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Re: SE5, Tell Aaron what\'s on your Wish List
well 2 points
1 for ai scripting and the ability to learn well might want to check the the people who made aa game called black and white the game has an avatar that each player has to train to perform as desired 2 as for formations all i was saying was allow them to affect space station placement and return to allowing spacestations to be in fleets reasoning a. 1 allows me to place a station in a specific orbit b. allows for specialty stations to be protected by companion stations c. the formation may be placed halfway across the map from the planet it orbits BUT it still is a formation maybe it cant protect the planet yet at least it can operate as intended |
Re: SE5, Tell Aaron what\'s on your Wish List
Here's some of my thoughts...
1. Money Money Money 2. The ability to make certain races more friendly to certain other races. 3.Special facility's that give a bonus, but only one can be built through the game. 4.The wormhole thing....I think the few warp points, ability to build jump gates, are good ideas, but something else that could be done is different warp points, need different types of scanners to be detected. This will allow for the element of surprise when a fleet pops out of a wp that you didn't know was there. 5.If wp's do abound, weapons that can be fired into the wp to help soften up defenses on the other side would be very helpful. Maybe have probes that can be fired through that just detect whats in the vicinity of the wp so you know if it's defended or not. 6.Systems that "pop up" in the middle of the game, adding a sense of "star systems forming". In essence they would be there, but nobody can see them or get to them untill a certain time/date into the game. 7.A scenario editor. 8.A good Vs evil setting (your race glasses a planet, pushing you into an evil alignment. You find a planet with natives, and you relocate them rather then inslave or destroy them giving you a good alignment) and each alignment gives you different bonuses or technologies. 9.Trade goods. You research the tech, you then build the "galactic wonder" which in turn produces the trade good for you, you then can trade it, giving the race your trading it to the bonus you get, until the trade route is broken. Or let the trade good be like a resource, you can trade 5000 Titanium-a battle plate for $4000 and when they run out of the good they lose the bonus. |
Re: SE5, Tell Aaron what\'s on your Wish List
Ground Combat
I don't know if GC is going to be expanded. If so. Some form of grouping might be considered. 'Fleets' for GC units, IE: Regiments, Divisions, Battalions, Etc... If this happens then these units, can be named and, might be able to accumulate some form of experience if the survive battles. A possible thought might be a form of Planetary 4x game similar to SE. Keep this in mind MM/Aaron. ------------------------------------------------- New Weapon Type: Temporary Movement Loss IE: Some kind of energy web/field that prevents a ship from moving while it is caught in the effect of the web or field. New Weapon Type: Space Barrier IE: Energy Field that prevents movement/fire of weapons/and objects, like ships, fighers, and seekers. Will only Last for a certain amount of time. Can't move, and only so big, so objects can move around it. ------------------------------------------------- I'm sure I brought this up already...but... Abit more flexible supply logistics. Namely. We have resupply depots, and supply bays. But there should be a way to create forward supply bases without having a colony, like a base, and or some form of tanker that can resupply ships in a fleet situation. Supply should be a resource or some form of unit that can be used up and replenished. Kana [ June 22, 2004, 02:11: Message edited by: Kana ] |
Re: SE5, Tell Aaron what\'s on your Wish List
Okay, first the disclaimer, if this has been stated recently, sorry, and also sorry if this have been fixed in SEIV Gold, as I only have SEIV.
I once tried to see if the cultures were equal. I set racial points to 0 to make it easy, manually changed the stats to match the changes in stat each culture would make. Then I made the sub-final score from positive into negative, or vice versa, because a more positive score (which I would turn into a negative score), meant that the game considered yourself weaker now. A lot of the scores were 150 to 300. All in all, not horrible, which a few exceptions. The second lowest score, interestingly enough, was Politicians with a final score of -20. (Coincedence?) But the worst by far was my favorite one to choose! Engineers with -450! And before I hear the "Mod it!" reply, I did already. I just thought someone should change the default settings to be somewhat equal. Note: I think the main thing that did this is that Space Combat adds its value to Agressiveness AND Defensivess, and that Production increases the stats of all 3 resources. (I'm am positive of this, I spent hours on this whole project just to see if it was equal (Goodness, I can be a nerd sometimes). P.S.: I don't like the money idea. For those inter-planetary games, it's fine, as money is only compared in each country (or in galactic games, maybe planets or even empires). But with different races, ones money becomes irrelevant, you either can create those ships or you ran out, as all money stays in that race/empire, and as it circulates, doens't really seem to matter. (Hmm...this all makes sense in my head, but it sounds so unstructured when I try to explain it.) Anyhow, besides that, chances are that not all races use money at all! How many times has Star Trek (which seems to be a common mod thingy) mentioned how archaic money has become in the future? [ June 22, 2004, 15:54: Message edited by: Traskelion ] |
Re: SE5, Tell Aaron what\'s on your Wish List
1 only facility (looking at star trek here) ie super shipyard that yields in SE4 would be 10000 resources construction per turn (can only be built once per empire if they have discovered the alien ruins) and can only be built on the planet which it was discovered.
