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-   -   Next Upgrade/patch (http://forum.shrapnelgames.com/showthread.php?t=8022)

geoschmo January 12th, 2003 09:20 PM

Re: Next Upgrade/patch
 
Quote:

Originally posted by Baron Munchausen:
Well then, I for one will definitely press MM to make the AI only install the MC when a line in the design file explicitly calls for it. It doesn't require any change to the format of the design files. All you have to do is make the AI smart enough to remove the default ship control components when it adds an MC, and let the AI modder put 'Master Computer' in the Misc. Abilities list if they want to for that particular design.
<font size="2" face="Verdana, Helvetica, sans-serif">I think that is what was asked for originally with the bug report. Not sure why he chose to do it the way he did.

Geoschmo

Mephisto January 13th, 2003 12:07 AM

Re: Next Upgrade/patch
 
He said that he always planned to have the AI use the MC when it becomes available. The bug was present from day one and he never came around to fix it.

Rexxx January 13th, 2003 02:22 AM

Re: Next Upgrade/patch
 
To repeat a previous question:

Version 1.81:
1. Fixed - "Crew ConVersion" damage type will work on all target types, again.

What does "all" exactly mean?

Quote:

Originally posted by Mephisto:
[QB]Thanks for holding the line, Geo, take a rest, I will see if I can hold them for a while. http://forum.shrapnelgames.com/images/icons/icon12.gif
<font size="2" face="Verdana, Helvetica, sans-serif">"Taming of the Shrew" in its modern form. Hey, we aren't that bad. http://forum.shrapnelgames.com/images/icons/icon12.gif

Quote:

MC is always used if the AI has researched it, whether you want it or not. Yes, this makes some ships more expensive, then again it is a good defence against the AS (finally) and to be honest, when you build a dreadnaught, 1k more minerals or not doesn’t fix or break the AI designs. And don't forget the Ai can now use another weapon or a shield because it has more room in its ships and that makes them more combat potent. I think it is a good think MM finally fixed it. Granted, a line "Must have MC" would have been better but I just don't think MM will make great changes to the way all the design files out there work after such a long time.
<font size="2" face="Verdana, Helvetica, sans-serif">Good points but very bad news.

Rollo January 13th, 2003 02:58 AM

Re: Next Upgrade/patch
 
Quote:

Originally posted by Rexxx:
To repeat a previous question:

Version 1.81:
1. Fixed - "Crew ConVersion" damage type will work on all target types, again.

What does "all" exactly mean? ...

<font size="2" face="Verdana, Helvetica, sans-serif">That means a bug was fixed from a previous beta Version. I am not 100% sure, but IIRC crew conVersion didn't work on bases at one point or some such.

You have to remember that the bug fixes that are mentioned in the history must be seen in context of the beta Versions not the public Versions. So not all of them make sense when you read them and apply them the the currently released Version.
For example, I recall one bug fix that read something like "Fixed: troops could't capture planets". Now there was nothing wrong with planet capture in the public Version, but in a beta Version, it didn't work.

Rollo

[ January 12, 2003, 13:04: Message edited by: Rollo ]

mottlee January 15th, 2003 02:19 AM

Re: Next Upgrade/patch
 
(Bump) still hopeing on word

http://forum.shrapnelgames.com/images/icons/icon6.gif

couslee January 15th, 2003 10:44 AM

Re: Next Upgrade/patch
 
couple of quick observations. if they have been addressed already, then no bigge.

I really would like to see how many tech/intel points have already beed accumulated towards a project.

I would like to see a third asterik planet type, maybe a blue asterik, that would indicate breathable atmosphere for captured "other breather" races. I was also wondering, but have not tried it our yet, if making a game selection of " can only colonize breatheable" and i capture some other breathers, will I be able to colonize their homeworld types. In this situation, a blue asterik indicator would be helpfull.

I know the mothballing of massive fleets are a topic of debate, so why not have a mothball limit based on the planet cargo space? just a thought.

Fyron January 15th, 2003 10:54 AM

Re: Next Upgrade/patch
 
If you select "Can only colonize own atm or HW type", then you can only colonize your own type. You can not ever colonize other types. You can capture or trade for them though. http://forum.shrapnelgames.com/images/icons/icon7.gif

couslee January 15th, 2003 11:11 AM

Re: Next Upgrade/patch
 
I assumed that with the "only colonize homeworld type" and that it would also exclude IE ice and gas if your rock. but the other selection only states "can only colonize breatheable." and they are breathable to a captured race. might have to start a game and check it out and see what is allowed with that choice. I just dislike that not too far into the game every heavenly body can be colonized. a "no-domes allowed" option would be nice. was hoping that is what that was.

