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-   -   New features I would like to see>>>> (http://forum.shrapnelgames.com/showthread.php?t=4529)

Claymore Righ November 22nd, 2001 10:55 PM

Re: New features I would like to see>>>>
 
An in-game free-text notepad in the Log section.

I like to keep copious notes on the game (had same complaint with Stars!) and it would be far more convinient to keep them within the save game than in a note book that I have to haul around.


Master Belisarius November 22nd, 2001 10:59 PM

Re: New features I would like to see>>>>
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Claymore Righ:
An in-game free-text notepad in the Log section.

I like to keep copious notes on the game (had same complaint with Stars!) and it would be far more convinient to keep them within the save game than in a note book that I have to haul around.

<HR></BLOCKQUOTE>

Remember that inside the game, you can have notes for every system. Is not exactly what you want… but maybe can help.


Suicide Junkie November 23rd, 2001 01:12 AM

Re: New features I would like to see>>>>
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>I'd like to see demand/requests done the same as gifts and trades. With a button on the side that will show you the requested items and sending a message back "accept demand/request" would fullfill the request same as a trade.<HR></BLOCKQUOTE>Connected with this, you should probably also get a report from your minister 3,4 & 5 turns later, detailing how well the player has complied with your "soft" demands (the ones that can't be done in a trade, such as "leave system x"). Some minister message such as "5 known ships from empire Y remain in system x."

Spanglemaker December 12th, 2001 07:46 AM

Re: New features I would like to see>>>>
 
I would like to see more technologies such as a racial evolution tech, which could enable a race to gain a bonus advancement eg Psionic or Crystallurgy.

I would also like to see replication and holographic technologies. One could enhance production and create nightmare devices such as replicating minefields. The other could range from morale boosting holo-suites to Solid holographic Ships with Holo-weapons which pass easily through phased shields.

I suppose I ought to havwe a go and get my hands dirty by modding. But it's difficult when you are working in a war zone and your PC is back home in the UK. I should have got a laptop http://forum.shrapnelgames.com/images/icons/icon12.gif

HEMAN December 12th, 2001 08:52 AM

Re: New features I would like to see>>>>
 
1) A SECOUND TYPE PLANET SHIELD; A invisable shield destroyes ships unites on contact ON SYSTEM MAP . simular to placing mines on warp points etc any enemy ship hits without sweeping and BOOM. MUST use special senser that locate identifi and penetrate so to pass through this.Can be great for solar system screen explosions, Can be usefull when surprise attacks from ai and alot of fighters / drones, which human player is not ready for?..
2)
http://forum.shrapnelgames.com/images/icons/shock.gif HOMEWORLD FACILITY WORLD OR WORLDS &gt; POP if happy for # amount of turns will give human player extra facility slots & or added storage room past normal max of the sized world. VERY WORTHY, SO COOL.
3) RESOURCE STORAGE COMP &gt; Placed on any type of base a # amount of resources will be stored there for added (empire maximum storage).THINKING BEHIND THIS &gt;?. Building this base in a cloud or nebula , effectively hiding resourse from ai empire????. Any comments on these ideas?.
http://forum.shrapnelgames.com/images/icons/shock.gif

[ 12 December 2001: Message edited by: HEMAN ]

[ 12 December 2001: Message edited by: HEMAN ]</p>

Baron Munchausen December 12th, 2001 06:04 PM

Re: New features I would like to see>>>>
 
Has anyone tried putting resource storage in a component? Does it work?

Has anyone tried putting resource storage ability into a planet with the map editor? The planet could be a natural source of very 'pure' and easy to harvest resources. Would also be quite a prize for various empires to fight over... http://forum.shrapnelgames.com/images/icons/icon7.gif

Baron Munchausen December 12th, 2001 06:06 PM

Re: New features I would like to see>>>>
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by bearclaw:
A minor idea but I good one, I think. In multi-player games, when one player makes a demand/request to another, there is nothing saying what that request was unless it is in the text of the message. There is the option to send a message back saying "accept demand/request", but nothing happens unless you set up the gift or tribute yourself. I'd like to see demand/requests done the same as gifts and trades. With a button on the side that will show you the requested items and sending a message back "accept demand/request" would fullfill the request same as a trade.

Nick (bearclaw)

<hr></blockquote>

Yes, a reminder for human players and more importantly the AI needs to check back and see if its demands are met. Currently you can 'accept' the AIs demands and befuddle it for quite a long while before it losses 'patience' and actually attacks for non-compliance.

Spyder December 12th, 2001 06:12 PM

Re: New features I would like to see>>>>
 
Personally, I would like to see a more complex research tree...like Civilization. Where you have to research two or more fields to gain a facility/ship/component/unit.

