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-   -   SE5, Tell Aaron what's on your Wish List (http://forum.shrapnelgames.com/showthread.php?t=8397)

Aiken April 17th, 2004 10:22 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
My alltime favourite is Ctrl+Alt+Del. Unfortunately http://forum.shrapnelgames.com/images/icons/icon9.gif

Foreman April 17th, 2004 06:11 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Not sure anyone proposed something similar or not...

- A non-linear relationship between (thrust/weight) and speed. For example, give engines an ability:

SPEED_CAP 2 3 5 8 13 21 34 55 89 144 9999

So that you need (thrust/weight)>=2 to get one movement speed, and (thrust/weight)>=55 to get eight movement speed.

narf poit chez BOOM April 17th, 2004 09:29 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Quote:

Originally posted by Atrocities:
What are your favorate hot keys? Mine is back space and F12
<font size="2" face="sans-serif, arial, verdana">What does that do?

Fyron April 17th, 2004 09:43 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Quote:

Originally posted by narf poit chez BOOM:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Atrocities:
What are your favorate hot keys? Mine is back space and F12

<font size="2" face="sans-serif, arial, verdana">What does that do? </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Check the in-game help files. They list all of the hotkeys.

narf poit chez BOOM April 17th, 2004 09:58 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Quote:

Originally posted by Imperator Fyron:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by narf poit chez BOOM:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Atrocities:
What are your favorate hot keys? Mine is back space and F12

<font size="2" face="sans-serif, arial, verdana">What does that do? </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Check the in-game help files. They list all of the hotkeys. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">I didn't know he meant space empires hot keys.

Randallw April 20th, 2004 03:59 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Since we can now save turns before finishing them, why not save Messages to other races before finishing the turn. I find it a problem that I have to write my reply at once and get only one go instead of putting the reply together as I work through my empire.

parabolize April 20th, 2004 05:14 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Quote:

Originally posted by Randallw:
Since we can now save turns before finishing them, why not save Messages to other races before finishing the turn. I find it a problem that I have to write my reply at once and get only one go instead of putting the reply together as I work through my empire.
<font size="2" face="sans-serif, arial, verdana">You can write the message in a office program and copy-paste it in.

Lighthorse April 20th, 2004 05:59 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
What I would like to see in SEV,

1. Please refer to my earlier posting some months ago on this same forum.

2. I would like to see an open ended research for weapons (seekers, direct and undirect weapons), scanners/combat aid, armor, shielding, ecm, etc. in which as a race pumps credits into researching an item, it may increase a few percentage each step, but the funding require for the next step increase by a factor of five to ten. Also should be a random breakthough chance that jumps the research 20 to 30% forward too.
Allow specifity research into rare weapons or other items that only allow one per race maximun. Have something like 100 rare items & weapons and there only a low percentage that a race would even get a rare research item per game.

3. Have trade routes between section capitals. Player must build and add freighters to each trade route for tranport of cargo. If there not enough freighter for trade route, than a player will only receive that percentage of that trade. A player could also assign military escorts to protect his frieghters. He could also organize convoy with escorts as less effective for trade but very effected for protection. Raiding player will be allow to choice which empire's ship in a trade route to attack or stop & search or turn back or to allow though his blockage. Now there would be a reason for Q-ships.

4. Allow faster moving ship to escape combat by moving off the tactical map edge.

5. An improve planetary tactical system that provide more detail and control for the players.

6. An easy modding system for SEV that any player can desigh they own mod. The same for modding SE5 maps.

7. Larger tactical battle-area for space battle, cover the whole section, showing all the planets, gas cloubs, wormholes, etc. Have fog of war in-which scanner and ecm are key to detecting that other side, ship can hide behind planets or astorids or gas clouds. One needs to send out picket ships as the eyes of the fleet. Limited fighter movement range base on they limited fuel. Allow re-fueling/re-arming of fighters on carriers and bases. Have the abilities of the tactical map where you can focus in on an engagement, and focus out to see the "Big Picture" of the engagement. Be able to guard wornholes with forts, minefields and patrol boats.

8. Allow ship formations within a fleet formation. Example, A fleet or task force could have a few capital ship divisions of 3 to 5 battleships, supported by five to seven cruisers sections of 7 cruisers each and escorted by four flotillas of 9 destroyers per, with a few picket ships jammed full of scanners out in front and on the flanks.

