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

HEMAN November 1st, 2002 08:20 AM

Re: Things we\'d like to see in the next patch
 
THANKS DAVID for making this POLL.
DAVID & JIMBOB you know what 2 i voted for http://forum.shrapnelgames.com/images/icons/icon10.gif .
My idea to adjust, Indiv ministers,didnt make it http://forum.shrapnelgames.com/images/icons/shock.gif ? OH well.We know those Indiv ministers arent up to par, especially pop transport for me.Is the only minister i will use with the gitters.

DavidG November 1st, 2002 01:58 PM

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

Originally posted by HEMAN:
My idea to adjust, Indiv ministers,didnt make it http://forum.shrapnelgames.com/images/icons/shock.gif ? OH well.
<font size="2" face="Verdana, Helvetica, sans-serif">Well I scanned this thread fairly quick so I'm sure I missed a few good ideas. http://forum.shrapnelgames.com/images/icons/icon9.gif I tried to keep the list somewhat short and things I thought would be patchable as opposed to such a big task it would be more for a new Version,.

[ November 01, 2002, 12:12: Message edited by: DavidG ]

kalthalior November 1st, 2002 05:45 PM

Re: Things we\'d like to see in the next patch
 
Love the warp point ideas listed by jimbob, just wondering if anyone had suggested "wandering" points that move around the system coordinates (randomly) as well. You could also combine such points with the periodic (or other) points for an added dash of flavor.

Gryphin November 1st, 2002 06:29 PM

Re: Things we\'d like to see in the next patch
 
A nice to have idea: Increase production of a Space Yard by putting a "Habitation Component" on it and filling it with population.

I don't expect it to happen. It would be nice way to use excess pop.

[ November 01, 2002, 17:19: Message edited by: Gryphin ]

Ragnarok November 2nd, 2002 05:14 AM

Re: Things we\'d like to see in the next patch
 
I just got an idea from the Ancient Ruins thread.
It'd be interesting to see a Intel project or a event take place that causes you to lose techs. Like someone could run a Intel project to break in and steal taht tech and destroy any copys of it that you may still have. Thus causing you to drop 1 level in that specific area of technology. This would suck if it happened to you but it would really add to the game a bit more. Comments or ideas?

Dan C. November 2nd, 2002 07:27 AM

Re: Things we\'d like to see in the next patch
 
I would like to see the map format be unencrypted. The game file, should be certainly, however if you have a map file and want to see it all you have to do is fire up the map editor. It would be nice to have a format (even if binary) so one could write a program to generate random maps, but using some constraints (for example hyperspace, or start positions with sphereworlds etc.).

Does anyone know why the map format is encrypted in the first place??

Fyron November 2nd, 2002 07:41 AM

Re: Things we\'d like to see in the next patch
 
It is encrypted to prevent people from cheating in MP games. MM will never unencrypt it, so there is no point in trying to get it done. http://forum.shrapnelgames.com/images/icons/icon12.gif

Dan C. November 2nd, 2002 08:05 AM

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

It is encrypted to prevent people from cheating in MP games. MM will never unencrypt it, so there is no point in trying to get it done. [Wink]
<font size="2" face="Verdana, Helvetica, sans-serif">Nope, Sorry, Don't follow your statement at all. How does encrypting the map file prevent MP cheating?? Most MP games disable map saving and never save a copy at game creation, as the game file is encrypted, one has security. But we are taking about another file there.

So if the "save map" feature is on, or if for some reason the map is supplied, I can just load the file into the map editor and see everything. How does encryting the *map file* help prevent cheating? http://forum.shrapnelgames.com/image...s/confused.gif

In fact I see no reason for it other than MM didn't want it to be ascii and doesn't want to have to explain a binary fomat. Likely they just ripped the code for reading/writing the map section of the game file into the map editor, and that is why it is encrypted. http://forum.shrapnelgames.com/images/icons/icon9.gif

Quikngruvn November 3rd, 2002 07:36 AM

Re: Things we\'d like to see in the next patch
 
A couple of things that I don't think have been mentioned:

--The option at game setup to view all, allied, or none of the treaties of known empires, like it is now for score.
--The ability to make AI's create one (and only one) ship/base within a system with a particular component. Then, AI's might effectively use components that give system-wide abilities. Then Rollo might put the Orbital Mind Control Lasers into DNM. http://forum.shrapnelgames.com/images/icons/icon10.gif

Otherwise, my biggest requests are movable/resizable windows, wheel-mouse support, the ability to save and reopen simultaneous turns, the ability to sort by planet type in the Planets screen, and restrictive racial techs.

Quikngruvn

jimbob November 3rd, 2002 07:46 AM

Re: Things we\'d like to see in the next patch
 
kalthalior: Moving warp points, brilliant! http://forum.shrapnelgames.com/images/icons/icon6.gif

HEMAN: And your deeds will be rewarded my friend http://forum.shrapnelgames.com/images/icons/icon12.gif

- jimbob


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