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

oleg October 5th, 2002 03:15 PM

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

Originally posted by Foreman:
Features I do want:

- Classify fighters to interceptors and bombers, which is majorlly designed to attack other fighters and ships respectively.


<font size="2" face="Verdana, Helvetica, sans-serif">It is already present in SE IV. You can make separate designs for fighters and bombers, assign them completely different strategies and even make AI build whatever mix you like ! In fact, some custom AIs do exactly just that. Several mods, for example Proportions, also have a nice selection of specialized weapons for "fighters" and "bombers".

[ October 05, 2002, 14:17: Message edited by: oleg ]

capnq October 5th, 2002 08:37 PM

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

Trade or buy ally populations, or any other peaceful ways to have populations with different breathing air.
<font size="2" face="Verdana, Helvetica, sans-serif">You can do that now by trading ships loaded with population. Whatever's in the ship's cargo goes with it.

Taera October 6th, 2002 01:47 AM

Re: Things we\'d like to see in the next patch
 
Is there any new patch coming up actually?

Sinapus October 6th, 2002 06:15 AM

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

Originally posted by Mylon:
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.
<font size="2" face="Verdana, Helvetica, sans-serif">Well, I did mod my settings.txt to give higher bonuses for various population levels. With a facility that gives a population bonus, it could be possible to boost the populations of smaller planets above points where you get an additional bonus.

That and the other thing about space habitats is something I've thought of from time to time. O'Neill colonies and such. http://forum.shrapnelgames.com/images/icons/icon7.gif

capnq October 6th, 2002 10:07 PM

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

Is there any new patch coming up actually?
<font size="2" face="Verdana, Helvetica, sans-serif">I can recall at least two mentions of bugs that the beta testers' current build has already fixed, but no rumors of a release date.

tbontob October 9th, 2002 09:17 AM

Re: Things we\'d like to see in the next patch
 
What I would really, really, REALLY like to see is for us to have the capacity to program how our ships and fleets do battle.

Over fifteen years ago (Is it really that long? http://forum.shrapnelgames.com/images/icons/icon7.gif ), a game was written for the Apple whereby robots fought with sensors, weapons, movement etc. Using boolian, we would program the robot and then match it agains others.

It was a hoot. And a lot of fun. http://forum.shrapnelgames.com/images/icons/icon7.gif

If this could be done over 15 years ago, it should not be difficult to implement it into this game.

Nodachi October 9th, 2002 06:05 PM

Re: Things we\'d like to see in the next patch
 
I'd like to see mounts that can add an ability to a component.

I don't know if this could work but how about the ability to use more than one mount?

Mounts that could affect the ROF of a weapon would be good.

A restricted field add to the tech areas. Ex; You have tech A, you can research tech B or tech C, you choose B and now you can not research C. This would add a new element for modders to work with.

Gryphin October 9th, 2002 06:30 PM

Re: Things we\'d like to see in the next patch
 
I would like to see:
When you are selecting a Way Point to send a ship to I would like to see the system on the map the way it is in where you Set them. When you select a waypoint the system "lights up" on the map

[ October 09, 2002, 23:54: Message edited by: Gryphin ]

Foreman October 9th, 2002 06:38 PM

Re: Things we\'d like to see in the next patch
 
Thanks canpnq and oleg. I've tried these suggestions and almost satisfied. http://forum.shrapnelgames.com/images/icons/icon12.gif

After some more playing on this game, I found that checking construction instructions of all planets cost most of my time. If a planet isn't building anything, it's either well developed (filled all facility slots) or not given suitable instruction yet. I would like to see new planet status icon that represents 'no space yard there and all facility slots are filled with highest tech buildings'. Then I may just sort them and pick the planets without that icon.

About the 'interceptor and bomber classification' I mentioned on Last message, I've tried to edit game data (based on Prportions mod) to achieve it. Simply two major concerns:

- All class of fighters have some internal supply storage ability.
- Two sets of small fighter engines: one normal set, and the other without supply storage ability BUT cost much supply during movement. The latter one even get higher engine thrust. The latter set of new small engines could be used to defend planet and/or carriers during battle but cannot leave their planet/carrier to battle since firing cost supplies.

About the 'easier way to get population of different race', I do think migrations shall be allowed during partner kingdoms, just like USA and UK. If players could upload some population while download same amount population, AND not making that planet dormed, that shall be allowed.

Trading ships with loaded population is quick, but I cannot know what's the tranport loads before exchange, and I am playing no-saving games.

[edited: syntax]

[ October 09, 2002, 17:41: Message edited by: Foreman ]

Suicide Junkie October 9th, 2002 07:01 PM

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

About the 'easier way to get population of different race', I do think migrations shall be allowed during partner kingdoms, just like USA and UK. If players could upload some population while download same amount population, AND not making that planet dormed, that shall be allowed.
<font size="2" face="Verdana, Helvetica, sans-serif">Trading for a race that breathes the same atmosphere accomplishes nothing except make your people angry.

You can't undome any new planets, and you suffer from the "alien population" happiness penalty.

Quote:

About the 'interceptor and bomber classification' I mentioned on Last message, I've tried to edit game data (based on Prportions mod) to achieve it. Simply two major concerns:...
<font size="2" face="Verdana, Helvetica, sans-serif">Adding (or removing) supply storage to the fighter's hull (in vehiclesize.txt) would solve the first problem.
The second problem is easily solved by adding restrictions to the components. One-per-vehicle would prevent someone from adding both types of engine.

Quote:

If a planet isn't building anything, it's either well developed (filled all facility slots) or not given suitable instruction yet. I would like to see new planet status icon that represents 'no space yard there and all facility slots are filled with highest tech buildings'. Then I may just sort them and pick the planets without that icon.
<font size="2" face="Verdana, Helvetica, sans-serif">Can't you just sort the colonies by facility slots used, and then just scroll down to the empty ones, and deal with whichever ones have no black-and-yellow construction in progress icon?


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