. Upkeep was someting like 5k/1k/1k and it was producing 50k/10k/20k. All the resource storages were also full 170k/90k/90k. Then suddenly when the Sergetti had wiped out couple of its colonies the Xi'Chung AI seemed to recover mysteriously (maybe it's AI state was changed?). It started to crank out ships and has been operating normally after this. [quote] (14) [AI Design] The AI appears to make a new design for Attack Ships, Satellites, Defense Ships and Weapon Platforms just about every turn (for some races - I have not isolated why yet). [quote] AI seems to call ship designing subroutine as soon as it researches a new component that has a higher roman numeral than any of the previous components in it's family. It redesigns all the designs that have this 'new' component. When deciding what components to include in its designs it compares their tech levels. Higher tech level seems to indicate a better component (within family). Also if there are 2 or more AI players using same design name file they share this file. There cant be ships using same design names even if these ships are possessed by two different AI/players. |
Re: Compiled Questions/Bug List/Wish List
As always, here is my latest compilation as sent to MM. While part III (wishlist) is generally the same, I have revamped part I (bugs) and part II (AI-related problems).
SE4 VERSION 1.27b LIST UPDATED 03/02/01 BUGS (NON-AI RELATED) (1) [Tactical] Upon launch of seeker, no corresponding sounds is playing (capital ship missile, seeking parasite, etc.) (2) [Game Setup] If a change my mind about the victory condition and choose another one, the old victory condition is not "greyed-out" (3) [Game] When a ship is auto-laying mines on the left side of your screen and runs out of mines, the graphics in the upper left portion of the screen are corrupted and will not refresh until you minimize/maximize again (I have a 19inch monitor with resolution at 1078). (4) [Game] When a ship is auto-laying mines and the unit max per sector is reached, the game requires between 8-10 clicks on the message before then warning message disappears. (5) [Game] Had a game where minelayers destroyed by blackhole were still counted as active units in the design statistics screen. (6) [Game] The game is not tracking "tonnage destroyed" statistics when a Seeker weapon is used for the "kill" by a unit (WP or Sat). (7) [Game Setup] Possible bug where first folder in "Races" directory never added (I have never seen the Abbidon (the first folder) selected as a random race. (8) [Game] When playing long games in one sitting (i.e. without restarting the game) I get "out of memory" errors after 300-400 consecutive turns. AI RELATED PROBLEMS WITH SOME SUGGESTED FIXES (1) [AI Construction Queues] When the unit limit is reached, the AI effectively freezes until the production can be filled (i.e. units are destroyed) even if the AI has other projects in the second and third slots which can be worked on. (2) [AI Intel Projects] The AI is not optimizing its intel. While eventually a file similar to research file would nice to dictate what types of intel projects the race will conduct depending on AI state, for now here are two quick fixes: (A) limit the AI to 6 active projects. This should be enough to have some counter-intel, but also prevent the current problem of the AI having too many projects with 100+ years to complete; and (B) delete the following intel projects (for the AI) that it will never use even if successful (i.e. steal designs, pop. centers, ship construction and fleet location, etc.). (3) [AI Design] The AI appears to make a new design for Attack Ships, Satellites, Defense Ships and Weapon Platforms just about every turn (for some races - I have not isolated why yet). This in turn leads them to run out of design names very quickly (as well as taking up processing time). Also, the AI needs to loop the design files more than 5-6 times because when design names run out, they stop making designs (perhaps change to Mk xx system then you could loop it up to 99 times). (4) [AI Game] The AI does not know to "uncloak" its ships with unit launching ability and thus generates errors and effectively freezes when trying to do so. (4.5) [AI Strategies] This file still does not appear to be used when placed in a race's subfolder. (5) [AI Game] Tech Lv 3 starts for all the AI pose the following problems: (i) there is no limit to the amount spent on upgrading facilities, thus most AI players spend their first 50 turns upgrading facilities and quickly run out of resources leaving them very vulnerable (suggest putting a cap on % resources spent per turn on facilities), (ii) regardless of what there individual research file says, this type of start gives them all techs even when there designs don't call for them - this throws off the design files b/c they don't think that race is going to get any weapons other than those they