Fyron January 15th, 2003 11:13 AM

Re: Next Upgrade/patch
 
Colonize only breatheable means that you can only ever colonize planets of your race's own atmosphere type. If you are Hydrogen-breathing, you can only colonize Hydrogen planets, period. A colony ship with Oxygen-breathers can still only colonize a Hydrogen planet.

Baron Munchausen January 15th, 2003 05:36 PM

Re: Next Upgrade/patch
 
But you can still capture other types of worlds even when the colonization restrictions are used. This actually makes planet capture a vital ability. This also leads to an interesting 'calculated strategy' problem. How many worlds do you let some rival settle before trying to conquer him? http://forum.shrapnelgames.com/images/icons/icon7.gif The more you let him settle, the more powerful he will be, but the more there is to conquer. Hmmm....

Rollo January 16th, 2003 03:17 PM

Re: Next Upgrade/patch
 
The reason for component Groups vanishing, is that your don't have a component in that group available. IIRC the only component in the misc group is the medical bay. Repair belongs to the construction group.

Rollo

capnq January 16th, 2003 09:54 PM

Re: Next Upgrade/patch
 
In Components.txt , the group a component is in is listed in the entry "General Group". As soon as you research a component from a particular group, that group's entry will reappear on the Repair Priorities screen.

Once a ship is picked to be repaired, the game will try to repair all of the damage on that ship before shifting to another ship. If it can't repair all the damage on one ship in one turn, then on the next turn it looks at the repair priorities again and may pick another ship.

couslee January 17th, 2003 02:03 AM

Re: Next Upgrade/patch
 
Another oddity I would consider a bug....

When changing the repair priorities, not all the item move to the left side. some just vanish, never to be seen again? Like Misc. you can take it off the priority side, but it's not available to replace there. I had a situation where I wanted my repair bays to be repaired first, then the other stuff. thats when i noticed the vanishing items. Also, is Misc where the repair bays would be listed? the game don't have repair components listed seperatly. I removed all but misc, and I did get one repair bay fix, but it ignored the other repair bays on other ships and fixed some engines on the one it did repair the bay. Once that situation was over, then Misc would be stuck at the top and I wanted to basicly restore the previous priority list. I click on Misc to remove it, and it vanished as well. Hope they fix that.all choices should be either on the right or left, and not, some vanishing, some not

couslee January 18th, 2003 05:14 PM

Re: Next Upgrade/patch
 
after opening the empire options, and selecting strategies then firing. You can't change the firing priorities.

it "looks" like you can, but it will not accept any changes. likewise, when creating a new one, you are stuck with the defualt it gives. If you try and change it, you get "click for priority one", then "click for priority two", but the only button at the bottom is cancel, and there is no other way out of that screen, so it reverts back to the firing priority given as the defualt one.

Either this needs to be fixed, or i am missing something.

Q January 18th, 2003 06:40 PM

Re: Next Upgrade/patch
 
Quote:

Originally posted by couslee:
after opening the empire options, and selecting strategies then firing. You can't change the firing priorities.

it "looks" like you can, but it will not accept any changes. likewise, when creating a new one, you are stuck with the defualt it gives. If you try and change it, you get "click for priority one", then "click for priority two", but the only button at the bottom is cancel, and there is no other way out of that screen, so it reverts back to the firing priority given as the defualt one.

Either this needs to be fixed, or i am missing something.

<font size="2" face="Verdana, Helvetica, sans-serif">Just click the four choices you want in the order you want and the window will close automatically and your firing priority appears as you wanted.

mottlee January 19th, 2003 03:24 AM

Re: Next Upgrade/patch
 
(Bump)

couslee January 19th, 2003 03:32 AM

Re: Next Upgrade/patch
 
ok, I did that Q. it worked (of course). But i distinctly remember after selected the second choice it reverting back to the first choice, and not progressing to a third choice. maybe that first problem was while I had the demo. I don't know.
(cough)
NEVERMIND
http://forum.shrapnelgames.com/images/icons/icon10.gif

Rexxx January 20th, 2003 10:34 PM

Re: Next Upgrade/patch
 
Sorry, but once more the MC topic.

I assume that the MC modifications will be implemented as Geoschmo described.

