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Re: Psst, over here, I got the latest patch status... shhhh
My interpretation of what is written there:
I think the "random" player order will only really apply in battles which feature 3 or more empires. In those cases, the defender(s) will be first in the turn order (presumably in random order if there is more than one) and the attacker(s) will be randomly distributed at the end. In 2-empire battles, it will just be defender first, attacker, defender, attacker, defender... I think this is a satisfactory solution. Aftr all, it is always easier to defnd trhan to attack. ------------------ SE4 Code: L GdY $ Fr- C- Sd T!+ Sf-- Tcp-- A% M>M+ MpD! RV Pw Fq+ Nd- Rp+ G- /SE4 Code Go to my meagre SEIV pages to generate your own code. |
Re: Psst, over here, I got the latest patch status... shhhh
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR> If anyone recognizes that as their suggestion, please let us know what that means. They seem to be contradictory to me.<HR></BLOCKQUOTE>
I think it was point 5 and point 8 of my bug list: 5.) Multiplayer In a multiplayer battle the topmost player of the player list will always move and fire first in a battle. To be added Last to a game (and therefore be at the bottom of the list) is a huge disadvantage in a multiplayer warp point battle. Solution: A solution would be to make the defenders (i.e. all ships already present in the sector) always move and fire first. If more then one "defender" is present, let the first "mover" be chosen randomly. 8.) Passwords It would be great to have the ability to reset a players password as the game master. sometimes players forget about their passwords, others leave the PBW-Server without leaving their password. |
Re: Psst, over here, I got the latest patch status... shhhh
well It's allmost a year that I got this game I am glad that they are going to finally have the defender move/fire first I think It's about time. I belive I brought this up way back in december of 2000 before the dark times arrive in my personal life.Well now that is over It's time to go back to my favorite hobby 4 X gameing I can't waite for the next patch
And I wante to thank everone for the mods that they give to this game and I'm sorry about my bad english. I am working at It. |
Re: Psst, over here, I got the latest patch status... shhhh
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>
Originally posted by Slaughtermeyer: With the reset password option, would it now be possible for a race that originally started a PBW game as an AI race to be taken over by a human player?<HR></BLOCKQUOTE> <BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Puke: now there is an idea with potential. recreate the old 'neutral challenge' in multiplayer mode. assign players to computer generated neutral races, populate the quad with high bonus 5000 point AIs, and see who survives.<HR></BLOCKQUOTE>Well it's possible, but it would take some work. PBW does not allow you to add players to a game after it starts. What you would have to do is save the game, start a new PBW game with the additional player spots, and upload the current game as the new game's first turn. Geoschmo [This message has been edited by geoschmo (edited 16 October 2001).] |
Re: Psst, over here, I got the latest patch status... shhhh
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Slaughtermeyer:
With the reset password option, would it now be possible for a race that originally started a PBW game as an AI race to be taken over by a human player?<HR></BLOCKQUOTE> It dawned on me though that you relly don't need the password reset option to do this though. The AI passwords have always been resettable. The reasaon for the new feature is because human players in games change their passwords and either forget what they set it to, or leave the game and don't bother to tell the owner or new player what they set it to. Geo |
Re: Psst, over here, I got the latest patch status... shhhh
I sent a suggestion in a couple days ago asking to change the initiative. I guess enough of us asked to finally convinced him to change it. I did suggest randomizing order for movement and combat, but also suggest that he consider having a defender always move first.
My interpretation of the defender clause is that when determining movement order, all defenders move before any attackers where a defender is defined as the non moving fleet. Movemement appears to be on a fleet by fleet basis, so if two fleets move into the same system, the first one will trigger combat (moving Last in combat) and those already there will qualify as defenders. If a player is already there and changes his treaty, he may qualify as a defender if his fleet is not the one that is currently executing its orders. In other worlds, I would view this as all fleets move in random order, except the currently executing fleet which moves Last. This will be a big improvement. Now we can start lobbying for a more complicated initiative system that uses experience, race, and technology to modify the initiative determination process. Maybe formerly cloaked ships or ships coming through a warp point can sometimes seize the initiate and go first in a battle. At least this new change makes things equal for all players! |
Re: Psst, over here, I got the latest patch status... shhhh
Tampa Gamer is absolutely right. MM has done a great job of sending out patches, and has taken the gaming communities suggestions, wants and wishes into account.
