.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   Rumours, Suggestions, Features on the Next Update (http://forum.shrapnelgames.com/showthread.php?t=6390)

dumbluck June 22nd, 2002 09:59 AM

Re: Rumours, Suggestions, Features on the Next Update
 
Does the same apply for a ship w/ a Quantum Reactor?

Phoenix-D June 22nd, 2002 09:02 PM

Re: Rumours, Suggestions, Features on the Next Update
 
Since they never run out of supplies, yes.

Ragnarok June 22nd, 2002 11:51 PM

Re: Rumours, Suggestions, Features on the Next Update
 
Hate to go off of the Supply topic. But since this thread is for posting what should be in the next patch I'm going to put what I think should be in it. lol. But uhh, I think either in the next patch or SEV they should make derelict ships on the maps. For example: On the screen where you pick what kind of map to use, it has the options of: Grid, Mid-life, Cluster, and so on, they should put an option of a map that's called "War ravaged" or something like that. What this would be is when you select this it would have a bunch of old ships in it that were damaged badly by a great war of the past.

I don't think it would be too tough to add, sicne when you select Ancient map, you have more Black Holes then normal. So it shouldn't be too tough to add to the hard coding or whatever would have to be done to do it.

But then to retrieve these ships you'd have to have a coponate that allows you to beam over crew to take over the ship and get it back home to repair it. To me this would be a awesome addition to the game.

The idea came from Star Trek Armada, in that game you have a system that works along those lines. I just thought I'd mention it. Now you can go back to talking about supplys and so forth. haha. I just wanted to add my 2 cents worth.

klausD June 23rd, 2002 01:27 AM

Re: Rumours, Suggestions, Features on the Next Update
 
I would like to have an option which enables the transfer of supply points from one ship to another. A kind of slider or textwindow which I can tip in the amount I want to transfer. http://forum.shrapnelgames.com/images/icons/icon6.gif

Baron Munchausen June 23rd, 2002 05:44 AM

Re: Rumours, Suggestions, Features on the Next Update
 
Ironically, I think MM didn't include the option to manually transfer supplies because it's too much micromanagement. Little did he suspect how fanatical some of us players would become... http://forum.shrapnelgames.com/images/icons/icon7.gif

Repo Man June 23rd, 2002 02:05 PM

Re: Rumours, Suggestions, Features on the Next Update
 
Here is a mod I would love to see, as it would add some real flavor to the game.

Special research points

Have some techs require special research points, which either are required to obtain the tech, or greatly reduce the time involved for research.

Special research points can be acquired by research stations or ships located in special quadrents. Best example would be a black hole quadrent. Players would have to build a starbase or leave a research ship in the black hole quadrent. Research obtained from these units would apply as special research.

Better still, special research could be subdivided to different quadrent types.

klausD June 23rd, 2002 04:51 PM

Re: Rumours, Suggestions, Features on the Next Update
 
Manual supply transfer: this option is not sooo "fancy" as you think. It would add some VERY interesting game tactics to SE4. You could for example give the most supply to the first "garde" of ships in case of supply shortage. Also such an option would make special supply ships more worthy.

I would also like to give Space Stations the normal supply rules.

People which dont like to transfer supply points manually, because of micromanagement, could use the current system.

Special research points: great idea. I think this would add greatly to the game.

Suicide Junkie June 23rd, 2002 05:31 PM

Re: Rumours, Suggestions, Features on the Next Update
 
"I would also like to give Space Stations the normal supply rules."

I'm doing that for P&N PBW.

Simply change bases into a type of ship. Then fiddle with the weapon mounts and miscellaneous stuff so they can be applied to the new ship-bases.

Gryphin June 23rd, 2002 05:35 PM

Re: Rumours, Suggestions, Features on the Next Update
 
Perhaps a variation on Ragnarok's idea of derelect ships would be a ship that could be towed back to a shipyard or with a shipyard ship present could be analyzed for "anchient tech"
I guess it would require a "towing" component.

Taera June 23rd, 2002 10:03 PM

Re: Rumours, Suggestions, Features on the Next Update
 
Your idea of derelict ships, and SpecialResearch would never likely come out because it is simply what Scenario Editor requies.
Derelict Ships / Space Ruins / Whatever else requies either pre-placed objects or EventTrigger.
SpecialResearch is same, it either requies EventTrigger or other Trigger.

As we all know SEIV lacks any kind of triggers... well thats excluding the Sentry order but that gives you little.

For what i would like to see included in the game i could only say a deeper look on the weapons balance, research tree and racial technologies because IMO this is most important right now, but from what i know Aaron isnt going to make major changes to the technology tree so oh well..

Baron Munchausen June 24th, 2002 12:00 AM

Re: Rumours, Suggestions, Features on the Next Update
 
We had a discussion in another thread not very long ago about changing the way mothballing works. Basically, you could mothball a ship anywhere but it would not stay 'pristine' if it wasn't in a sector with a spaceyard. And it could only be UNmothballed by a spaceyard. So, if you had an emergency of some sort you could effectively abandon a ship by mothballing it. But it would get 'damaged' each turn until it was completely damaged -- or recovered by a spaceyard ship -- and would be destroyed just as if blown up in combat.

Of course, a ship just drifting in space should be open for anyone to board and take. So you would effectively have derelicts, too. And 'salvage' in space! http://forum.shrapnelgames.com/images/icons/icon7.gif

Repo Man June 24th, 2002 01:56 AM

Re: Rumours, Suggestions, Features on the Next Update
 
With respect to neutrals,I think neutrals are part of the key to a better political system. Right now, neutrals are simply small empires waiting to be devoured by players.

I would love it if there were some game benefit to work for trade/military/research agreements with neutrals instead of simply wiping them out. The same algorithm could be applied to non controlled major powers too.