Let's say MCs are researched after battle ship tech is discovered. From that point on all ships (BBs and larger) will automatically come with a MC. So far, so bad. http://forum.shrapnelgames.com/images/icons/icon8.gif http://forum.shrapnelgames.com/images/icons/icon12.gif

What will happen to smaller ships (after MC tech is researched) if they are retrofitted by an AI. Will a MC integrated automatically into the ship designs, too?

[ January 20, 2003, 20:38: Message edited by: Rexxx ]

Phoenix-D January 20th, 2003 10:37 PM

Re: Next Upgrade/patch
 
"What will happen to smaller ships (after MC tech is researched) if they are retrofitted. Will a MC integrated automatically into the ship designs, too?"

If the AI is still using the smaller ships by that point, yes.

Phoenix-D

Rexxx January 20th, 2003 10:45 PM

Re: Next Upgrade/patch
 
Thanks, Phoenix-D.
Wow, that was a quick answer, it surpassed my editing easily. http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron January 20th, 2003 11:28 PM

Re: Next Upgrade/patch
 
I thought AIs didn't retrofit ships?

Mephisto January 21st, 2003 01:33 AM

Re: Next Upgrade/patch
 
Quote:

Originally posted by Imperator Fyron:
I thought AIs didn't retrofit ships?
<font size="2" face="Verdana, Helvetica, sans-serif">Sure it does. http://forum.shrapnelgames.com/images/icons/icon7.gif When there is a valid not obsolete design at hand and the ships have nothing do to, they will either retrofit or train at a training centre. Unfortunately, the Ai keeps its ships busy moving from system to system so it rarely retrofits or trains.

Q January 21st, 2003 11:55 AM

Re: Next Upgrade/patch
 
The changes made in the next patch concerning master computers are important and I changed my mind about eliminating master computer completely from my games.
That the AI uses master computers now is great if the cost of master computers are reduced. Otherwise the construction time of small ships like colonizers increase too much. But this is very easy to modify.
My second change should prevent the doom of psychic races (the master computer makes the allegiance converter completely ineffective): I plan to make the master computer a racial technology and give it only to few (anorganic/mechanoid) races.

mottlee January 21st, 2003 01:58 PM

Re: Next Upgrade/patch
 
Quote:

Originally posted by Imperator Fyron:
I thought AIs didn't retrofit ships?
<font size="2" face="Verdana, Helvetica, sans-serif">My AI has a lot of 2 name class ships

thorfrog January 21st, 2003 09:58 PM

Re: Next Upgrade/patch
 
Any eta on latest patch??

How about added features like palaces?

tesco samoa January 21st, 2003 11:01 PM

Re: Next Upgrade/patch
 
2005 i believe...

Get new testers http://forum.shrapnelgames.com/images/icons/tongue.gif

please post any new updates please...

Mephisto January 22nd, 2003 12:40 AM

Re: Next Upgrade/patch
 
Quote:

Originally posted by tesco samoa:
2005 i believe...

Get new testers http://forum.shrapnelgames.com/images/icons/tongue.gif

please post any new updates please...

<font size="2" face="Verdana, Helvetica, sans-serif">Oh, the problem are not the testers. You don't shoot the messenger, right? http://forum.shrapnelgames.com/images/icons/icon12.gif
I would not hold my breath for new features like a palace think of how deep Aaron is in Starfury right now.

tesco samoa January 22nd, 2003 12:45 AM

Re: Next Upgrade/patch
 
K-M you know I am joking.

couslee January 22nd, 2003 01:11 AM

Re: Next Upgrade/patch
 
well, him being involved in star fury is fine.

One feature I would like to see, is an empire option to suspend each of the resource gathering facilities (empire wide). Say I have plenty of room for mineral and radioactive storage, but am maxed on organics. Currently, I have two choices. I can either let the farms continue depleting the resources and wasting the numbers, or scrap al the applicable facilites an have to rebuild them when I have need for them. An option to suspend would be nice.

Rexxx January 22nd, 2003 02:01 AM

Re: Next Upgrade/patch
 
Quote:

Originally posted by Q:
That the AI uses master computers now is great if the cost of master computers are reduced. Otherwise the construction time of small ships like colonizers increase too much. But this is very easy to modify.
<font size="2" face="Verdana, Helvetica, sans-serif">Well, that's a big "if". If not - just as you said - the "X" for expansion will getting very very small.

couslee January 22nd, 2003 02:03 AM

Re: Next Upgrade/patch
 
Well, another x.0 turn has rolled around, and I still have old ship designs showing up on the non-hidden list.
Is this because I retrofitted the old design and didn't build from scratch?
There are none in service, either captured or otherwise.
There are none being built. but still the old design remains.
They are marked obsolete.