Even better....with some thought & work, you could create a research tree that would reflect your society. Each society would be defined by the paths of research they chose. Similar to the racial techs in construct where your reseach path defines your society.

[ 12 December 2001: Message edited by: Spyder ]</p>

Phoenix-D December 12th, 2001 08:50 PM

Re: New features I would like to see>>>>
 
"Personally, I would like to see a more complex research tree...like Civilization. Where you have to research two or more fields to gain a facility/ship/component/unit"

This can be done right now..second part too. Just a matter of figuring out what you want to give what, and making the text files.

I prefer the need two or more fields to open a field that gives a the component approach though.

Phoenix-D

dmm December 12th, 2001 09:00 PM

Re: New features I would like to see>>>>
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Spyder:
Personally, I would like to see a more complex research tree...like Civilization. Where you have to research two or more fields to gain a facility/ship/component/unit.
<hr></blockquote>
I disagree, mildly. I don't want it to be too intertwined, so that everyone winds up researching the same things at the same time. But a little bit of entwinement would be OK.
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Spyder:
Even better....with some thought & work, you could create a research tree that would reflect your society. Each society would be defined by the paths of research they chose. Similar to the racial techs in construct where your reseach path defines your society.
<hr></blockquote>
Now this idea I really like. And you could have a "random tech tree" option, with the cross-links different for everybody. That would really make trading techs interesting, because you wouldn't know exactly how valuable the tech was to that player. Two players could _both_ go away thinking, "Ha ha, I really cheated him that time. What a dope!"

Suicide Junkie December 13th, 2001 04:42 AM

Re: New features I would like to see>>>>
 
Something else that I was thinking about modding was a Mysterious tech tree. It would be based on the fact that you never know what your basic research will be useful for. Hopefully, it will renew the joy of discovery that we've all lost after playing through the game so many times.

All of the current techs would be the same, but in order to open them up to research, you'd have to do some random basic research.
The basic research would have tech levels labelled either "Basic Research" A through Z, or with randomized names("Ukrullers", "Hevordin", "Phongles", or "Shiny Things", "Spinning Stuff", "Fire Noises", etc).

Players would pick a lucky basic area (or ten) to work on, and it might open meson bLasters. They could then decide whether to research those weapons, or try some other basic techs to try and find a weapon tech they like better.

Puke December 13th, 2001 04:55 AM

Re: New features I would like to see>>>>
 
neat, would you have a program to randomly generate the names in the research file each game?

i liked the research in imperalism 2, the categories were always the same, but the prerequisites were always different. each branch of the tree would have a handfull of things in it, and the same techs were always there at the same levels, but which techs led to what within each of those levels was different every time. not possible in se4, but neat.

dogscoff December 13th, 2001 10:19 AM

Re: New features I would like to see>>>>
 
There's a couple of randomnesses I'd like added:

1&gt; The option to hide the "player X" screen during turn generation. It gives me an unfair advantage over the AI to see how long it takes each one to generate their turn, what order they are in and even how many of them there are.

2&gt; a "random settings" option in game setup. Click it and let the game select completely at random your empire, map type, AI settings, start tech and homeworld number, events settings... everything. Half the fun of the game would be working out what some of the settings were.

dogscoff December 13th, 2001 11:31 AM

Re: New features I would like to see>>>>
 
Ooh - here's another one: When ships make their moves, how about if they searched for friendly resupply depots in the system to see if they could alter their route to go through them without using any extra movement points?

It really annoys me to see a half- fuelled ships on their way across a system fly straight past a depot when they could just change their course and go through it with no extra movement points required.

The game would feel that much "smarter", and it would improve the AI's performance as well, since ships would run out of supplies less often.

[ 13 December 2001: Message edited by: dogscoff ]

[ 13 December 2001: Message edited by: dogscoff ]</p>

Rollo December 13th, 2001 11:53 AM

Re: New features I would like to see>>>>
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by dogscoff:
Ooh - here's another one: When ships make their moves, how about if they searched for friendly resupply depots in the system to see if they could alter their route to go through them without using any extra movement points? ...<hr></blockquote>

That is an excellent suggestion, it will help the AI a lot.

Rollo

tesco samoa December 13th, 2001 03:11 PM

Re: New features I would like to see>>>>
 
When in the Planet screen and on planet cargo. The ability to show only planets that have fighters or mines or troops or wp's.

When you click on a planet and you look at the facilities on the the planet the ability to right click and select scrap. And the ability to scrap planet facilities in the planet construction que.

