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Re: Things we\'d like to see in the next patch
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[ October 05, 2002, 14:17: Message edited by: oleg ] |
Re: Things we\'d like to see in the next patch
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Re: Things we\'d like to see in the next patch
Is there any new patch coming up actually?
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Re: Things we\'d like to see in the next patch
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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 |
Re: Things we\'d like to see in the next patch
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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. |
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. |
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 ] |
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 ] |
Re: Things we\'d like to see in the next patch
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You can't undome any new planets, and you suffer from the "alien population" happiness penalty. Quote:
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:
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