That what I would like to see in SEV.

Lighthorse
http://forum.shrapnelgames.com/images/icons/icon6.gif

Fyron April 20th, 2004 06:08 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Quote:

2. I would like to see an open ended research for weapons...
<font size="2" face="sans-serif, arial, verdana">According to the recent news on malfador.com, this is going to be in there. http://forum.shrapnelgames.com/images/icons/icon12.gif

Quote:

6. An easy modding system for SEV that any player can desigh they own mod.
<font size="2" face="sans-serif, arial, verdana">I don't get what could be easier than text files?

[ April 20, 2004, 05:09: Message edited by: Imperator Fyron ]

narf poit chez BOOM April 20th, 2004 06:21 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Quote:

Originally posted by Imperator Fyron:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana"> 2. I would like to see an open ended research for weapons...
<font size="2" face="sans-serif, arial, verdana">According to the recent news on malfador.com, this is going to be in there. http://forum.shrapnelgames.com/images/icons/icon12.gif

Quote:

6. An easy modding system for SEV that any player can desigh they own mod.
<font size="2" face="sans-serif, arial, verdana">I don't get what could be easier than text files?
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">not easier, but a scripted system would be more flexible.

Fyron April 20th, 2004 07:57 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Scripts would still be in text files. http://forum.shrapnelgames.com/images/icons/icon12.gif

Randallw April 20th, 2004 09:56 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Quote:

Originally posted by parabolize:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Randallw:
Since we can now save turns before finishing them, why not save Messages to other races before finishing the turn. I find it a problem that I have to write my reply at once and get only one go instead of putting the reply together as I work through my empire.

<font size="2" face="sans-serif, arial, verdana">You can write the message in a office program and copy-paste it in. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">yeah sure, but would it really be that hard to save text before finishing the turn.

Timstone April 20th, 2004 11:15 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
I think that Lighthorse's wishes make the game far too difficult. It looks like you want to swamp the average player in far too many options. For us, long time Users it's an easy transition. But for the newcommer it's a hell on Earth.
The KISS (Keep It Simple Stupid) method is still very usefull. No wonder noobs are scared to death when they try this game and leave for another, easier to understand game.
I don't say Lighthorse has bad idea's. Au contraire, they're all very cool ideas, but I think it's a little bit too much.

DeadZone April 20th, 2004 03:27 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
How about getting rid of the 20 empire limit
And also make it that if you have less than 20 races in the race folder some species repeat

I would love to be able to face off against 100+ different AI empires

Of course each turn would take 5 hours but it would be real fun anyway

Plus the ability to actually add bonuses onto weapons, components, etc. based upon tech advancements, race traits, races you may have under your control
ie. You are Race 1, you have a planet that is has some members of Race 2 living their (perhaps from a planet trade or previous way, rebellion, etc), cos Race 2 is good making engines but bad with weapons, all ships built on said planet get a small engine bonus but weapon arent as good
Now if your race is good as weapons and bad with shields, and planet X has 50% Race 1 and 50% race 2 and you build a ship, said ship would get extra bonus on engines, no effect on weapons (unless race 1 bad stat differs from race 2 good stat) and shields are weaker

I think this would be real cool as it would make the choice of wot race you choose and wot races you try to put under your control based on something new

AMF April 20th, 2004 03:33 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
I recall when I first got SEIV the tutorial didn;t help much. A REALLY good tutorial, that addresses the whole gamut of things in an easy to learn way, would go a long way to helping newbies get into SEV and for the game to get exposure.

just my .02$

Alarik

Fyron April 20th, 2004 06:38 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Quote:

And also make it that if you have less than 20 races in the race folder some species repeat
<font size="2" face="sans-serif, arial, verdana">They repeat now.

ckotchey April 23rd, 2004 07:41 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
I agree. When I first really started getting into the game, I played probably 10-20 different short one-player games so that in each game I could test one aspect of the game (what are WP's? How do I use them? How do I use boarding parties? How do Fighters/Carriers work? Drones? Troops and ground combat?). A good series of tutorial scenarios would be great.