Could also be troops on built on planet x have a 300% attack and defense bonus. Some other good ideas coming forward here ie specific classes of wormholes that need to be discovered with advanced scanners - perhaps they are long range warp point links to the far side of a big galaxy. Also up to 500-700 systems instead of the max now of 255. Very massive empires would be wonderful |
Re: SE5, Tell Aaron what\'s on your Wish List
Actually Trask, I understand your point, since all money is the same value, small trading empires could equal large militaristic ones. I was going to suggest some form of system to make it so your money's value to another empire depends on your relations with that empire and your score, but I figured it would take too much time and room in the game to put a system like that in. Honestly, the only real reason I want money, is if I get into a war, and have no fleet, or not enough of one, I want to buy it faster then normal production (here and now, not just cut back on the time) so if they would want to put a purchase option in (using resources instead) thats fine, thats all I'm asking for. Also, maybe some kind of battle history, where you go into it and it tells you how many ships were involved, you get the idea. (I'm sure alot of people won't like the idea due to the fact it will eat up room for something else to go, but it's just a suggestion). How about native (pre-warp like) civilizations that on their own, (assuming the numbers of players isn't maxed out) can become space faring, intergalactic powers.
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Re: SE5, Tell Aaron what\'s on your Wish List
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Re: SE5, Tell Aaron what\'s on your Wish List
Up to 50 AI players would be good - this would allow for pre warp point civs, more rebelling empires- more netural types - pirate / nomad races etc.
Im sure with SE5 utilising modern computers capacitieis that this game could be pushed to new limits. |
Re: SE5, Tell Aaron what\'s on your Wish List
Actually I would prefer the ability to support hundreds of players
HOWEVER, due to the type of strain it could put on computers it would have to be something that editable in options IMO (so lower end comps can say, a game can have a max of X players, while higher end comps can choose to have more) Oh, and if a civ gets destroyed, it doesnt remain on the player list, so, (like in SEIV when you have 20 players, no more civs can come about from rebellion) it will be able to happen that news race can always be created However, I think it may have problems wit captured populations, so the workaround I suppose would be for them to be renamed to their new rulers but keeping their specific properties Ok, the above sounded good in my head, on paper... well Im not so sure lol Edit: Also how about allowing ANY tech to be exchangable/capturable But race specific one are just harder to aquire compared to normal ones that anyone can have Doing this, I could still capture a ship containing terran only tech, and be able to reverse engineer that tech to put on my other ships But a downside could be, that it wouldnt be as good as the orginal (or a chance of it not being as good, while a chance of it being the same or even better exists) [ June 23, 2004, 13:52: Message edited by: DeadZone ] |
Re: SE5, Tell Aaron what\'s on your Wish List
My wishlist:
Go watch every episode of Star Trek ever made, every series, and then make a game that can let me do everything shown, as well as everything not shown (the 'boring' stuff not suitable for TV, like charting nebulas [without running into some hostile alien] and such http://forum.shrapnelgames.com/images/icons/icon12.gif =) Yeah that pretty much covers it. ^.^ (It's what I'm WISHING for, not what I expect to get. =) But I can still dream.) [ June 23, 2004, 15:39: Message edited by: Alari ] |
Re: SE5, Tell Aaron what\'s on your Wish List
How about leaders for your empire, like in Moo2, or maybe even, ship crews, that when the crew quarters are lost, lose some of their exp.
