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

ckotchey September 27th, 2002 07:13 PM

Re: Things we\'d like to see in the next patch
 
A minor thing, I'd like to see three different images used for the Mineral, Organics, and Radioactives storage facilities - each color coded...as it is now, they are all he same, and all green, so my first impulse is to think that they are all organics storage facilities.

Suicide Junkie September 27th, 2002 07:30 PM

Re: Things we\'d like to see in the next patch
 
There are three components near the end of the components images that would work very well for storage facilities.

Just do a bit of copy & paste, and change the picture numbers.

tesco samoa September 29th, 2002 10:10 PM

Re: Things we\'d like to see in the next patch
 
100 waypoints.... Hell... 5000... that way we cannot run out of waypoints.

Slick September 30th, 2002 05:59 PM

Re: Things we\'d like to see in the next patch
 
While we are talking about waypoints, I would like to see a system similar to "Empire Deluxe", which is a pretty old DOS based game which is as addicting as SE4.

Basically, in ED you had "paths". There were 3 different kinds: land unit, air units and sea units. Paths could be chained together with no limit on the number of legs. This made production of units in the inner parts of your empire very easy to set up so that new units eventually made it to your forward staging areas or battle areas.

In SE4, this would translate into being able to link waypoints to waypoints and make each leg only apply to selected ship types. This would fix one of my pet peeves: if you want to move a ship a long distance, you have to manually tell it where to resupply along the way. I believe you can turn on the resupply minister, but once he activates, the remainder of the ship's orders get lost.

If only the linked waypoint option was implemented (with increased number of waypoints) this would be a great improvement. Then we could set up paths linking inner shipyard areas to the front lines having the ship resupply as necessary along the way.

Slick

[edit: spppelling]

[ September 30, 2002, 17:01: Message edited by: Slick ]

capnq October 2nd, 2002 01:24 AM

Re: Things we\'d like to see in the next patch
 
Hmm, I've yet to play a game where I needed all ten waypoint slots that we get now.

HEMAN October 4th, 2002 05:19 AM

Re: Things we\'d like to see in the next patch
 
Things we'd like to see in the next patch;
(1) Moddable Ministers to fine tune them?.

(2) A list of all highest (numbers) features for the game so modders will know the limits (example max systems 255. Max pop/Max damage/facilitys etc.

Ferengi Rules of Acquisition #89 Ask not what your profits can do for you,but what you can do for your profits.

Foreman October 5th, 2002 05:13 AM

Re: Things we\'d like to see in the next patch
 
Features I do want:

- Trade or buy ally populations, or any other peaceful ways to have populations with different breathing air.
- Make intelligence actions important and deadly, not a just-for-fun option like now.
- Adjustable ship movement ratio between battle and tactic turns. Currently its fixed at 50%.
- A new game option : round moving range : moving horizontal/vertical costs 2 move points and diagonal costs 3 move points. Also the range checker shall be revised.
- Classify fighters to interceptors and bombers, which is majorlly designed to attack other fighters and ships respectively.
- Some weapon that can make splash damage, and maybe even presist several turns during battle.
- Familiar environment/suitable breathing air bonuses for defending side during ground battles. And maybe some new local military facilities that can enhance these bonuses.

Phoenix-D October 5th, 2002 05:18 AM

Re: Things we\'d like to see in the next patch
 
"- Make intelligence actions important and deadly, not a just-for-fun option like now."

Comm Mimic, Ship Insurrection, and Puppet Political parties aren't good enough?

Phoenix-D

Chronon October 5th, 2002 07:41 AM

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

Originally posted by HEMAN:
Things we'd like to see in the next patch;
(1) Moddable Ministers to fine tune them?.

<font size="2" face="Verdana, Helvetica, sans-serif">I agree wholeheartedly! I would love to be able to entrust the ministers with the truly tedious tasks like moving population around and have them do it the way I wanted them to. This would allow me to focus on the empire level decisions.

Foreman October 5th, 2002 02:17 PM

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

Originally posted by Phoenix-D:
"- Make intelligence actions important and deadly, not a just-for-fun option like now."

Comm Mimic, Ship Insurrection, and Puppet Political parties aren't good enough?

Phoenix-D

<font size="2" face="Verdana, Helvetica, sans-serif">They are good, but:
- Lv1~3 Applied Intelligence researching cost is expensive.

- intelligence center is also taking a space of facility, which could be used to build researching center. And 500 researching points are much better than 500 intelligence points, because technology makes you grow rapidly.

- Overall, most current intelligence projects are too specific. Special projects are important, but regular information collection is necessary, and some long-term information sources shall be available.


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