Quote:

Originally posted by alarikf:
I recall when I first got SEIV the tutorial didn;t help much. A REALLY good tutorial, that addresses the whole gamut of things in an easy to learn way, would go a long way to helping newbies get into SEV and for the game to get exposure.

<font size="2" face="sans-serif, arial, verdana">

ckotchey April 23rd, 2004 08:50 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Typically, I'm against using mods because I'm against the idea of modifying my installation in some way that would make it harder for me to play in non-modded games, or games using other mods. My big suggestion/wish for SE5 would be to allow for the installation and ISOLATION of different mods, so that each mod is used when desired, and automatically when you start a game that is using one of them.
Quote:

Originally posted by Lighthorse:
6. An easy modding system for SEV that any player can desigh they own mod. The same for modding SE5 maps.

<font size="2" face="sans-serif, arial, verdana">

tesco samoa April 23rd, 2004 08:53 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Randalw To add to your suggestion.

I think that the history window or something like that ( maybe when you click on an alien race... ) you see all Messages that occured http://forum.shrapnelgames.com/images/icons/icon7.gif and their time frame... ( But this would need to be an option to turn on or off due to the increase in size as a game goes along )

Alneyan April 23rd, 2004 08:59 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Ckotchey, you may want to check the Matryx Mod Selector, which is available on the SE4 Gold disk. It allows you to do what you asked, and is a very handy program when playing with a lot of different mods. (There should be a thread about this program on the forum, somewhere lurking in the depths)

ckotchey April 23rd, 2004 09:01 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
I like this idea! Satellites "orbit" the planet slowly during combat - maybe one 'square' every combat turn or two. Add to this the request that not all satellites be stacked on a single point - they should be randomly scattered around. Also, how about making some of them also orbit the moons (those that you own) in the same system? (number based on population difference or something?)
Quote:

Originally posted by Rasorow:

3 Satellites that orbit during combat or have limited movement to position during combat (like we manuever statellites today)

<font size="2" face="sans-serif, arial, verdana">

Phoenix-D April 23rd, 2004 09:06 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Quote:

Originally posted by ckotchey:
Typically, I'm against using mods because I'm against the idea of modifying my installation in some way that would make it harder for me to play in non-modded games, or games using other mods. My big suggestion/wish for SE5 would be to allow for the installation and ISOLATION of different mods, so that each mod is used when desired, and automatically when you start a game that is using one of them.

<font size="2" face="sans-serif, arial, verdana">Are you aware of the way SE4 modding works? Every mod gets it own folder and does not change the default files at all. It is possible to have many mods installed at the same time, just not being -played- at the same time.

The exceptions are things like the image mod, which are 100% harmless and do not effect the stock game at all. Install the image mod then start up stock SE4 and you will see NO difference.

Lighthorse April 24th, 2004 05:40 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Orginally Posted by Timstone
I think that Lighthorse's wishes make the game far too difficult. It looks like you want to swamp the average player in far too many options. For us, long time Users it's an easy transition. But for the newcommer it's a hell on Earth.
The KISS (Keep It Simple Stupid) method is still very usefull. No wonder noobs are scared to death when they try this game and leave for another, easier to understand game.

Excellent point Timstone. What neat about SE4 and should be included in SE5 is when you first start up the game, you allow to create the galaxy base on some options. Maybe what SE5 needs is more choices one could make before the game. As for my other wishes, yes there were a lot of them, but I have learned to ask for the moon and if you're lucky you may get a stone.

Thanks for your reply Timstone

Lighthorse
http://forum.shrapnelgames.com/images/icons/icon6.gif

[ April 24, 2004, 04:41: Message edited by: Lighthorse ]

Lighthorse April 24th, 2004 05:43 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Hot Damn, I'm moving up in the ranks, I'm a sergeant now, cool.

oogs April 24th, 2004 06:24 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
I don't know if this has been posted, but it would be nice to have a couple more options when it comes to displaying all planets.
-display the planets only in the selected systems (using a check list, with a select all/none option).
Edit: then again, a checklist could be rather long. maybe a map feature, like with the "sys to avoid" function?
-sort by type and/or size.

This is mainly to facilitate planet counts. It's sortta time consuming to run around counting planets so that I don't end up producing 20 Ice colonies when i just need 5.