When a facility blows up on a planet, the message tells you what facility it was that blew up ( pet peeve )


The ability to see where all system wide facilities are in your systems./

INtel log. Keep a history of intel projects and their results.

Last but not least tatical multiplayer combat.

Q December 13th, 2001 05:28 PM

Re: New features I would like to see>>>>
 
One addition I already mentioned some time ago, but if I repeat it may be the chances to be implemented will rise:
Anger modification for specific races: In the politics file lines that modify the anger level against specific races.
So e.g. the Vaxin would not propose a treaty to their mortal enemies the Rage!

Baron Munchausen December 13th, 2001 07:30 PM

Re: New features I would like to see>>>>
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Q:
One addition I already mentioned some time ago, but if I repeat it may be the chances to be implemented will rise:
Anger modification for specific races: In the politics file lines that modify the anger level against specific races.
So e.g. the Vaxin would not propose a treaty to their mortal enemies the Rage!
<hr></blockquote>

How about different anger levels for conquered races? Shouldn't some types of population be more difficult to assimilate into your empire? This would make the Temporal tech "Temporal Vacation Service" facility more valuable.

I also wish captured population would retain their racial traits, like mining ability, research ability, etc...

[ 13 December 2001: Message edited by: Baron Munchausen ]</p>

HEMAN December 14th, 2001 05:04 AM

Re: New features I would like to see>>>>
 
A new feature i would like to see is SPACE MONSTERS,IF POSSIBLE;

1) (robotic race), with only dreadnaughtships baseship,starbase & largetroops only, that replecate, and assimulate worlds destroy every empire no relation with any empire?. a loner . Has a flock at there homeworld.can get teck from this race if captured ship, troop,componets.

2) (Organic monster ship) Very huge egg shape creature ship . THE SHARK OF THE UNIVERSE, patrolls and destroyes ships mostly attack only moving objects.and multiples by 1 when it destroyes 20 ships every time. a loner. If empire ships destroy this animal they get no teck or etc. this monster does not attack pop worlds.

3) (SQUIDE MONSTER) Size of super large planet, only attacks huge pop planets and large ships transport, feeds on there life forces,keeps attacking, and if consumes enough 6000 pop max with 2 planets without interuption it multiplies by 2. does not migrat in flocks. a loner mostly. If empire ships destroy this animal they get no teck or etc. Does not attack ships unless attaked.

4) (CRYSTALLINE CREATURE) a huge diamound shape creature that attacks ships & pop worlds when in range,if destroyes 5 max pop planets or 20 ships seperately will mulitiple by 1. a loner. Player empire detroyes this creature will get a # amount of minerals.

5) (LIVING CLOUD entity) kills only and all pop on any size worlds. mulitiples by 1 for every 10 worlds destroyed, a loner, Very stealthy will stand still if sees war ships, Does not attack ships unless attaked.

NOTE;
All monster races will have a single very huge world of there own?.every monster that is spawn is 1/4 times stronger.a max total of quad times. There world will be colered uniquely and in isolated area places? ;
grey / robotic
orange / organic
purple / squid
silver / crystalline
white / living cloud
Im suggesting this because i bought a game long ago called (star trek birth of the federation, the best part of the game in my opinion was the feature of monsters.Everything else was not interesting enough to keep playing.
QUESTION?
1)Have any of you players suggested these ideas to MM?.
2)Have any mode players created something like this?.
3) If any are interested what i have suggested here, perhaps this gives you ideas to mode, maybe??&gt; http://forum.shrapnelgames.com/images/icons/shock.gif

MikeRMcCartney December 15th, 2001 06:15 AM

Re: New features I would like to see>>>>
 
I like the idea of the history file. Who cares how big it is! 10MB, 20 MB, no big deal, I've got tons of hard drive space. Also I would like to see a command to output the current state of the game. Ships, planets, construction, battles, etc., so I could import it into my own tracking program if I wanted.

tesco samoa December 17th, 2001 06:59 PM

Re: New features I would like to see>>>>
 
Mike I have started a new topic about it.\


Nothing on sorting reports ??

mac5732 December 17th, 2001 09:44 PM

Re: New features I would like to see>>>>
 
I would like to see a type of unit statictic screen similiar to what the old Star General game had. You could access it and it would list how many of each unit you built and how many lost for each race. It also had one that told you how many total of each facility you had in operation/destroyed. I know it would be hard to designate the special ships you built/design, but maybe just list how many CA's, DN's, BB's etc you built and how many lost. You could only access the information if you had some type of treaty with that race, if you're at war with them you wouldn't have the access, in addition you would have to have had contact with that race in order to obtain the info, if contact lost, info wouldn't be up to date but would be whatever it was at the time contact was lost. Or at least something along these lines, maybe an intel operation at level 3 before you can get it or whatever. would make for easier record keeping.

example CA's 21 built 15 lost 5 scraped
DD's 30 built 20 lost 3 scraped
Monoliths 10 built 2 lost 0 scraped
etc.

just some ideas mac

[ 17 December 2001: Message edited by: mac5732 ]</p>

Phoenix-D December 17th, 2001 10:01 PM

Re: New features I would like to see>>>>
 
" know it would be hard to designate the special ships you built/design, but maybe just list how many CA's, DN's, BB's etc you built and how many lost."