The initiative thing is a great improvement. Sure, I'd love to see ship (or fleet) manouverability taken into account (ship movement/ship mass)... but let's face it, this is amongst the best 4x games of all time, and in terms of intertainment/$ it just can't be beat! -Jimbob |
Re: Psst, over here, I got the latest patch status... shhhh
Nice. Ooh, the anticipation... http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif
------------------ -- The thing that goes bump in the night |
Re: Psst, over here, I got the latest patch status... shhhh
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Sure, I'd love to see ship (or fleet) manouverability taken into account (ship movement/ship mass)<HR></BLOCKQUOTE>Already done http://www.shrapnelgames.com/ubb/images/icons/icon7.gif See P&Nv2, or some of the other recent component mods.
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Re: Psst, over here, I got the latest patch status... shhhh
Version 1.48:
1. Fixed - Reseting a player's password would cause a crash when the host processed the turn. 2. Fixed - Added a bit more randomness to the reset password. 3. Fixed - The Scrap window's ship list would jump to the top after an order was executed. 4. Fixed - The prevent AI use during Simultaneous games option was not fully preventative. 5. Fixed - Minor text problems in the AI Speech script. 6. Fixed - Improved the AI's ability to decide whether to attack or not. 7. Fixed - You cannot open a warp point into the same system that it originates from. 8. Fixed - Designs loaded with an empire will have their values recomputed with the current game. Designs which are not valid for the current game will not be loaded. 9. Added - Added a selection of whether you wish to save your designs with your empire when you save your empire. 10. Changed - Changed the AI strategy for satellites and weapon platforms. |
Re: Psst, over here, I got the latest patch status... shhhh
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by [K126]Mephisto:
Version 1.48: 10. Changed - Changed the AI strategy for satellites and weapon platforms.<HR></BLOCKQUOTE> I hope this means that te mines/satellites minister will work! In the "Autolaunch satellites?" thread (Oct.6) Tarm (And Baron Munchausen before) asked for an "Automatic unit launch" order for the planets and bases that are building that units. Aub suggested the use of the mines/satellites minister, but he does'nt work in my computer http://www.shrapnelgames.com/ubb/ima...s/confused.gif (Tested & verified. The mines and sats remain in the surface/cargo bays) |
Re: Psst, over here, I got the latest patch status... shhhh
"6. Fixed - Improved the AI's ability to decide whether to attack or
not. " I hope that this fix the problem when the AI want to send a fleet through a warpoint, but there exist a damaged enemy ship. |
Re: Psst, over here, I got the latest patch status... shhhh
So.... will the patch be out this week, or did something crop up during beta testing?
(jog elbow... Hello? Mister?) http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif (hm. Whee. I'm a Captain now.) http://www.shrapnelgames.com/ubb/images/icons/icon7.gif [This message has been edited by Sinapus (edited 19 October 2001).] |
Re: Psst, over here, I got the latest patch status... shhhh
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Shyrka:
I hope this means that te mines/satellites minister will work! ...Aub suggested the use of the mines/satellites minister, but he does'nt work in my computer http://www.shrapnelgames.com/ubb/ima...s/confused.gif (Tested & verified. The mines and sats remain in the surface/cargo bays)<HR></BLOCKQUOTE> This is very strange. Can this be machine-dependent? I doubt it http://www.shrapnelgames.com/ubb/ima...s/confused.gif I use this all the time: turn the sat. minister on, put a planet under minister control, produce satellites. This turn they are in cargo, next turn they are in space http://www.shrapnelgames.com/ubb/images/icons/icon6.gif Now if only the resuply minister worked consistently! |
Re: Psst, over here, I got the latest patch status... shhhh
You may have forgotten to turn the individual minister on for that planet (Y key)
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Re: Psst, over here, I got the latest patch status... shhhh
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Sinapus:
So.... will the patch be out this week, or did something crop up during beta testing?<HR></BLOCKQUOTE> Since MM keeps making fixes and changes to the game I would assume no patch this week. Every fix should be tested you know http://www.shrapnelgames.com/ubb/images/icons/icon7.gif. I'd give it at least one week (or two) in beta testing since the latest Version. |
Re: Psst, over here, I got the latest patch status... shhhh
I know alot of people have most likely already seen this but on another post in this forum Richard said it should be out either Monday or Tuesday.
