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Re: Non A.I. issues for upcoming patch
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Taqwus:
Hrm. _Domed_ colonies perhaps should still be fairly vulnerable. Even if you assume that this refers to multiple domes (you pretty much have to, for colonies on the scale of SE4's), breaching domes would still be far easier than trying to bombard 500M with acid, DU, missiles or what-not. (Perhaps a new facility: underground shelter? Provides refuge for some limited pop against plagues and fairly high resistance against orbital bombardment of most kinds. Not sure how to reconcile it with gas giants, 'tho...) <HR></BLOCKQUOTE> Good point on the domed colonies, although those aren't going to get the really big populations. I was really thinking about the undomed colonies. Some kind of protective shelter for colonists is an interesting idea. Another thought, weapon fire is almost guaranteed to hit a planet (99% I believe), but while hitting the planet is easy, I would think that hitting something important would be much more difficult. Landing small caliber rounds in the ocean shouldn't do too much damage (cause a lot of steam, maybe, because those things are going to be HOT after surviving penetration of the atmosphere). ------------------ Ursoids of the galaxy, unite! |
Re: Non A.I. issues for upcoming patch
What does "PPPed" mean?
------------------ Cheers! Jeff George |
Re: Non A.I. issues for upcoming patch
One thing I would like to see changed is the ease of aquiring technology by non-research methods. Technology is the key to victory. While you should be able to steal or otherwise aquire technology, there should be restrictions on how fast you can use it and when you can begin to research additional levels. Just because you have an item doesn't mean you can use, build or advance the technology. You should have to research it, maybe at a reduced cost, or have the item a set number of years to simulate the time it takes to fully understand the item.
I also feel that the AI should be very conservative in trading technologies. They should only trade when it is to their benefit, based on their racial characteristics and the value of the tech traded. I also think that you should only get 1 or 2 techs from a surrendering race, to simulate the destruction of data before the surrender. Just some thoughts on ways to make a great game even better. |
Re: Non A.I. issues for upcoming patch
JeffG:
PPP'd means "Puppet Political Party"d. In other words, the Puppet Political Party intel op succeeded against the world that got PPP'd. |
Re: Non A.I. issues for upcoming patch
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Technology is the key to victory. While you should be able to steal or otherwise aquire technology, there should be restrictions on how fast you can use it and when you can begin to research additional levels.<HR></BLOCKQUOTE>
I've never managed to steal or discover tech faster than I can research it. Mostly because I research so much so fast that rapidly the AI has nothing left to give me and the ruins all come up empty. Nevertheless, the simplest way to incorporate what your're thinking of is insteado f giving you one tech level, a new research project is added to your queue and a percentage of the value of each tech level you don't have is added to the points already spent. So if you have shields 1 and reverse engineer a ship with shields 2, you might only get 1/4 of the way to shields 2. But if you reverse engineered one with shields 4 you'd probably complete shields 2. If you already had your tech queue cluttered, you'd better wait or your scientists will get all that valuable data lost in buerocratic shuffling. May not be the world's more realistic, but it's not bad, and it would be simple to code. ------------------ Compete in the Space Empires IV World Championship at www.twingalaxies.com. |
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