[ April 24, 2004, 05:27: Message edited by: oogs ]

oogs April 27th, 2004 08:42 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
looks like i killed the thread http://forum.shrapnelgames.com/images/icons/icon9.gif

narf poit chez BOOM April 27th, 2004 09:39 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Quote:

Originally posted by oogs:
looks like i killed the thread http://forum.shrapnelgames.com/images/icons/icon9.gif
<font size="2" face="sans-serif, arial, verdana">Yama, yama, yama...

Loser April 27th, 2004 09:49 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Hotkeys.

PvK April 27th, 2004 10:52 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Ability to specify "no trading whatsoever" and/or just "no ship or base trading".

PvK

Aiken April 27th, 2004 10:59 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Better orders management system. Not just remove all orders option, but move up/down in the list, cancel one order, repeat N times.

Gozra April 27th, 2004 11:12 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Great Idea. MOre Features to help players cope with large Empire's. I have a game where I am approaching 1000 planets and 3000 ships and over 64000 units and it is getting diffcult to deal with the admin. I guess ministers with attributes would be a step in the right direction.
Thank you Aaron for a noteworthy game.
Gozguy

[ April 27, 2004, 22:13: Message edited by: Gozra ]

jimbob April 28th, 2004 10:07 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Quote:

I like this idea! Satellites "orbit" the planet slowly during combat - maybe one 'square' every combat turn or two. Add to this the request that not all satellites be stacked on a single point - they should be randomly scattered around. Also, how about making some of them also orbit the moons (those that you own) in the same system? (number based on population difference or something?)
<font size="2" face="sans-serif, arial, verdana">I think it would be great if you could have satelite formations. You can choose if they will be in one bunch, two, three... and choose if they are in low, medium or high orbit, etc.

As to the moons, I think they would have their own formation, as the moon itself will have launched those satelites.

Paul1980au April 28th, 2004 11:29 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Satelite formation and orbiting are great ideas.
What about the idea to capture enemy sats in the same way as ships - ie computer virus - you could pick them up and drop them elsewhere ?

Dragonswrd April 29th, 2004 12:47 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
I am sure this has been said before, but better AI. Its pretty sad when if I can move into a system and I don't have to try real hard to keep it, or even to move into it.

Paul1980au April 30th, 2004 09:34 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
A better AI - but make it highly adaptable and reactive to the player tactics - perhaps give it the ability to be modded by the fans - perhaps people could put forward allways improving AIs and the best incorparated as extras in each game upgrade.

AI tornaments on a remote computer - ie see who can come up with the best AIs - i seem to remember C-EVO project which is an open source civ clone has a ongoing competition for fans and would be programmers to put in new AIs and even the ability to put them up against each other.

Theres an idea for aaron to use.

Paul1980au April 30th, 2004 09:36 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Perhaps ie if a human player throws lots of fighters at the AI they could respond with anit fighter tech and designs. Make the AI use all the game technology and features - as i said call upon fan help to design new AIs.

douglas April 30th, 2004 03:01 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
*lurker emerges from hiding*

From my email not too long ago:
Quote:

Thanks for the great suggestion list. I'll add it to the SE5 Wanted List
and try to get in the items I can. It is a high priority for SE5 to make
the AI as tough as possible. And with the addition of actual AI scripting,
players should be able to improve them!


Aaron


On Thu, 8 Apr 2004, Douglas Miller wrote:


> Ever since I discovered it, the Space Empires series has been one of my
> personal Favorites. SEIII is the only shareware game I have ever paid for
> the full registered Version. I preordered SEIV Gold a month or two before
> it came out, and I still consider it one of the best games I have. It
> does, however, have a few areas that could stand a lot of
> improvement. Foremost among them is the AI.
>
> My #1 most desired feature in any 4x game is an AI so good it can give good
> players a challenge without any in-game bonuses for being an AI. Ideally,
> all the difficulty levels should be differentiated solely by the quality of
> the AI. I have yet to find any game that even comes close to this. Every
> AI I have ever played against in a 4x game, including that of SEIV, I could
> just about beat blindfolded unless it was given massive bonuses and/or
> cheated. I would very much like to see this trend end with Space Empires
> V. To this end, if you aren't already planning this, I would like to see
> the entirety of the AI decision-making algorithm in user-modifiable script
> files. That way, if the AI isn't good enough for me I can try to write a
> better one. I attempted this with SEIV, but too many of the problems were
> in hardcoded behaviors. Assuming the continued existence of ministers, one
> script for each minister would make sense. However, the ministers should
> be able to interact with each other by calling routines in the other
> scripts. I would set up the ministers to do nothing on their own, but
> rather respond to orders and requests for information. The kinds of orders
> and their parameters for each minister should be definable in the scripts,
> and ministers should be able to give each other orders. Separate from the
> minister scripts should be the primary AI script, which runs every turn and
> gives each of the ministers their orders. For long-term planning purposes,
> ministers should be able to make and keep static variables that have no
> direct effect on the game but persist from turn to turn for use in
> decision-making, and should be able to issue orders with turn delays (i.e.
> military minister orders himself to continue gathering a specific attack
> force next turn). These orders should, of course, be cancellable in case
> of changed plans or circumstances. Also, in addition to the main
> turn-processing ministers, the combat AI should be fully scriptable.
>
> The #2 problem I have with SEIV is the amount of micromanagement
> required. Early in the game it's no trouble, but later in the game having
> to manually queue everything I want to build, going through my entire fleet
> (which can be pretty big) giving orders, etc. gets boring fast. Yes, I
> know I could turn on the ministers to deal with some of these things. I
> tried that once, but discovered that the ministers were, to a large degree,
> idiots. Quality ministers and good ways to give them general directions to
> carry out would go a long way towards fixing this. Making the ministers
> user-scriptable would help a lot. In fact, unless the player specifies
> otherwise, the ministers should use the exact same scripts that the AI does
> as outlined above, excepting that the primary AI script would not
> run. Players could "turn on" the ministers by making a list of orders to
> be given automatically every turn, and could also give one-time orders
> during their turn.
>
> That's it for major problem areas, now on to the things that would be nice
> but aren't critical. I'll start with comments on your summarized list of
> plans.
>
> "real-time 3D rendered graphics"
> What exactly do you mean? 3D is obvious, and will definitely help satisfy
> demand for good graphics, but what's real-time? Do you mean combat will be
> real-time? That could be an interesting change, but you'd have to make
> sure commanding huge fleets in battle isn't too time-consuming. On the
> other end of the spectrum, don't make it completely devoid of strategy like
> Master of Orion 3's combat. The other possible meaning of this statement
> I've come up with is having various things on screen constantly doing
> something visual, like Civ 3's workers. This could make the graphics more
> interesting, but it's just a cosmetic issue. Don't spend too much time on
> it at the expense of gameplay quality.
>
> "a redesigned user interface"
> Sounds good. Hope you do a good job on it.
>
> "infinite technologies"
> Wonderful! I'll never have to scrap my several hundred (or is it
> thousand?) now worthless research facilities again! You might have to be
> careful about possible integer overflows, though, in case someone keeps
> playing and researching up to Energy Stream Weapons XXXVII, or some other
> incredibly advanced (and expensive) tech.
>
> "Galactic News"
> Good idea. I missed GNN in MoO3.
>
> "Warp Point assault weapons"
> Huh? Not sure what you mean here. Even SEIII (I don't know about SEII)
> had a way to close warp points. Or do you mean weapons that can "damage" a
> warp point in combat, making it unstable and therefore risky, or even
> impossible, to retreat through?
>
> "Space Monsters"
> Sounds like you've read some of the complaints about lack of "cheese" on
> the MoO3 forums. Put them in, but give an option in game setup to turn
> them off. Also, make sure the player will get some kind of reward for
> defeating one.
>
> "built in support for mod selection"
> How about built-in support for mod creation, too? Good GUIs for editing
> all moddable files would be quite welcome.
>
> "a true scripting language"
> I hope this includes the AI and ministers, preferably following the
> guidelines I stated earlier. Scripts for scenarios would be welcome too.
>
> "and more"
> There's more? Keep up the good work.
>
> Now for stuff that might not already be in your plans.
>
> A mod creation program providing a graphical interface for creating and
> editing components, facilities, technologies, races, and anything else you
> can think of that is moddable and could benefit from such a program would
> be a definite plus for the modding community. Don't forget syntax checking
> and coloring for the scripts.
>
> A scenario editor, providing full map and player editing capabilities, plus
> incorporating mods into the scenario, would be quite welcome.
>
> The ability to make scripts similar to Warcraft III's triggers for a mod or
> scenario would vastly increase the moddability of the game.
>
> That's all for now. I'll be eagerly awaiting beta-test signups. http://forum.shrapnelgames.com/images/icons/icon7.gif
>
> Douglas Miller
<font size="2" face="sans-serif, arial, verdana">So, AI scripting is definitely planned in some form or other. What do you think of my suggestion for how to do it, and the "turn ministers on by giving them orders"? Also, if I get in the beta I will definitely try to host an AI tournament at some point (actually two: one-on-one and free-for-all).