research (suggest letting tech 3 start all the way through a particular race's file to establish what techs they start with). (6) [AI Pathfinding] When the AI encounters a blacked path (e.g. non-combat ship entering warp pint with enemy sats) it will use all remaining points going back-and-forth between two points next to it. (7) [AI Retrofit] If designs are the same and the "Retrofit Minister" is ordered to upgrade, the ship is caught in a loop until there actually is a "real" design change. I do not think the AI is using this ship while it is under the control of the "Retrofit Minister" (8) [AI Planet Types] The current file appears to only allow resource values in excess of 101. Is it possible to allow values of less than 101 (say 75)? (9) [AI Design Files] Bug when using the "Standard Movement" ability where the AI will design a ship with more than max number of engines. (10) [AI Diplomacy] Add a short distinct .wav file that plays when the button is pressed on the log file for a message from a particular race. I think this would be fairly easy to implement, but will go a long way to developing distinct personalities among races. You can put a placebo empty .wav file there for now until you have time to expand the music (the modders will fill in the music in no time for you!). (11) [AI Diplomacy] Should be a penalty for asking for a treaty every turn. I know the xenophobic races have this built in, but even the Eee should be pissed-off if you ask for a treaty every turn for 20 turns! (12) [AI Diplomacy] Players should be penalized for ignoring any message (even if it is a general message, players should have to send a general message back). This would make diplomacy better. (13) [AI Diplomacy] If I accept to break a treaty or declare war, have it automatically happen. (14) [AI Diplomacy] If I promise to support in war, the AI should at least take a look and see if I have had a battle with the target race in xx # turns. (15) [AI Fleets] Non-direct combatant mine-sweepers, transports, colonizers, boarding ships, troop transports, etc. do not appear to be joining fleets for protection. Could there be a toggle or flag field in the design file to indicate whether a design type should seek a fleet? (16) [AI Fleets/Design] Since the design types for the AI are rather strict, we need one additional - call it "Support Ship" this class would always be assigned to a fleet (perhaps limit # in the fleet) and would contain supplies, solar collectors, repair facilities, quantum reactor, etc. - More in line with what human players do or even better - allow calls in the Construct_Vehicles file based on "Design Name" instead of "Design Type." (17) [AI Design] Fighter designs seem to always put two of the primary weapon slot on the design (if they fit after engines) regardless of the values placed in the XX to one slot. This makes it very difficult to modify the designs further by adding secondary weapons in small and medium fighters. Is this a bug or lack of knowledge on my part? (18) [AI Design] There is no "defense ship" design in the AI even though there are calls for it in the construction ques. I made a design nonetheless (AA and repair), so its not a big deal to me personally. (19) [AI Design] If the AI places larger mounts in a design and still has enough space for normal mounts, it will not "flip" back to normal mounts to fill the extra space. (20) [AI Strategies] I think I fixed the problem with the AI not using "Boarding Ships" properly - if you reverse the current order of the movement strategies to first "Optimal Firing Range" then "Capture Enemy Ships" they will not avoid the ship until their shields are down, but instead seek to knock those shields down. WISHLIST (1) [Game Setting] Ability to "purchase" via points certain techs for starting. This would simplify creating races with say Intel or Stealthiness to start (like the Darloks) instead of creating "modified components" around it. B/T/W - I did make a "Stealthy" racial trait with earlier cloaking technology if you want to include it. (2) [Game Setting] In the "Settings.txt" file - add a line item for how many organics per population/per turn to deduct from storage or production. This would end a long debate and allow players to actually think about building organic extraction facilities again. (3) [Game Setting] In the "Settings.txt" file - add a separate user-defined maintenance % for each of the following (similar to what we now have for ships): fighters, troops, sats, weapons and facilities. By letting everyone tweak their own maintenance % - it would end the long debate on this subject. (4) [Game Setting] Option to limit effect of weapons fire to maximum of one weapon/one kill. (5) [Game Sounds] Separate volume controls for music and sounds (many players like their sounds high, but music low in background) (6) [Abilities] Need abilities added similar to "Combat Modifier - System", but