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

Strategia_In_Ultima April 9th, 2005 11:20 AM

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.

123456789 April 10th, 2005 07:45 PM

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.

Atrocities April 10th, 2005 08:48 PM

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

123456789 said:
- experience lets you buy more Racial Points

Good idea, but not at all praticle.

Quote:


- much stronger AI

You have my vote on this one.

Quote:


- 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.)

You can do this in the settings yourself. You can even disallow it entirely.

Quote:


- 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.

There is really no trade in the game. You can set up transport ships and have the Transport minister control them currently.

Quote:


- "colonize" button for empty planets, which automagically orders the nearest appropriate colony ship to load up population and go colonize the planet.

You have that. But I think what your saying is to be able to click on the planet itself and say COLONIZE this world and have the nearest ship come. The game has this, but you have to locate the planet in the list then click colonize.

Quote:


- 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.


There is, its call atmospheric converters.


Quote:

- Remote mine inhabited planets.

I can see why you might want this ability, have a planet full of research facilities and no room for min/rad/org mining facilities. It would be best if they were far less efficent then the facilities themselves.

Renegade 13 April 10th, 2005 09:14 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Welcome to the forums 123456789 http://forum.shrapnelgames.com/images/smilies/happy.gif

Strategia_In_Ultima April 11th, 2005 01:50 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
[quote]
Atrocities said:
Quote:

123456789 said:
Quote:


- 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.


There is, its call atmospheric converters.


AT, that is after you colonize the planet. What he means (and what I would certainly like too) is that, say, the automatic Colonize order load takes 500M people off your homeworld of 1000M people, and then you colonize a moon..... and it can only hold 100. The remaining 400 (i.e. 40% of your entire population!) is simply gone. This is extremely irritating if you forget this. I fully concur with 123456789 on this one.

And welcome to the forums!

Strategia_In_Ultima April 12th, 2005 05:01 PM

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.

Emperor's Child April 18th, 2005 12:19 PM

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.

Captain Kwok April 18th, 2005 01:20 PM

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

Strategia_In_Ultima said:
Damage types blah blah...

Aaron has already said that you can create your own damage types in SE:V. http://forum.shrapnelgames.com/image...ies/tongue.gif

douglas April 18th, 2005 02:00 PM

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.

douglas April 19th, 2005 04:05 PM

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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