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-   -   Next patch requests (http://forum.shrapnelgames.com/showthread.php?t=5871)

Rollo May 7th, 2002 08:40 AM

Re: Next patch requests
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Phoenix-D:
Here's a screwball request:

Add more useless abilities, and keep the ones that currently don't work.

Why? These things are GREAT for getting the AI to do what you want without actually changing components. Add the "palace" ability to a new engine type and suddenly you can call for *just that engine type* (and/or anything else that has that ability.. hmm). Add a variety of useless abilities and the AI can be coerced into adding components it wouldn't normally touch.

Phoenix-D
<hr></blockquote>

What would be even better is give modders the possibility to create their own "useless" abilities.

Rollo

Dogberry May 7th, 2002 08:40 AM

Re: Next patch requests
 
It would be nice in the tactical combat mode if the satellites were evenly distributed around the four corners of the warp point or planet "picture"... rather like the traditional symbol for a castle .. a square with a tower at each of the four corners. In this way you would have 360 degree coverage, instead of the 120 or so you get now.

This would help the AI & occasionally the human player.

Dog

Gimboid May 7th, 2002 09:55 AM

Re: Next patch requests
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Jmenschenfresser:
3) Would like to see a colonization restriction to certain size planets. I.E. Colonization component A can only colonize tiny planets. Would be nice if this could also be expanded to differentiate between planets and moons, but need not be.<hr></blockquote>

I love this idea!

Would add a whole new dimension to exploring and colonisation especially in mid-game when empires all started getting max planet sized colony techs...

dogscoff May 7th, 2002 12:03 PM

Re: Next patch requests
 
- Larger and/ or wrappable combat map.

- Alter the route- finding code so that ships and fleets carrying out "move to" orders will look for a friendly resupply depot in their current system, and check to see if it can be included in their flight-path without adding extra time to their journey. If it can, the ship/ fleet should automatically resupply and continue their journey.

I'm sick of seeing half-supplied fleets sail within one square of a resupply depot when they could have easily resupplied without using any extra movement points.

I should think this feature would also improve the AI's performance slightly, since it would reduce the chance of AIs sending under-supplied ships into battle. This is especially important since the Last patch, which (rightly, imho) took all weapons fire away from zero-supply ships.

oleg May 7th, 2002 03:22 PM

Re: Next patch requests
 
- give at least some abilities to new systems. It is quite boring to have "organic infestation" or "green giant" with nothing, nill, ziltch. Proportion's systemtypes.txt is a good start, IMHO.

MKSheppard May 7th, 2002 06:25 PM

Re: Next patch requests
 
Add a new weapons mount enhancement modification:

QUICKFIRE=1

If it's 1, then the weapon only fires once
a turn, if it's more than 1, the weapon fires
that number each turn, allowing us to simulate
small, fast firing close in CIWS systems, etc.

LGM May 7th, 2002 07:12 PM

Re: Next patch requests
 
I would like to see units or components that foil Intelligence operations and the elimination of Counter Intelligence or at least make it unnessary except as an extra defense. Thus races can develop defense against Intelligence without putting much effort into Intelligence against other race.

Allow Troops to have a chance stop intelligence against a planet. Chance should never go to zero, more troops should be a diminishing return.

Allow Security Stations and Boarding Parties to inhibit intelligence operations against a ship. I think that to use intelligence against a ship, you have to have some way to establish a contact against that ship when it is visiting a planet. (Hard to infilitrate a ship when it stays away from a port).

Make an advanced trait that makes a race absolutely loyal (immune to many intelligence operations).

All operations must target a planet or a ship to gain information.

Intelligence Operations should take a minimum amount of time. It does not matter how many agents you have, infilitrating an enemy culture does not happen in one month. In fact the longer you take, the more effective it is, but also the great chance you will be caught (time is a double edged sword).

Foiled Intelligence operations should penalize further operations in the near future (discovery of captured agents contacts).

Right now the current Intelligence system is a pure points on points system. Like ships looking for weakness in enemy fleets, Intelligence should require finding weakness in the enemies security. Find planets with no troops or ships with no security component.

Perhaps instead of picking targets, intelligence should always be opportunistic. Allow instead of 'any Planet', weakest planet. Operations against ships would be deferred until one turn after they leave a friendly planet.

Another thing to consider, instead of points have units for conducting intelligence operations. These units would have concealed movement (not cloaked) to their targets. The longer they stay at an enemy planet, the more ability they have. Each turn, troops would have a chance to detect them. If their orders are to infilitrate an enemy ship that comes to the planet, they have a chance to work on establishing a mole in the crew to conduct some sort of damage, sieze control, etc.

I would like to see Intelligence be an important consideration, but not an overpowering aspect in the game. I dislike using intelligence in games because you can totally wipe someone out using it: Pop Posion on colonies, Revolts, Steal Minerals. It is much faster to steal all of a smaller empires minerals than it is to destroy all of their ships and planets.

You should not be able to win a war primarily based on Intelligence, but it should be a factor to help your military forces have some sort of edge and cause some economic disruption.

Gandalph May 7th, 2002 09:06 PM

Re: Next patch requests
 
It would be nice if we could get the AI to build defensive capabilities on a newly colonized planet before building facilities just as we human players do. If the newly colonized planet is breathable/huge, it can be 30+ turns before defenses go up, making it an easy target to capture/destroy.

Gozra May 8th, 2002 07:08 AM

Re: Next patch requests
 
I just played a turn against an AI. They had 112 troops on the planet. My first ground attack killed them down to 82. when the second wave went in they again had 112 troops. The third wave hit the planet head and again they had 112 troops. I lost over 250 troops in 3 attacks. (Then the fleet glassed the planet.) Is this a glitch or intentional?

Gandalph May 8th, 2002 07:59 AM

Re: Next patch requests
 
It would also be nice if the AI would recognize what a supply ship was and use it appropriately. Same goes with a repair ship, and a flak ship.

It would also be nice if the vehicle construction file and unit construction file actually worked. The AI only sometimes builds via name, mostly it builds by type, which makes it hard to give the AI a well rounded fleet. I mean, it was a great idea to put the name ability into the file, but if the AI doesn't use, what's the point?


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