limited to Sector or Fleet (this would allow a lot more facilities/components variety - say command ships) (7) [Abilities] Please let Weapon Platforms have the same range modifications as Bases (this will help the AI and negate some of the "missile dancing" by human players. (8) [Abilities] Please put a subroutine in so components can use the point generation abilities (i.e. research and intelligence). (9) [Abilities] Repulsor beams should react automatically similar to PD weapons (to push away boarding ships, fighters, seekers, etc.) this would make it a more viable weapon. (10) [Game] Provide a way to toggle a planet so that it would not show-up in the "Planet" list of production queues (this would be helpful for small planets which get maxed-out early and really are not touched for the rest of the game except for auto-upgrades) (11) [Tactical Combat] Combat results should list out units deployed/destroyed in combat. (12) [Tactical Combat] Add a .wav file for when (A) a shield takes a hit and (B) a ship moves in tactical combat. You can put placebo empty .wav files there for now until you have time to expand the sounds (the modders will fill in the sounds in no time for you!) (13) [Tactical Combat] Chance to discover tech when taking a planet over by troops (or alternatively, by scrapping unknown facilities on such planet) (14) [Tactical Combat] I have been working on a solution to what I think is a major hurdle for sats and WPs - their inability to fire first when ships come into weapons range. To solve this I added the "Point - Defense" ability to a DUC II while leaving the "Target Type" the same to expirement. Theoretically, the automatic response turrets (as I call them) should fire when ships move into weapons range. They do for fighters (as they are supposed to), they cannot fire at seekers (as they are supposed to) and if unfired in a turn, they can still be manually fired (as they are supposed to) but unfortunately they do not automatically fire at ships. My theory is that the ships movement subroutine does not have the same "check" for response fire that seeker and fighter movement has. Would it be possible to add a line of code to the ship movement subroutine similar to the one already there for seeker and fighter movement (if my theory is correct). This would then provide the capability of making sats/wps (or ships) that automatically fire when a ship or fighter moves into weapons range (similar to MOO2). (15) [Intel Ops] Ability to target intel ops on specific Groups of facilities (already have Groups based on group names in facility.txt file) (16) [SE5 Game Graphics] Add 3-5 additional pics for each hull size - similar to in MOO2 where you could go sideways for different graphics of same hull size and up/down for different hull size (you can put placebos in for now all based on same pic, but for those that want more variety can modify their own). This would allow for more variety between support/attack ships of the same size (17) [SE5 Ground Combat] Expand ground combat so that it is similar to space (each unit would be a battalion/division) - I forwarded an extensive e-mail earlier and there are several other earlier Posts about this on the Shrapnel Board - I have also heard many beta testers discuss this) (18) [SE5 Tactical Combat] Allow different ship sizes (currently all are 1x1 square) similar to Armies of Armageddon where there could be 1x2, 2x2, 3x1 and 3x2 units (planets would still be larger than ships). This would allow the budding artists to take advantage of the larger canvas area and those if us with 19" monitors won't have to squint as much - and also provide some disparity between and escort and a baseship. (19) [SE5 Tactical Combat] Initiative-based dependent on hull size, engines and experience and possible special components (similar to MOO2). |
Re: Compiled Questions/Bug List/Wish List
Nice list, Tampa.
I might add these to the Wish List: 1) In VehicleSize.txt, please get more of the "Requirement x Type:" things working. I/we could really use the Must Have 'specific component, and the Must Have Exactly, but all look very useful. 2) In Components.txt, add to Target Types; Troops, Mines, Ftr/Sat/Seekers/Mines. 3) In Components.txt, add to Weapon Damage Type; Randon Facility Only. 4) Allow Troops to initiate Boarding Attacks and defend against them. Change the Boarding Parties component to Troop Quarters, count as cargo space, and allow it to hold one Troop unit and launch one for boarding. Normal cargo space can hold troops, just not launch. 1.27b is a real big improvement to what was before! The game's getting better all the time! Thanks MM. |
Re: Compiled Questions/Bug List/Wish List
I'd like to add weapon mount modifications for seekers to the list. Especially range modification. Last time I tested it, it would fire on targets at longer ranges, but the seekers would vanish at the unmodified range limit.