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Re: SE5, Tell Aaron what\'s on your Wish List
simply more guns ( mass amounts of different weaponary) more ships more (sizes, more ship sets etc)
ooo yea one main thing that aggravated me in SEIV is when u build a vechile that builds ships Space Yard Ships, they take a long long long long time to build a ships and base etc especially bases i would say cut the time by say half just to make it so it doesnt take a good portion of the game to build a defensive base they may need ooo and Black holes make them idunno like more deadly i got it if u in the sector u get two turns to get out or it over powers u engine and the end of each turn ur back in the middle and i got carried away lol http://forum.shrapnelgames.com/images/icons/icon12.gif and think this started off as a simple first post ~all for now Good Bye |
Re: SE5, Tell Aaron what\'s on your Wish List
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Re: SE5, Tell Aaron what\'s on your Wish List
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It'd help a lot to have a a "Analyzable" flag for all components and/or facilities and/or unit sizes and/or tech areas. It'd be even better to have a tech prerequisites for analyzing. I.e., a list of techs which are required to be able to analyze any given components and/or facilities and/or unit sizes and/or tech areas. Even better would be an analysis system involving numeric values, so that it wasn't simply a matter of capturing one Zroc gun to suddenly be able to know all the techs that are required for a Zroc gun. E.g., notice how westerners were able to sell guns to native americans for hundreds of years without the native americans being able to duplicate them. PvK |
Re: SE5, Tell Aaron what\'s on your Wish List
Going off the Last post...I had a thought...scare I know...
We currently can trade Technology. Which give the person the ability to make the components that the tech level would give. You can trade ships...with the components on it that you may not know how to build...unless of course you scrap and analize it. But... What if you were 'tech savy' enough to build a certain tech, but one of your neighbors gifts you the individual component itself. So lets say your buddy neighbor has cloak...for a certain amount he can give "X" number of Cloaking Components to put in any ship. You don't know how to make more...but some of your ships...the special ones...would have the cloak. I guess you could treat this as a lesser Version of Technology trade... Kana |
Re: SE5, Tell Aaron what\'s on your Wish List
Or perhaps depending on how far ahead the tech was from a captured ship compared with youre current level of tech the higher it is the lower the % value that you can get something from anaysising it and perhaps would have to use intel instead to get advanced tech
Ie i have level 1 cloak and yu capture a ship with level 2 cloak - anaysis success chance 80% level 3 cloak - anasysis success chance 60% level 4 cloak - " 40% level 5 cloak - 20% Somethign along those lines - well its all brainstorming so keep ideas coming. But yes being able to stipulate at the beginning of the game the tech areas that are anaysisable from captured or gifted ships should be an idea. |
Re: SE5, Tell Aaron what\'s on your Wish List
I like the idea about making certain techs capturable, but not as good as the original. You might be able to make race specific techs that can't be researched by any one else, but you can capture it, but it will never be as good as the race that has that tech. Or maybe being able to make treaties that forbid certain technologies. And rather than complete surrender of a empire, how about making terms, (You can only build ships of XX tons, research XX techs) of course, keep unconditonal surrender as a option. And Civil wars, I think that would be a cool idea, rather then just planets breaking away, have a few systems and a % of your fleet create a new empire when morale gets to low.
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Re: SE5, Tell Aaron what\'s on your Wish List
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anyways i like that idea even though well i was thinking about treaties and someone was saying only allow so many ships and so big well i will add to that have a way to limit there expansion like saying u can only go X number of sectors from ur closest homeworld or u could just limit certian sector completley off like u could confine them to one sector or to ten http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon6.gif |
Re: SE5, Tell Aaron what\'s on your Wish List
back to the formations thing
the ability to actually assign formation positions to particular ships before combat (besides just leader) without having to empty the fleet then put the ships back in a particular order that dfoesnt always assign the correct formation position to the ship as desired y the player |
Re: SE5, Tell Aaron what\'s on your Wish List
Currently, ships are placed in formation in the order that the ship was built (each ship has a unique ID number in the code to identify it, most likely). It does not matter what order you put them into the fleet (other than the leader, which can easily be reassigned simply by clicking on a ship in the list of ships when you select that fleet.
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Re: SE5, Tell Aaron what\'s on your Wish List
A expanded formations and a smarter AI that uses it would help.