Please can we have a "delete design" option? eh? there is even an open slot for the button in the design screen. could it really be that hard to implement?

[ January 22, 2003, 00:04: Message edited by: couslee ]

Phoenix-D January 22nd, 2003 02:17 AM

Re: Next Upgrade/patch
 
"My second change should prevent the doom of psychic races (the master computer makes the allegiance converter completely ineffective):"

Umm, Q, there's this little weapon called the computer virus. http://forum.shrapnelgames.com/images/icons/icon7.gif

Reduced the efficency of captures, since you need to repair the computer, but that's fairly minor damage.

Phoenix-D

Mephisto January 22nd, 2003 09:29 AM

Re: Next Upgrade/patch
 
Quote:

Originally posted by tesco samoa:
K-M you know I am joking.
<font size="2" face="Verdana, Helvetica, sans-serif">Yea, I know. http://forum.shrapnelgames.com/images/icons/icon7.gif Just couldn't resist.

Mephisto January 22nd, 2003 09:30 AM

Re: Next Upgrade/patch
 
Couslee, try the "hide obsolete" button.

couslee January 22nd, 2003 10:15 AM

Re: Next Upgrade/patch
 
I did. I had the game saved even on a .8 turn to try and clear whatever is stopping it. I tried rolling to .0 with hide obsl, not hide obsl, I re-obsoleted all of them, just in case that would reset it, all to not avail. the only thing I can't test, is if them being retrofitted has an impact. well, i guess i could test it next round. make a design, build one, scrap it and a second design built it an retrofit and see, but damn, what a waste. I am trying to play the game, not beta test it. the other thought I had I am gonna check, is perhaps renaming my retrofitted ships. maybe that has something to do with it. thats a lot of renaming tho.

It's a pain, and it sure would be much easier to just have a delete design than having to wait for .0s to come around. I find myself fighting more with the interface and certain "features" than with the AI. maybe they should call the game "UI wars". lol

Q January 22nd, 2003 11:37 AM

Re: Next Upgrade/patch
 
Quote:

Originally posted by Phoenix-D:
"My second change should prevent the doom of psychic races (the master computer makes the allegiance converter completely ineffective):"

Umm, Q, there's this little weapon called the computer virus. http://forum.shrapnelgames.com/images/icons/icon7.gif

Reduced the efficency of captures, since you need to repair the computer, but that's fairly minor damage.

Phoenix-D

<font size="2" face="Verdana, Helvetica, sans-serif">Phoenix that will be the change in the next patch: even a destroyed master computer protects from allegiance converter!

capnq January 22nd, 2003 11:57 PM

Re: Next Upgrade/patch
 
Quote:

I re-obsoleted all of them, just in case that would reset it,
<font size="2" face="Verdana, Helvetica, sans-serif">"Make Obsolete" is actually a toggle; if you hit "Make Obsolete" while an obsolete design is selected, the design is no longer obsolete.

tesco samoa January 23rd, 2003 12:27 AM

Re: Next Upgrade/patch
 
Q that sounds reasonable...

Mephisto January 23rd, 2003 12:31 AM

Re: Next Upgrade/patch
 
Version 1.84:
1. Fixed - Reordered some of the formations to be better for ship movement.
2. Fixed - Tech Areas that were not allowed in the Game Setup would still
show under the expected results list of research.
3. Fixed - Ships in combat will follow their fleet's strategy until they
are no longer in a combat group. Once they are no longer in a
combat group, they will follow their own strategy.
4. Changed - When planets take damage, weapon platforms will be destroyed
first. After all weapon platforms are destroyed, then the remaining
units will take damage randomly.
5. Added - Added two new target types for components: "Ships\Planets\Sat" and
"Ships\Planets\Sat\Drone".
6. Fixed - The Designs Window list would not show a design with the same name
as another, but with different case.
7. Fixed - AI would build multiple system-wide resource modifier facilities in
a system.

Captain Kwok January 23rd, 2003 12:36 AM

Re: Next Upgrade/patch
 
Quote:

Originally posted by Mephisto:
5. Added - Added two new target types for components: "Ships\Planets\Sat" and "Ships\Planets\Sat\Drone".
<font size="2" face="Verdana, Helvetica, sans-serif">Yay! Aaron added my suggestion!

geoschmo January 23rd, 2003 12:50 AM

Re: Next Upgrade/patch
 
4. Changed - When planets take damage, weapon platforms will be destroyed
first. After all weapon platforms are destroyed, then the remaining
units will take damage randomly.