You already have this for your own race, and it's per design. Go to the screen where you design units. Find the button that says Stats/Stratagy, make sure it has a green circle next to it (click it if not) and click on a design. Where you normally see the ship's design, you'll see the number constructed, in service, lost, scrapped, enemy tonnage destroyed, and an option to change the strategy.

Phoenix-D

mac5732 December 17th, 2001 10:18 PM

Re: New features I would like to see>>>>
 
tks, http://forum.shrapnelgames.com/images/icons/icon7.gif i know the design button is there, but you have to access each unit and it doens't give you the stats for the other races. I just meant a screen which would show all stats without having to click each individual unit but keeps a running break down and total. I just like to know how many enemy units/facilities were built or destroyed vs. what my stats are, Example I lost 1 BB and the Cuppa lost 30, (I wish,) maybe I'm just to stats crazy http://forum.shrapnelgames.com/image...s/rolleyes.gif

just some ideas mac

Steppenwolf December 18th, 2001 12:17 AM

Re: New features I would like to see>>>>
 
A few wishes:

1) Ships shouldn't automatically lose their fleet assignment only because I need to take them out for a while. I'd like fleet assignments that STICK! Earmarking ships for fleets makes it possible to recall them into the fleet once they've been retrofitted or have fulfilled their recon or demining or whatever mission.

2) With that along goes a feature "Recall ships into fleet"

3) In the Ships/Units window, allow to select several ships by holding the SHIFT-key, as is already possible in the Ship List Panel of the Main Window. This way you could call in all ships of a certain ship class for retrofit. Provided 1) and 2) apply (PLEEAASE!), you could later easily recall your state-of-the-art high-tech ships into their respective fleets.

4) Improve combat announcement during AI turns! I actually would like to SEE where it takes place, not just read it. Couldn't the combat announcement be displayed in front of the system in which your opponent creeped up on you? Maybe even highlighting the specific battle square?

5) And then I only learn that I have 3 cruisers and 2 battle cruisers against 4 light cruisers. But maybe my 3 cruisers are deminers and my 2 battle cruisers are space yard ships. Couldn't we also have the ship names displayed? That way I could quickly decide, hell, it's not worth it, I'm not going into tactical combat, I'll smash them anyway. Or, I'll better have a close look at what's going on.

That's my bit.

[ 17 December 2001: Message edited by: Steppenwolf ]</p>

Deathstalker December 18th, 2001 02:29 AM

Re: New features I would like to see>>>>
 
Don't know if this has been mentioned before but I would love a way to make a weapon have multiple effects. A secondary 'Damage Type' line (or third, or fouth etc) and different types of damage. This way I could have a 'Graviton Beam' that does normal damage to the ship as well as tractoring it in a few spaces, or a beam that would damage a ship and send it back a few spaces. This would work well also for a beam that does normal damage and kills all Boarding Parties and Security stations, kinda like the old 'Death Ray' from Moo2.

Baron Munchausen December 18th, 2001 03:52 AM

Re: New features I would like to see>>>>
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Deathstalker:
Don't know if this has been mentioned before but I would love a way to make a weapon have multiple effects. A secondary 'Damage Type' line (or third, or fouth etc) and different types of damage. This way I could have a 'Graviton Beam' that does normal damage to the ship as well as tractoring it in a few spaces, or a beam that would damage a ship and send it back a few spaces. This would work well also for a beam that does normal damage and kills all Boarding Parties and Security stations, kinda like the old 'Death Ray' from Moo2.<hr></blockquote>

The Neutron BLaster killed marines. It was a fairly early weapon, too. The death ray, despite its name, didn't kill marines, did it? It was an Orion tech. Yeah, 'side effects' would be really nice. Something like the MOO Ion Cannon to attack electronic parts would be great. Not just for weapons, either. Some special effects are possible with the existing system, though. You could mod a little bit of ECM into all engines and then a ship that lost all engines would be easier to hit. You can put the scanner jammer ability into advanced shields. Lots more possibilities are yet to be imagined by someone. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ 18 December 2001: Message edited by: Baron Munchausen ]</p>


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