------------------ -- "What do -you- want?" "I'd like to live -just- long enough to be there when they cut off your head and stick it on a pike as a warning to the next ten generations that some favors come with too high a price. I would look up into your lifeless eyes and wave like this..." *waggle* "...can you and your associates arrange that for me, Mr. Morden?" |
Re: Compiled Questions/Bug List/Wish List
Some possible additions:
* In general, ministers should check to see whether they're attempting the impossible. Stellar manipulation ships, for instance, shouldn't try unless they have a movement point left. * The AI probably should place a lower priority on combat techs and a higher priority on infrastructure if the quadrant is big; perhaps somehow influenced by (systems / non-neutral-player). * Allowing us to re-order fleets might be nice, if it matters. I'm not sure how ordering works right now. * Consider basing refit cost limits on the *original* cost of the ship, so you can't attain arbitrary ship-building speed with a refit chain. * Rebalance tech to make some branches meaningful. For instance, if the computer production/research/intel bonuses were cut to +5/10/15% and the mineral scanners still gave +10/20/30%, there'd be a real reason to use the latter -- sacrificing facility space for more bonuses. ISTR that tachyon sensors are also more expensive to get and use, for a similar benefit, than are hyper-optics. * Possibly allow an option for an increasing disaster frequency over time, or alternately a "no random events for the first X turns" option -- a event early can break an empire, or make one (e.g. spatial anomaly sends a warship to next to an enemy homeworld, who is promptly forced to surrender and yield another colony tech while doubling population, and...). ------------------ -- The thing that goes bump in the night |
Re: Compiled Questions/Bug List/Wish List
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>2) [Game Setup] If a change my mind about the victory condition and choose another one, the old victory condition is not "greyed-out"<HR></BLOCKQUOTE>
Aren't you supposed to be able to select more than one victory condition? |
Re: Compiled Questions/Bug List/Wish List
Drake - Yes, you can choose more than one. I was referring to when I choose one, then change my mind and choose two different ones. The original is still lighted, even if I "uncheck" the box. This is a minor menu nit, since it does not effect actualy game play as far as I can tell.
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Re: Compiled Questions/Bug List/Wish List
my wish list would be,
1 AI builds and uses base Ships more 2 AI uses troops and invades planets 3 The introduction of a Warp missle which would be able to go through worm hole and attack waiting, ships, sats, and/or mines before ship goes through 4 Large Sats to have better weapon range for defense of worm holes or have special worm hole defense base capable of attacking any ship coming through 5 AI to use warp weapons to open & close them if they now do, I haven't seen it yet.. 6 Editor to create 1 or more races or at to change racial traits etc, 7 Pirate and/or Nomad Races 8 More catastrophic causes including a space invader race that hates everybody, set at random, and catastrophies to happen more often when set to high 9 AI to use biological weapons, very seldom if ever does at present 10 a new race that can live on any planet no matter what the conditions without having to research rock, ice, gas, oxygen etc.and only controlled by AI, just a few ideas... |
Re: Compiled Questions/Bug List/Wish List
My personal wish list
-tactical combat: scrollable combat window -resource trade - numbers you can type in -fighters - option of "tactical fighters" only (cannot exist without planetary or carrier support) -special wormhole engines for fighter units -special line in facility files: "number of population needed to be operational..." -drones -tactical combat: possiblity to set up defensive units manually -better documentation of units lost, ships lost etc. of own and enemy empires -cheap general intelligence operations - to have an impression on enemies strengh, log Messages, planet numbers, happiness of population etc.(this is what intelligence today is mainly composed of) klaus |
Re: Compiled Questions/Bug List/Wish List
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by klausD:
-resource trade - numbers you can type in <HR></BLOCKQUOTE> Along the same lines, either allow numbers you can type in for amount of cargo to transfer or more options (besides 1, 5, or "All") for cargo transfers. And allow the same thing in construction queues for units. If my carrier can hold 32 fighters, I want to build 32 fighters, not 35 or 40; and I don't want to build 30 fighters, then spend the next two turns building one fighter per turn. |
Re: Compiled Questions/Bug List/Wish List
My wish list:
0) (Urgent) The 'Ships/Units' screen needs to have an additional button below the 'Show Fleets' button. The name of this button should be something like: 'Show Orphans'. The meaning of this button would be to show ships that are not currently assigned to a fleet. By using this new button and the 'Show Fleets' button, you could hide all the unwanted/unneeded information about ships that are in a fleet. 1) (Pleeese?) The 'Ships/Units' screen needs to have an additional button below the 'Show Fleets' button. When you click on this button, you are presented with a drop-down, scrollable, list of 'Design Type's. By using this button, you see just your Carriers, or your 'Pop. Transport's or whatever. 2) (PPPleeeese?) I think we need an additional default 'Design Type'. It is: Scout - It will explore. - Once we have explored to the limit of supply, it will hang out on the border and watch for traffic. - Would be nice if it would pop in and out of storms and nebulae. - Will cloak if it can. - Will not initiate combat, even if it has weapons. 3) (Urgent) The game really REALLY needs to ship with at least 255 names in the systemnames.txt file. Thanks to MM for the wonderfull game. I am recommending it to all my friends. Miles ------------------ -=-miles@cc.usu.edu-=- |
Re: Compiled Questions/Bug List/Wish List
Hey miles, good idea with the design types. Send it to Aaron's email and I think it has a good chance of being added.
