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-   -   Things we'd like to see in the next patch (http://forum.shrapnelgames.com/showthread.php?t=7099)

Sinapus September 23rd, 2002 03:28 PM

Re: Things we\'d like to see in the next patch
 
How about an ability to allow a facility to increase the max population of a planet?

(It's probably too much to make a component that can act as a 'planet' and have facility#/population# abilities so you can put it on a base hull and build space colonies and such.)

[ September 23, 2002, 14:28: Message edited by: Sinapus ]

Mylon September 23rd, 2002 03:40 PM

Re: Things we\'d like to see in the next patch
 
Unless population bonuses are changed (10% for an extra 1 billion?) then I really don't see the point in allowing extra population through a facility. If you just want the population without the production bonus, you can "harvest" excess population from the planet with a cargo ship.

Suicide Junkie September 23rd, 2002 05:10 PM

Re: Things we\'d like to see in the next patch
 
Quote:

Refer back the post in part A. I said it was for Non-Armor. I didn't test armor since it will always get hit first and I wasn't concerned with the order in which it was. It sure does not sound like the same process goes on for armor. Umm?

SJ you always get in such a rush when you read. Take your time.
<font size="2" face="Verdana, Helvetica, sans-serif">That WAS non-armor (internals).

The components were called armor, since that was their main function, but they did not have the armor ability.

This "armor" was designed to be leaky, so some shots will get through, and damage the critical components.

geoschmo September 23rd, 2002 05:22 PM

Re: Things we\'d like to see in the next patch
 
Quote:

Originally posted by Suicide Junkie:
geoschmo: Bigger internals, smaller armors get hit first.
<font size="2" face="Verdana, Helvetica, sans-serif">Right, and that's what I meant to say. I remeber you saying the smaller armor goes first. But what I saw in my tests was an almost randomly even distribution of armor damage between armor I's and Armor III's. No advantage to either. Or when you say smaller for armor do you actually mean tonnage? Are armor components destroyed by size while internals are destroyed by structure?

Geoschmo

Dragon of the void September 24th, 2002 09:54 AM

Re: Things we\'d like to see in the next patch
 
Very interesting tests, and thanks to you for taking the time AND telling us the result, so we can understand SE4 dynamics better.

Just one question:
When you do your tests, what kind of weapoon are you using ???

If, for example, you use a weapon that can not destroy the big component in one hit (or the left over damage from a hit after destoying a component is not enough to destroy another big component), you get the following result:

Comp. A (big) is hit, but not destroyed. Points are stored. Next hit, another random component is selected. Stored points are added.

Comp. B (small) is hit, and destroyed.

This has nothing to do with what component is selected randomly more often than the other, but with the viewable result you get (destroyed component). Or do you have a way to tell what component was hit, but not destroyed ???

overminder September 24th, 2002 04:42 PM

Re: Things we\'d like to see in the next patch
 
Here is a thought. What about making population used in ship/base building. say 0.1 for the smallest size then incressing as the ship size did. It would make older, more heavly pop worlds all the more importen. maybe even for troops. A single troop could be a 0.001 pop. It would make smaller ships a lower drain on worlds to build but give organics a new plus.

tesco samoa September 24th, 2002 06:06 PM

Re: Things we\'d like to see in the next patch
 
Fix the ship movement and ship combat initative. From being one empire goes first then the other.

And as always... Fix that one on one relationship with names...

tesco samoa September 27th, 2002 03:04 AM

Re: Things we\'d like to see in the next patch
 
How about this one.

When you are in the colonize window... ANd you have scrolled down near the bottom of the list... Select the colonize button...

The list stays where it is and does not reset to the top of the list

ckotchey September 27th, 2002 05:56 PM

Re: Things we\'d like to see in the next patch
 
Here's one...
When I start my turn, for example, let's say I've built 5 colonizers, so I have 5 identical Messages in my turn log. I go to the 2nd one, and click "goto", which takes me to the ship, so I do my things with that ship. I bring the log back up, but the list is "reset" with the "cursor" on the first entry in the log...so I can't remember now...did I just handle the message for the 2nd colonizer? the third? I think when it comes up, the "current" item should be remembered from the Last time I had it open.

Slick September 27th, 2002 06:03 PM

Re: Things we\'d like to see in the next patch
 
Quote:

Originally posted by ckotchey:
Here's one...
When I start my turn, for example, let's say I've built 5 colonizers, so I have 5 identical Messages in my turn log. I go to the 2nd one, and click "goto", which takes me to the ship, so I do my things with that ship. I bring the log back up, but the list is "reset" with the "cursor" on the first entry in the log...so I can't remember now...did I just handle the message for the 2nd colonizer? the third? I think when it comes up, the "current" item should be remembered from the Last time I had it open.

<font size="2" face="Verdana, Helvetica, sans-serif">Yes, I sumbitted something similar to MM requesting "goto next[previous] log entry" HOTKEYS which would send you to the next[previous] location and show you the appropriate log entry. That way you could quickly go through the log and take actions on any entry as required.

Slick


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