Regards, ------------------ Admiral Grover ------------------- "There is a theory which states that if ever anyone discovers exactly what the Universe is for and why it is here, it will instantly disappear and be replaced by something even more bizarrely inexeplicable. There is another theory which states that this has already happened." - Hitch Hiker's Guide to the Galaxy - Douglas Adams http://admgrover.tripod.com |
Re: Psst, over here, I got the latest patch status... shhhh
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Admiral Grover:
I know alot of people have most likely already seen this but on another post in this forum Richard said it should be out either Monday or Tuesday. Regards, <HR></BLOCKQUOTE> That's fine. Can't wait. |
Re: Psst, over here, I got the latest patch status... shhhh
well, I guess my request to have the ablity to make events that have more then one effect is not going to make in. I was really looking forward to being able to make events that do both positive and negitive results. I.e: pop increase but happness goes down.
Oh well..... |
Re: Psst, over here, I got the latest patch status... shhhh
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by suicide_junkie:
You may have forgotten to turn the individual minister on for that planet (Y key)<HR></BLOCKQUOTE> No, the minister was on in the planet/base and in the Ministers window. http://www.shrapnelgames.com/ubb/images/icons/icon9.gif I don't understand what's happening, as Aub said, it can't be a machine-dependent bug. http://www.shrapnelgames.com/ubb/ima...s/confused.gif But thanks for saying it. |
Re: Psst, over here, I got the latest patch status... shhhh
Shyrka did you check if the "maximum units in space limit" was reached?
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Re: Psst, over here, I got the latest patch status... shhhh
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Q:
Shyrka did you check if the "maximum units in space limit" was reached?<HR></BLOCKQUOTE> Yes, i checked it. But i have news http://www.shrapnelgames.com/ubb/images/icons/icon7.gif After some experiments, i discovered some things that are interesting for me (Perhaps all are well-known, but i'm just a begginer) :P 1) The mines/sats minister works fine on planets, but ONLY with sats. He doesn't launch the mines (That's logic, since they cannot be recovered) 2) The minister takes control only over those vessels marked as "Mine Layer" type. If you build a ship with mine layers but mark it as "Defense ship" for example (As i used to do) the minister don't works. 3) The minister controlled vehicles only lays mines at the warp points, not at planets. (I'm not 100% sure, as my experiments were in other direction) 4) If you buid a base in a Warp point with Space yard and mine layers, and you mark it as "Mine Layer" type, you can put it to build mines in "repeat build" mode. As soon at the mines are constructed, it will start laying mines in space (If you activated the minister). But after a few turns, the base will receive orders from the minister to move to other warp point to lanch mines. Obviously, the base cannot move since it hasn't engines, so it becomes useless. You can delete that orders, but in the next turn the base will receive them again. You have to turn off the minister for the base and return to the old system: launch mines manually when the cargo bays of the base are full. So i have conclusions: 1) A minister should NEVER send "move" orders to a base, since they cannot move. I'ts a bug? What do you think? 2) The "Auto launch mines" and "Auto launch sats" (Or "Auto launch units") order is a must-have in Space Empires, IMO. 3) Perhaps should be separate ministers for mines and for satellites. 4) What about configuring the behaviour of the ministers at a lower level? I mean, for example, giving the sats/mines Minister instructions for lay mines first in planets, then in warp points, give priority to most populated/value/more facilities planets, etc. It is interesting? What do you think? And what about the other ministers? 5) The type of the ships is very important for the game. Much more than the "Colony type". Thank you very much to all that tried to help me. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif |
Re: Psst, over here, I got the latest patch status... shhhh
I should know better than to correct a General http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif, but: <BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>turn the individual minister on for that planet (Y key)<HR></BLOCKQUOTE>The "Y" hotkey is the Sentry order; Toggle Individual Ministers is "ctrl-Y".
------------------ Cap'n Q My first mod! Hypermaze quadrant The most merciful thing in the world, I think, is the inability of the human mind to correlate all of its contents. We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should go far. -- HP Lovecraft, "The Call of Cthulhu" [This message has been edited by capnq (edited 20 October 2001).] |
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