Timstone April 30th, 2004 05:11 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Thanks for posting this exciting e-mail. http://forum.shrapnelgames.com/images/icons/icon6.gif

bearclaw April 30th, 2004 06:27 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Customizable Column headings for different lists.

IE: Planets. We've got some options for our planets by selecting from the right side, but what if you could select Colonize/Empty and add a column for atmosphere to that list. Or add Specials.

Or, on the ships list be on the Orders, add a column for planet target and add a column for race/cargo so that colonies with specific populations can be sent to specific planets.

and on and on and on.

Paul1980au April 30th, 2004 09:09 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Great idea bearclaw

Customisable colum headings yep it could be worked.

vanbeke April 30th, 2004 09:27 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Add something that allows me to find a specific type of facility - maybe give a list of all facilities that have been built (total count of facility type as a sortable column?). Then selecting a facility type pops up the list of planets that contain those.

I guess I don't play enough as I keep having trouble finding the resource converters when I return to a game that I ave not played for a while.

bearclaw May 1st, 2004 09:58 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
It was mentioned once before that if all of these suggestions were implemented, then the game would be way too daunting for newbies. What about different options for the interface controls?

Basic- For new players. All the functions are there and are clearly labeled, tooltips, etc. Some of the more advanced features would be found under various menus (Empire window, research window, etc.)

Advanced- smaller icons for the controls so that more could be added, no tool tips, and possibly customizable, more controls on the main toolbar. Things like System Notes right on the toolbar as well as perhaps a Find feature for finding specific ships/planets/facilties, etc.

I think this sort of system would allow for new players to get the hang of the game, without drowning in the controls and still give all us veterans oodles and oodles of buttons to click.

I remember when I first saw screen shots for SEIV, I kept trying to figure out what all those icons were for. And then getting the game! WooHoo! I'm one of those guys who buys a car based on how many controls are at my disposal. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ May 01, 2004, 20:59: Message edited by: bearclaw ]

Grandpa Kim May 2nd, 2004 03:21 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
I sent a suggestion directly to Aaron. He thought it was an "excellent" idea.

Here's the meat of the idea (minus my fawning and sucking up).

Quote:

It can often be useful to know all the statistics of a given system. I suggest some sort of menu-- say a pull down menu from the system name in the top left corner of the system map. This would include such things as total production for the system of each resource, research and intelligence, presence or absence of system wide facilities, sensor level, empty facility slots and many others, which of course I can't think of right now. Production levels would quickly determine the relative importance of the system and help you decide which system wide facilities to build. In general this would be a major micro-management tool. How often have we missed filling in all facility slots or doubled up expensive system wide facilities? Instead of searching each planet individually, you could then see it all in one comprehensive table and speed up your play... and speed it up with confidence.
<font size="2" face="sans-serif, arial, verdana">

Suicide Junkie May 2nd, 2004 06:38 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Lots of ship stats calculations via custom scripts.

So a star trek mod can set the speed of a ship to be:
Max[ 1- [1/(power produced)] * impulse_HP % , MIN ( sqrt (power) , nacelle_rating * nacelle_hp%) ]
in units of "lightspeed", for example.

Paul1980au May 2nd, 2004 09:59 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Ok how about a basic, intermediate and advanced control possibilties - it would as has been said advanced players access to lots of data and the basic data for the newbies to get them playing.

General Woundwort May 3rd, 2004 01:58 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Quote:

Originally posted by Suicide Junkie:
Lots of ship stats calculations via custom scripts.

