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-   -   SE5 Demo Bug Reports & Annoyances/Requests (http://forum.shrapnelgames.com/showthread.php?t=30319)

RonGianti September 20th, 2006 09:32 AM

Re: SE5 Demo Bug Reports
 
Quote:

Phoenix-D said:
The answer to "the game has a bug" is never "you shouldn't have been doing that anyway". http://forum.shrapnelgames.com/images/smilies/happy.gif

I was very careful not to say that, I was mearly curious as to "why" someone would want to do Alt+Tab. http://forum.shrapnelgames.com/images/smilies/cool.gif

Aiken September 20th, 2006 11:32 AM

Re: SE5 Demo Bug Reports
 
Quote:

BBegemott said:
[feat request] ability to remove star glowing would be nice. (It makes unseeable what is behind it).

In BitmapEffects_System.txt set
<font class="small">Code:</font><hr /><pre>Frame 1 Texture End X := 0.00
Frame 1 Texture End Y := 0.00</pre><hr />
But it will look really ugly.

PDF September 20th, 2006 11:45 AM

Re: Video Wierdness
 
I'd also like to have bigger ships on the sector view, maybe it's moddable (it was in Starfury where ships were too big to the contrary..).

The "ship design layout" is disappointing : the idea is good (it was neatly done in SF), but here we have a bunch of slots, way too numerous, very few specialized
This would be useful for preventing abuses - eg transports full of weapons, to enforce engine limitations, etc.., and weapons are still not directional (it seems).
It really looks half- (or rather quarter-)done http://forum.shrapnelgames.com/images/smilies/frown.gif

Captain Kwok September 20th, 2006 11:55 AM

Re: Slot Layouts
 
If you made the slots too specific, then it would become increasingly difficult to balance the sets - and then you'd have the problem of user created shipsets with favorable layouts for weapons or extra engines etc.

In the SE:V Balance Mod, slots are put to a little better use with some components like weapons and engines being restricted to outer slots and stuff like that. With the layers of damage, they should be the first to go before internals and so on.

jowe01 September 20th, 2006 03:43 PM

Diplomacy
 
Has somebody else noted that the AI empires do not seem to react to the human's diplomatic proposals? Not that they refuse, they simply do not react at all.

StarShadow September 20th, 2006 04:04 PM

Re: Diplomacy
 
In my games they react, I've had several treaties with AI players.

Raapys September 20th, 2006 05:14 PM

Re: Diplomacy
 
I had them accept a counter-proposal. Can't remember if I ever sent a regular message. The AI in the game felt completely uninteractive at any rate, it felt like we were all just sitting in our own corner of the galaxy doing our own stuff.

Captain Kwok September 20th, 2006 05:16 PM

Re: Diplomacy
 
I think the problem is limited to a couple of the races. For example, the Phong seem much more inclined to offer up treaties than some of the other guys. I'll have to investigate this matter more fully though. http://forum.shrapnelgames.com/image...ies/stupid.gif

MarkSheppard September 20th, 2006 05:23 PM

Re: SE5 Demo Bug Reports
 
Quote:

P.S. I also have issues with the ship design boxes. I actually like the idea, and directional combat is something that I certainly can take. But when I buy a Bridge Module for 10 Tons and a Rock Colony Module for 100 Tons and the each take up 1 square I loose interest in that part of designing ships.

Oh that's an EXCELLENT suggestion; it would really help with preventing the smaller ships from becoming "uber" late in the game.

arthurtuxedo September 20th, 2006 05:30 PM

Re: SE5 Demo Bug Reports
 
On treaties, I like the new options, but the AI doesn't seem to have any understanding of them at all. Perhaps there should be a number of set "packages" of options, and those are the only ones the AI will recognize. They'll never suggest, for instance, a ban on research, and if you offer it, they will simply edit it out in the counter-proposal. That way, it's a lot more balanced for single player, and we still get all the advanced options for multiplayer.


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