Sah-WEEET! http://forum.shrapnelgames.com/images/icons/icon10.gif

couslee January 23rd, 2003 12:53 AM

Re: Next Upgrade/patch
 
Cap'nq. I know that. I said I re-obsoleted them (made them not obsolete, made them obsolete again).

Nice try at trying to dx this tho. http://forum.shrapnelgames.com/images/icons/icon7.gif

Puke January 23rd, 2003 12:54 AM

Re: Next Upgrade/patch
 
so the 'ANY' type mounts have not been fixed? they still function as 'NONE' type mounts?

geoschmo January 23rd, 2003 01:04 AM

Re: Next Upgrade/patch
 
Quote:

Originally posted by Puke:
so the 'ANY' type mounts have not been fixed? they still function as 'NONE' type mounts?
<font size="2" face="Verdana, Helvetica, sans-serif">That was fixed in 1.83 Puke. I didn't notice or i would have mentioned it to you.

A weapon type requirement of 'any' will now work for any weapon, but ONLY on weapons. A weapons type requirement of 'none' will work on any component that is NOT a weapon.

Geoschmo

Rexxx January 23rd, 2003 01:54 AM

Re: Next Upgrade/patch
 
Quote:

Originally posted by Mephisto:
Version 1.84:
4. Changed - When planets take damage, weapon platforms will be destroyed first. After all weapon platforms are destroyed, then the remaining units will take damage randomly.
<font size="2" face="Verdana, Helvetica, sans-serif">Very nice feature.
Quote:

7. Fixed - AI would build multiple system-wide resource modifier facilities in a system.
<font size="2" face="Verdana, Helvetica, sans-serif">Great.

Slick January 23rd, 2003 02:17 AM

Re: Next Upgrade/patch
 
Quote:

Originally posted by geoschmo:
4. Changed - When planets take damage, weapon platforms will be destroyed
first. After all weapon platforms are destroyed, then the remaining
units will take damage randomly.


Sah-WEEET! http://forum.shrapnelgames.com/images/icons/icon10.gif

<font size="2" face="Verdana, Helvetica, sans-serif">Surely this now means that Troops vs. Troops will be much more common. And as such, Troops against planet capture is now a viable option. Or am I reading this wrong?

Slick.

Puke January 23rd, 2003 02:35 AM

Re: Next Upgrade/patch
 
Quote:

Originally posted by geoschmo:
[QBA weapon type requirement of 'any' will now work for any weapon, but ONLY on weapons. A weapons type requirement of 'none' will work on any component that is NOT a weapon.
[/QB]
<font size="2" face="Verdana, Helvetica, sans-serif">NOOOOooooooo

so, we still dont have a mount that works for both weapons and non-weapons? so, i have to work around it by giving useless weapon abilities to the non-weapon components that I want covered in the mount? so, strategic combat will likely be assed up as a result.

grrr.

Rollo January 23rd, 2003 02:51 AM

Re: Next Upgrade/patch
 
Quote:

Originally posted by Puke:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by geoschmo:
[QBA weapon type requirement of 'any' will now work for any weapon, but ONLY on weapons. A weapons type requirement of 'none' will work on any component that is NOT a weapon.

<font size="2" face="Verdana, Helvetica, sans-serif">NOOOOooooooo

so, we still dont have a mount that works for both weapons and non-weapons? so, i have to work around it by giving useless weapon abilities to the non-weapon components that I want covered in the mount? so, strategic combat will likely be assed up as a result.

grrr.[/QB]</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">hmm, how about making two identical mounts? one using ANY the other NONE..
of course i don't know what you are trying to accomplish.. so i shut up now

geoschmo January 23rd, 2003 03:30 AM

Re: Next Upgrade/patch
 
Ok. Puke I see what you mean. Perhaps this was just a miscommunication. What do you suggest? I guess what we need is a third term besides 'any' and 'none'. One that includes every component. I am sure Aaron would be happy to add it, I am not sure anyone has made it clear that is what we were asking for. This is an improvment over both of them being the same. http://forum.shrapnelgames.com/images/icons/icon7.gif

Geoschmo

Phoenix-D January 23rd, 2003 04:56 AM

Re: Next Upgrade/patch
 
Not sure why I haven't thought of this before, but maybe for a patch or SE5.

Why not make the available on/targets field comma seperated lists, like the "family list" restriction added recently for mounts?

Phoenix-D


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