So a star trek mod can set the speed of a ship to be:
Max[ 1- [1/(power produced)] * impulse_HP % , MIN ( sqrt (power) , nacelle_rating * nacelle_hp%) ]
in units of "lightspeed", for example.

<font size="2" face="sans-serif, arial, verdana">http://forum.shrapnelgames.com/images/icons/shock.gif

SJ, that equation is evil.

[ May 02, 2004, 12:59: Message edited by: General Woundwort ]

Sinapus May 4th, 2004 07:40 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Douglas:

"Warp point assault weapons" means basically weapons you send through the warp point to the other side to attack/kill any defenders. Probably based on the SBM carrier pod from the Starfire game. It's a drone that carries a few missiles and fires them at a specific type of target, usually a base.

You can actually do something like this with drones, with the latest patch.

Hm. Making minefields something that requires strategic or tactical combat to sweep them would be interesting. (Yes, I'm thinking of the Starfire game.)

clark May 4th, 2004 08:06 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Regarding the AI... not sure if this has been suggested, but here is the concept:

An AI that "remembers". Basically, as a game develops, statistics are generated. These statistics are stored in a temporary empire specific file. Based on the end score of the Ai during game play, the temporary file is saved as a permanent file(a higher score than the previous recorded one determines if it is saved, or if the player manualy makes the determination to save it).

Now, what the AI is recording is the statistics for exploration, development, research, etc. But most importantly, it remembers what the "best" design and strategy is given the current situation. It then carries over these learnings to any new games. Each time you play against the AI, it is simply trying to beat it's previous "best" score.

Slowly but surely, the AI will improve itself with repeated playings. These files could then be traded. In this way, some of the best human players could train their AI's, and give us all a go for our money.

This is basically what the AI modders have been doing with AI ship design, right? You give the AI a set of optimum configurations, and hope for the best. Yet this might take it a step further (and perhaps put that "experience" to good use as a barometer of skill for the AI). Thoughts, comments, flames?

I apoligize if this is a repeat of others. http://forum.shrapnelgames.com/images/icons/icon10.gif

Stone Mill May 4th, 2004 09:20 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Quote:

Originally posted by clark:
Regarding the AI... not sure if this has been suggested, but here is the concept:

An AI that "remembers". Basically, as a game develops, statistics are generated. These statistics are stored in a temporary empire specific file. Based on the end score of the Ai during game play, the temporary file is saved as a permanent file(a higher score than the previous recorded one determines if it is saved, or if the player manualy makes the determination to save it).

Now, what the AI is recording is the statistics for exploration, development, research, etc. But most importantly, it remembers what the "best" design and strategy is given the current situation. It then carries over these learnings to any new games. Each time you play against the AI, it is simply trying to beat it's previous "best" score.

Slowly but surely, the AI will improve itself with repeated playings. These files could then be traded. In this way, some of the best human players could train their AI's, and give us all a go for our money.

This is basically what the AI modders have been doing with AI ship design, right? You give the AI a set of optimum configurations, and hope for the best. Yet this might take it a step further (and perhaps put that "experience" to good use as a barometer of skill for the AI). Thoughts, comments, flames?

I apoligize if this is a repeat of others. http://forum.shrapnelgames.com/images/icons/icon10.gif

<font size="2" face="sans-serif, arial, verdana">clark... I think you better be careful... that's how H.A.L. was created in 2001... http://forum.shrapnelgames.com/images/icons/icon12.gif

Nice idea, although it seems a bit advanced.

clark May 4th, 2004 09:56 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Thanks. I guess i imagined that the computer could calculate success by the number of wins in a battle (determined by the kill ratio). so as an example, say it fields 10 combat ships, and is successful in a battle, it would increase the liklihood of using the same strategy in the future. A failure means it would be less likely to use that same strategy in the future.

Since combat in essence drives everything else, I was thinking perhaps some forula might be devised that would guide the AI's development. So say that the 10 ship strategy is successful, it dosen't neccessarily need more minerals and what not, so then the AI would switch to intel and research development. As the need for more resources occurs because it needs to support more ships, then it would be reflected in the combat losses, which cause the AI to switch strategies.

Think of it as some basic form of AI behavior modification training. http://forum.shrapnelgames.com/images/icons/icon10.gif


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