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Re: SE5, Tell Aaron what\'s on your Wish List
How about components for components (Like a shield generator, with the ability to add different power generators creating stronger or different kinds of shields)
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Re: SE5, Tell Aaron what\'s on your Wish List
Relective Armor: A small amount of the damage hit is reflected to the attacker.
Multiatmosphere facility: does not convert the atmosphere but makes the planet "undomed" even in the presence of mixed population with different atmosphere types. |
Re: SE5, Tell Aaron what\'s on your Wish List
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Re: SE5, Tell Aaron what\'s on your Wish List
Privateers. You build a ship, and sell it to civilians and they go and raid enemy shipping for you. Also, merchant ships, maybe have a few merchant shipping lines, and they place orders for ships, and depending on how many ships they have is how much trade you make. Or contracts from other empires to build ships, they give you the schematics and you build the ships and give it to them in exchange for resources. This could help the neutral races who get into wars with the major powers.
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Re: SE5, Tell Aaron what\'s on your Wish List
This is a suggestion and a wish more for the modders to do. Create a mod with BOTH Startrek AND Babylon 5 in it.
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Re: SE5, Tell Aaron what\'s on your Wish List
The modding suggestions sound good - bab5 up against the star trek universe - dont forget star wars races.
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Re: SE5, Tell Aaron what\'s on your Wish List
How about the ability to load more than one mod at a time, and in the case of conflicts, pop-up a series of dialogues to resolve them and save the answers to a file for use next time that combination of mods is used?
[ June 28, 2004, 22:41: Message edited by: Alari ] |
Re: SE5, Tell Aaron what\'s on your Wish List
ALari getting a bit complex there if it could be done good - but the programming would be a nightmare. Unless you considered all moddible factors.
What about extra ship types and new tech areas specific to a player created mod ? |
Re: SE5, Tell Aaron what\'s on your Wish List
The ability to add your and your allies fleet into one huge fleet. Alot more situations with multiple races fleets involved in combat. The ability for two races to invade the planet at the same time. Maybe a diplomatic option to ask for help and if they say yes, they get to pick what to send, and it's sent automatically.
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Re: SE5, Tell Aaron what\'s on your Wish List
four ideas when u win the game instead of the game ending or u going on with no enemy why not have your empire go into a bigger map and have already made empires and u are connected to this bigger map by one wormhole so then and u can create more wormholes to connect as u can in SEIV
and i was thinking about cloaks, anyways what about makeing a more advanced Version that allows you to attack while cloaked and they can only see you for one combat turn after you attack so long as they dont destroy your cloak and for a little less advanced of a cloak have it so u cant attack while cloaked but can cloak and decloak in battle but they see you for two turns after that and little less advanced three turns after everyone and so on until u get to standard cloaks like in SEIV the civilian raider idea is good but u would need to limit what types of ships to give them so that u wouldnt have Civilian Dreadnoughts that are undrestroyable that would just be cheap so i would say limit the ship size to 400 to 500 kilo ton so not to make it to powerful but enought o attack thing u dont\cant destroy but arent massive problem(ie enemy\ally colony u dont want where it is) edit: but have just pirates that create there own ships (with no limit\size) but dont have planets so u cant get rid of them and they attack any ship so u would need to defend everything- also have them have big star base ships that are hidden but if u get really advanced u can detect them with really advanced sensors-they have to be extemely powerful to so u would need good ships to beat them i saw this idea a couple days ago and liked it alot so i think it should be mentioned again different types of wormholes and u need different techs to discover each type and some look like nublea(i know i cant spell) until u discover what it is and others wouldnt even appear as anything until u discover certian tech and others have it so they just have to be flown into to discover what they are How about the ability to load more than one mod at a time, and in the case of conflicts, pop-up a series of dialogues to resolve them and save the answers to a file for use next time that combination of mods is used? um if u get the SEIV mod launcher u can load more then one mod to the game u didnt know that its at spaceempires.net [ June 29, 2004, 06:27: Message edited by: Colonel ] |
Re: SE5, Tell Aaron what\'s on your Wish List
There is a VERY large distiction between having multiple mods installed and running multiple mods at once.