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Re: Compiled Questions/Bug List/Wish List
My biggest problem has been with repeat building.
1) Make repeat build repeat the LAST item, instead of the first. This way, when I upgrade my designs, I don't have to cancel a ship in progress, or wait, remember & change the queue on the exact turn it completes. I can also add 'emergency' items to the queue, and after it's done it then drops down to the normal repeat production of defence sats/fighters/mines. 2) When there is not enough space on the planet: DONT WASTE THE UNITS! When the planet runs out of space, the extra units are lost. INSTEAD, launch any excess units into orbit. They can always be recovered, anyways, and this way, I don't have to worry. Also, it makes it very easy to build up planetary defences, since you don't have to manually launch every turn. ----------- As for a wish list, Crossover Techs: ie. organo-crystalline armor (regen plus shield boost) Temporal organics, whatever Totally living ships for organic races: everything grows back if given time. How to balance it? Hmmm... [This message has been edited by suicide_junkie (edited 06 March 2001).] |
Re: Compiled Questions/Bug List/Wish List
First big, big thing on my wishlist still is AI strategic behaviour: please alter the hardcoded AI routines in a way that
1. makes the AI follow through on attacks 2. hinders the AI to send single ships/small fleets into areas where they face certain doom. I know, this was supposed to be improved with 1.27, but it still does not work correctly. In my current game the AI still tries to send unguarded colonizers into space guarded by my fleets (it lost about 10 at a single location). Also, it still attacks fleets of 10+ ships with only one or two of its own vessels. The fact that these are regularly destroyed does not change its behaviour. These two issues are hardcoded and cannot be "modded away". They seriously reduce the fun of the game (at least as far as I am concerned). [This message has been edited by jowe01 (edited 06 March 2001).] |
Re: Compiled Questions/Bug List/Wish List
jowe01,
If you look at either the default_ai_settings file or any specific race's ai_settings file you will find two important lines that can help you. 1.Turns to Wait until next attack := 5 This line governs how many turns the ai waits to attack again. Set this number to one for aggressive and warmonger races and for peaceful races set it to 4. 2.Maximum Systems to Defend at a Time := 3 This line governs how many systems will have warships/fleets in them at any time. This number has been played around with some people you can check past Posts for more details. For aggressive/warmonger races set this to five. For peaceful races set it to 3. With these two lines you can have the ai defend more systems and attack more often. Not a complete hard coded fix, but it will help you in your games for now. |
Re: Compiled Questions/Bug List/Wish List
Thank you , Sun Devil, but I have already extensively played around with these items. By and large, they do not help much. If you reduce the numbers of turns to wait until next attack and increase the number of systems to defend, the AI's attacks often only get more fragmented and have less success chances. What I would like the AI to do is to emulate human behaviour: build up a decent fleet, than attack a system. Follow up on your attack until you (may) face significant resistance. Withdraw behind Last warpoint/to next large & armed planet and dig in. Repeat as necessary/possible.
That kind of behaviour has to be hardcoded. |
Re: Compiled Questions/Bug List/Wish List
bump - since I saw the other wish-list compilation thread, I did not want some good ideas on this thread lost too!
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