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Re: SE5, Tell Aaron what\'s on your Wish List
Or, what you could also do, make the first few M pop easier to kill, but as you depopulate the planet you'll need to do more and more damage to kill the same amount of population. The amount of damage you need to do is calculated using some sort of formula involving the size of the planet, the size of the original population, the size of the maximum population, one or two random or semi-random factors and perhaps a few other variables.
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Re: SE5, Tell Aaron what\'s on your Wish List
- experience lets you buy more Racial Points
- much stronger AI - change the threshold of individual empires for declaring Mega Evil (empire A declares Mega Evil when empire C is at 200% of A's score, empire B declares Mega Evil when empire C is at 500% of their score.) - Civilian ships. They would be autonomous, although you could order them around if you needed to. For example, the ships that handle the "trade" of resources between empires. - "colonize" button for empty planets, which automagically orders the nearest appropriate colony ship to load up population and go colonize the planet. - some kind of solution for the problem of colonizing planets that are too small to hold all the population in cargo on the colony ship. - Remote mine inhabited planets. |
Re: SE5, Tell Aaron what\'s on your Wish List
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Re: SE5, Tell Aaron what\'s on your Wish List
Welcome to the forums 123456789 http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: SE5, Tell Aaron what\'s on your Wish List
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Atrocities said: Quote:
And welcome to the forums! |
Re: SE5, Tell Aaron what\'s on your Wish List
For SEVI -
Damage modifiers against Armor and other components. Double Damage To Armor for Acid Launchers for example. Multiple damage types - Quarter Damage To Shields, Double Damage To Armor for example. Larger/smaller modifier damage types. Ten Times Damage To Shields, Tenth Damage To Shields. There was more but I forgot. |
Re: SE5, Tell Aaron what\'s on your Wish List
Thought of a few things that would be nice in the new game:
"Stacking" component mods: It would be nice to be able to split out different effects in component mods. Miniaturization, armor, size, fire rate, etc, are all modeled in several different mods as individual selections, but in each case a component can only have one component enhancement. If you want to model variants that blend two different technologies, under the current system you must create a specific component enhancement that does this. An example from Deathstalker's Mount Mod (DMM) would be combining the miniaturization modification with shield improvements (ie: hard or multiphasic). It would be less complex to allow several component enhancements to be in effect simultaneously. Edit to correct DMM author. |
Re: SE5, Tell Aaron what\'s on your Wish List
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Re: SE5, Tell Aaron what\'s on your Wish List
Moddable stacking rules. For each ability that could conceivably be stackable, allow the specification of stacking groups. Wherever stacking groups are defined, possibly in their own file, allow independent specification for each ability value if an ability has multiple values. Both highest-only and lowest-only should be options, as well as infinite stacking. Also, limits should be possible for both the number of distinct source that can stack and the minimum/maximum total value after stacking. Stacking groups should also have a list of other stacking groups that they stack with. Stacking groups may or may not be specific to particular abilities. Which stacking group to use would be specified along with all the other ability information in components.txt, facility.txt, etc., and would be separately specifiable for each ability the item uses.
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Re: SE5, Tell Aaron what\'s on your Wish List
Allow specifying an official policy for first contact other than shoot on sight. Battles shouldn't have to occur just because the combatants haven't had time to establish a treaty yet.
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