You don't need anything to have multiple mods installed for SE4. And any program to merge arbitrary mods in a logical way would be insanely complex, and there is no guarantee a logical merge will result in a playable mod. Many mods are inherently incompatible because of their basic ideas. --- 1) NEVER overwrite your stock datafiles. 2) Put modfiles in mod folders 3) Use Path.txt (via notepad or modlaucher) to switch between them. |
Re: SE5, Tell Aaron what\'s on your Wish List
Having different universes is a good idea, like the win the game and it expands, but what about win the game, and your thrown into a alternate dimension where everything is completly different. (basically, your empire is still at least somewhat intact, as is your techs and fleets, but where XX empire is three times as big and strong as it was before, while XYZ empire which was the largest and most powerful has been invaded by ZYX which was the smallest. Just a thought, or maybe it could be added in as a catastophic event.
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Re: SE5, Tell Aaron what\'s on your Wish List
Racial immunity against specific weapons:
Racial traits (modable of course) that make a race completely immune to one or several weapon types. E.g. energy life forms like the Eee would be immune to projectile weapons or certain organic weapons (can acid globules harm energy life forms?). Or mechanic life forms would be immune to allegiance subverter. In the trait you specify the weapon families that have no effect and then you simply could not target the race with theese weapons. |
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Re: SE5, Tell Aaron what\'s on your Wish List
Discussing race specific immunity to certain weapons i would prefer a reduced damage impact ie eee (would take 70% less damage in combat from certain energy based weapons)
But what about player created weapons via mods - you would have to have titles that modded to take note of weapon types. Being a highly moddable game this needs to be considered but yes mechanoid races would be immune from allegience subverter but perhaps a virus equivalent (like computer virus) As we said it is brainstorming and im sure MM will be creative in what he chooses and may take soem on and not others so keep the ideas coming. |
Re: SE5, Tell Aaron what\'s on your Wish List
The racial immunity would probably be doable with the shield/armor layer system, at least from what I've seen from Aaron's Posts at the Yahoo group - just define each race's components as a separate armor layer, and make weapons the race is supposed to be immune to have no effect on that layer http://forum.shrapnelgames.com/images/icons/icon6.gif
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Re: SE5, Tell Aaron what\'s on your Wish List
That sounds like a good appraoch - racial specific armour would work well in that situation + tolerances % perhaps to certain weapons ie more damage done to their ships by missiles then beam weapons then perhaps other weapons types and make the whole thing moddible.
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Re: SE5, Tell Aaron what\'s on your Wish List
I like the expanse-after-victory idea. Here are two ideas of my own. Please, please, PLEASE make the game give a confirmation message when clicking to save. I know it annoys most people. But sometimes I mis-click. I have never finished a game because of this! (I've only played AI so far). I made a backup folder, and when I made a mistake, accidently saved over the backup instead. I now have a backup folder, a backup backup folder, and a backup backup backup folder! (Yes, I really am so bad that I need this http://forum.shrapnelgames.com/images/icons/blush.gif ). Or if the lack of it is something enjoyed, at least make it a game option.
Also, the idea has been mentioned sometime way ago, but I liked the idea of some warp points being smaller and only allowing ships up to a certain size through. Sounds like a needless pain, but could create some strategic situations. "They will take the standard route through Sol, a ship that size has no other option" "But a ship our size has other options" (Wing Commander IV quote, (I can't get enough of that game)). P.S. See above, confirmation dialog suggestion) |
Re: SE5, Tell Aaron what\'s on your Wish List
i like that smaller wormhole idea but what about wormhole creator things u could make them create small wormholes in the begining and as the componet gets more advanced make bigger and bigger until all ships can go threw
also i think there needs to be a ship that no matter what has one movement but is double perhaps even triple the size of a baseship lol like the size of a moon have it so u can construct certian buildings on it like planetary shields and have actual planet based weapons where u actually build them like any other buildings but the huge |
Re: SE5, Tell Aaron what\'s on your Wish List
reads colonel
*cough* 8cough* deathstar *cough* heck lets just make warplanets to i loved the comercials for those toys |
Re: SE5, Tell Aaron what\'s on your Wish List
yea so i want a death star so what i still want one maybe u could make extra large wormholes to accomadate it hey there have been far worse thing that have been wanted
ok this is a frinedly word of advice to all NEVER EVER EVER watch music viedos late at night or past 1 am its not a good sight really im serious DONT this is creepy |
Re: SE5, Tell Aaron what\'s on your Wish List
um first im not putting down the idea (i rather support it )
just clarifing it a little second im going a bit further in that WARPLANETS comment and even more in accordance with the test im presently conducting in a single player game i want the ability to move planets or at least moons or asteroid belts why you ask *wicked smile* i may have an interesting trick up my sleeve ask and i might tell you about the testing progress http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: SE5, Tell Aaron what\'s on your Wish List
should be able to put a colony of sorts on astroids and be able to build stuff on it lik miner buildin but it shouldnt need a spaceport,i should think that Last part should be more or less self explanatory
i got a question is SEV going to be 2D or 3D, i only ask becaue alot of games coming out lately are in 3D even strategy games |
Re: SE5, Tell Aaron what\'s on your Wish List
Pauseable 3d on a 2d plane. But it's not going to be point and click rush build.