Going to war should have some economic cost beyond lost units. That would encourage other ways of imperial expansion, and make them part of good game play.

Repo Man June 24th, 2002 08:18 PM

Re: Rumours, Suggestions, Features on the Next Update
 
Quote:

Originally posted by Baron Munchausen:
We had a discussion in another thread not very long ago about changing the way mothballing works. Basically, you could mothball a ship anywhere but it would not stay 'pristine' if it wasn't in a sector with a spaceyard. And it could only be UNmothballed by a spaceyard. So, if you had an emergency of some sort you could effectively abandon a ship by mothballing it. But it would get 'damaged' each turn until it was completely damaged -- or recovered by a spaceyard ship -- and would be destroyed just as if blown up in combat.

Of course, a ship just drifting in space should be open for anyone to board and take. So you would effectively have derelicts, too. And 'salvage' in space! http://forum.shrapnelgames.com/images/icons/icon7.gif

<font size="2" face="Verdana, Helvetica, sans-serif">I'd like to see this approach applied to maitenance; sort of the Sim City approach. Under the current rules, if you don't have enough resources, your ships start going supernova. A better approach IMHO would be for the fleet to take damage in some sort of a ratio equal to the amount of maitenance under 100% paid. Add in a slider bar for maitenance too.

CW June 27th, 2002 10:02 PM

Re: Rumours, Suggestions, Features on the Next Update
 
One more thing, add a delete button on the Strategy window.

Wardad July 1st, 2002 11:10 PM

Re: Rumours, Suggestions, Features on the Next Update
 
The results from the Racial Tech Trait Poll.
51 voters, with up to 2 votes each, so we are short a few votes of a full 200%

-------------------------------------------
Poll Results: Racial Tech Trait Poll
Crystalline 12% (6)
Temporal 27% (14)
Psychic 39% (20)
Religious 55% (28)
Organic 41% (21)
-------------------------------------------

The question was:
Please vote for your Favorites or the most powerfull racial tech traits.

***
I am not surprised about the Crystalline results. I think there is a lot of room for improvement without risk to the game balance.

I am surprised about Religious trait being the winner. I sure the results are close enough for plenty of argument pro and con for the Religious trait.

tesco samoa July 2nd, 2002 03:31 AM

Re: Rumours, Suggestions, Features on the Next Update
 
how about this..... when is the next patch coming out..... The beta testers didn't get serious on us now did they. http://forum.shrapnelgames.com/images/icons/icon12.gif

Baron Munchausen July 2nd, 2002 06:25 AM

Re: Rumours, Suggestions, Features on the Next Update
 
Well, besides the problems we've reported in the beta forum you've also seen at least three bugs mentioned and forwarded to MM here in the public BB. I think it'll be a few more weeks before any new 'offical' patches are released. http://forum.shrapnelgames.com/images/icons/icon7.gif

But don't worry. That just gives us more time to lobby for additional goodies. http://forum.shrapnelgames.com/images/icons/icon10.gif

jimbob July 3rd, 2002 01:07 AM

Re: Rumours, Suggestions, Features on the Next Update
 
B. Munchhausen:

How exactly does one forward to MM? I'm still hoping to forward the voting topic that I compiled, but just never figured out what the channels are to Aaron/MM/beta testers.

Baron Munchausen July 3rd, 2002 01:20 AM

Re: Rumours, Suggestions, Features on the Next Update
 
Email. He's got a lot of addresses, I don't know which is read 'first' or 'more often' but I think all of them are read.

info@malfador.com SE4@malfador.com SE4Gold@malfador.com

And even more not related directly to SE.

Crazy_Dog July 3rd, 2002 01:34 AM

Re: Rumours, Suggestions, Features on the Next Update
 
Exist a way to limit the number of ships in a fleet ?

I have fleets up to 200+ ships and i want the empire to use more fleets but about 100 ships

Spuzzum July 3rd, 2002 03:07 AM

Re: Rumours, Suggestions, Features on the Next Update
 
If MM's provider is anything like mine, whatevernameyouwant@malfador.com will work.

Don't experiment with that theory, though -- I'll bet the Last thing Mr. Hall wants is a bunch of people making Messages such as:

</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">To: imahemophiliac@malfador.com
From: st00pidn00b@hotmail.com
Subject: test
Body:
this is just a test sry 4 bowthring u d00d
se4g r0x0rs my b0x0r lololloololollllooolol!!!1</pre><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">(Yes, I'm a newbie. That doesn't stop me from making fun of them! =) )

Oh, wait... we have a topic here! Um... let's see... I want... um... I want...

...I know! I want a scripting language!

Baron Munchausen July 3rd, 2002 03:14 AM

Re: Rumours, Suggestions, Features on the Next Update
 
Yeah, that's why I only gave the addresses that I know of. Sure, if he's got his own domain the ISP will just shunt everythng addressed to that domain along and let him sort it out on his own server. But filling his admin mailboxes with emails to non-existing addresses will not encourage a favorable attitude towards your game feature requests. http://forum.shrapnelgames.com/images/icons/icon7.gif

Wardad July 3rd, 2002 06:45 PM

Re: Rumours, Suggestions, Features on the Next Update
 
From the racial Tech Trait Poll:
Quote:

Originally posted by oleg:
Temporal and Psychic have another benefit not mentioned yet in this thread - scaners that come along. True, you can get equal "normal scaners",
but they need extra research efforts. It is escpecially important if your opponent likes stealth armor. It is awfully easy to research and unless you have temporal/psy tech., there is a window of vulnerability.

<font size="2" face="Verdana, Helvetica, sans-serif">I think this would be a great addition to the cyrstalline tech tree.


All times are GMT -4. The time now is 04:51 AM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.