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Re: Up to date History file from SE:IV Gold Beta
As it stands you cannot mod higher level plagues. I think the ability mod higher level plagues would be great. Is there any plans to add higher level plagues or the ability to mod higher level plagues.
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Re: Up to date History file from SE:IV Gold Beta
I hope MM will finally add the "auto launch mines" and "auto launch sats" orders. They are essential in many sdefense strategies...
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Re: Up to date History file from SE:IV Gold Beta
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Shyrka:
I hope MM will finally add the "auto launch mines" and "auto launch sats" orders. They are essential in many sdefense strategies...<hr></blockquote> For humans, yes, a button to tell the planet to automatically dump it's units out into space if they can be deployed would be great. For the AI it's a problem. The satellite minister has been altered somewhat is current betas. The beta testers have noticed AI problems with satellites and satellite layers though. With the new more agressive deployment they get put into space before a layer can arrive to carry them off to a warp point. But the layers don't take sats from space over a planet so it results in all the sats being over planets and hardly any being put on warp point where they do the most good. It's a sort of catch-22. Some sort of intelligent algorithm has to be developed to let it distribute them to both sorts of locations. Mines never seem to get deployed around planets, but if they did auto-deploy then it would be even harder to get them out to other locations. Sats can be recovered, mines cannot. |
Re: Up to date History file from SE:IV Gold Beta
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Baron Munchausen:
For humans, yes, a button to tell the planet to automatically dump it's units out into space if they can be deployed would be great. For the AI it's a problem.<hr></blockquote> I´m talking from the human point of view. The AI's problem can be solved using "reservations" of units, just as the processes in OS reserves system resources. If a sat deployer wants to load sats from a planet, it can reserve then so they are not launched. But i don't know if this is possible to implement in SE4. <blockquote><font size="1" face="Verdana, Arial">quote:</font><hr> Mines never seem to get deployed around planets, but if they did auto-deploy then it would be even harder to get them out to other locations. Sats can be recovered, mines cannot.<hr></blockquote> That's why the mines/sats minister never launches mines in planets. You have to do it manually. The "Auto launch mines" order is necessary. |
Re: Up to date History file from SE:IV Gold Beta
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Q:
That would be a very nice change: Make the different sensor really different so it may be useful to combine them. And the highest cloak level could be only defeated by close range sensors.<hr></blockquote> Something like that. Make stealth armor not completely useless in later games. Well, so long as you want to hide in the corner of a system map away from most planets. http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: Up to date History file from SE:IV Gold Beta
Here's a suggestion for the Gold Version.
How about displaying the components in an enemy ship when you click on it on the map. This would only be possible when the design has been seen and is in the Enemy Ship Design list. I think I remember being able to do that in SE3? One of the "lost right mouse" function? At the moment, if you want to check a ship you need to write down its name, go to the designs and look it up. The info is available, there is a space on the interface screen so why not just display it when the ship is clicked on. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Up to date History file from SE:IV Gold Beta
The AI and us humans could use some help with Resource Management.
The Planets spreadsheet(s) should have a sortable column for planet type (rock, ice, or gas). The Population Minister should redistrubute population after acquiring another race that breathes a different atmosphere. Matching races to atmosphere. THIS IS CRITICAL FOR THE LONG TERM SURVIVAL OF THE AI, and reduces a human's micromanagement. The Facility Minister wastes too much by building production enhancement facilities on tiny and small planets. Moving these facilites build order to place 6 in the (one and only) construction AI file would fix this. I have sucessfully modified facilites file of my own. MORE CHALLENGING AI in mid to end game, reduced human micromangement. But... But.. A (lesser of the two evils) result is the System wide facilites may not get built because large planets are colonized and built up first (before discovery). The coding needs to be changed to allow for Scrapping and Replacing facilities as needed (scripted?). PlANET TYPES There must be an easier way to change the planet type. (Select planet + hot key) The AI needs some common sense when assigning the type. I have seen mineral planets with a 10% rating. Maybe the coding should consider (empire need + rating) before deciding. The defense planet type will build mineral facilities. Since there are so few defense facilites, A type (Defense + other type) would be usefull so that the planets (bonus) is not wasted. A Storage planet type would be handy. It would be better than building storage on a 150% rated mineral planet. GENERAL AI Stops building research failities at only 100,000 research points. Same for Intell. I change those settings to 250,000. AI End Game Improvement. "Pretty little wife http://forum.shrapnelgames.com/images/icons/icon7.gif wants no internet in house http://forum.shrapnelgames.com/images/icons/icon9.gif must play against AI :{> |
Re: Up to date History file from SE:IV Gold Beta
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>For humans, yes, a button to tell the planet to automatically dump it's units out into space if they can be deployed would be great. For the AI it's a problem.
... Mines never seem to get deployed around planets, but if they did auto-deploy then it would be even harder to get them out to other locations. Sats can be recovered, mines cannot. <hr></blockquote>What I intended was for only the excess units to be launched. EG: Planet completes construction of 5 Sats. There is only cargo space for 2 of them, so two go into cargo, and three are launched into space so that the resources & time are not wasted. Even if that happens to mines, its OK, since the mines that are launched would not have existed otherwise. EDIT: turned off sig. [ 10 December 2001: Message edited by: suicide_junkie ]</p> |
Re: Up to date History file from SE:IV Gold Beta
One thing that is easy (i think) to do is separate the Construction minister in Const. Ship minister and Units Constr. Minist.
That way, you can order the creation of ships, but let the minister build mines, fighters, sats and WP, reducing greatly the micro-management and little the efficiency. |
Re: Up to date History file from SE:IV Gold Beta
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by suicide_junkie:
What I intended was for only the excess units to be launched.<hr></blockquote> That's a very good idea http://forum.shrapnelgames.com/images/icons/icon7.gif But i still prefer the "Auto-launch" order http://forum.shrapnelgames.com/images/icons/icon6.gif |
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