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Re: SE5, Tell Aaron what\'s on your Wish List
The ability to cloak in combat, but only able to fire certain kinds of weapons while cloaked, any other weapons firing, would uncloak you. Weapons that have the ability to be fired in a certain direction (like a depth charge) to hit a cloaked vessel. Missile guidance for a certain range, but rather than just disappear, after their max range is up, they just continue moving in the Last direction they were facing. Mines in combat, with the ability to lure the enemy fleet into the middle of them, and order them to destruct with the enemy fleet sitting in the middle. Death star, yes. Engines on asteroids, the ability to arm asteroids and turn them into secret bases. Every race using unique weapons, rather then all beam weapons, have some prefer torps, some missiles, ect ect. More projectile weapons. Planetary defense weapons facilitys. Lots more ground combat options. Landing craft, VTOLS, Tanks, Mechs, Infantry, Power armor, APC's, Atmospheric attack craft (fighters) Hovercraft, Wheeled vehicles. The ability to send spies to a enemy planet who set up a resistance, which you can then activate when you invade. The ability to "lease" weapons or ships to other powers. The ability to "lease" bases, or planets to other powers. A option to fire on whatever, whereever you want in combat, thus being able to attack allied fleets just before the enemy fleet is destroyed. Cloaked sats for providing info on enemy planets (for a short amount of time). Different ammo types for certain weapons, HE, AP, Incindary, cluster, ect ect. Ability to change formations in battle, being able to decide what ships go where in the formation. Ability to give ships general orders (Hold, stay, move here, keep formation, break formation, ect). The ability to form "wings" in the formation with specific orders as well (Right wing, attack enemy left flank, left wing, attack head on, Center wing, provide combat support to right wing, ect). Of course leave the ability to control enemy ships individually. I think thats good. lol
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Re: SE5, Tell Aaron what\'s on your Wish List
how about a ship that appears smaller then it is like say it were a cruiser it could have a cloak type technolgy that would make it appear to be a smaller ship then as the enemy attacked thinking it to be weak and then they find out it was a big ship
another idea have Comets that u can move threw wormholes and go threw sectors anywhere just keep moveing, and make it so u can send a ship that can sort of colonize it but make it like a a military offensive unit, and make it so natrual comets could be sent off course and sent to hit planets and have it so they could natrually hit planets too randomly i want something like a drone thats bigger and has different componets that can destroy wormholes\stars\planets\astroids\comets(as in my other idea but the down side to them would be that they are completely destroyed on use but the can go threw worholes and they would be able to put cloaks,stelfh armour scattering armour, quatum reactors, so that u could lauch them from your home planet sending them accross the galaxy more later |
Re: SE5, Tell Aaron what\'s on your Wish List
Armed asteroids hey - interesting a few expansions they could be used for (limit them to one facility)
Resupply Listening post Limited movement to 1 per turn Tech to uncover if it is inhabited or a long asteroid Cloak of facilities on asteroid Special "weapons" that can only be constructed once per 10 game turns and youre ships would need to dock and take on this weapon - ie alien tech - massive shiled depleters and the like Keep the ideas coming though - MM will have a field day with all these suggestions - possible overload but the more we generate the more he can add to future patches - upgrades etc. |
Re: SE5, Tell Aaron what\'s on your Wish List
Special one way wormholes (1 per game) that move around into a different system each turn but if it appears in yorue system and you enter it with a ship or fleet it comes out on a random point
One way wormholes could be fixed also but with random exit points - which could be good or bad. |
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