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Re: SE5, Tell Aaron what\'s on your Wish List
The developers in the Dom2 forum found it very helpful when a player consolidated a list of all suggestions into very short fairly-unbiased sentences. Possibly with pointers back to the "full discussion" whether a post on the wishlist or a seperate thread. That way they could scan for anything they had missed.
To do it legibly the person would either have to understand html enough to make a link that shows as one word but jumps to the long URL. Or use something like TinyURL.com go convert the long link into a short one |
Re: SE5, Tell Aaron what\'s on your Wish List
I am going to send this suggestion to Aaron for SE V, but I wanted to run it by you guys first.
Have a "One per Empire" Requirement ability so that when modders build a special facility they can set it up as a ONE TIME only facility. An extra File system for adding such things as Nomadic races, or space monsters that the game can then be set up to use X amount of in a game much like the Neutrals are set up now. Addressable Tech. Basically you add one Racial trait, say Neutral Tech to the racial trait file. This Neutral tech will then use the file Neutral Tech in the Tech Area folder. It will have a special ability that will tie into the General Settings for each race with a specific number that will then give that race access under Neutral Tech to any number of sub techs or components that share that races unique ID number. For example: Neutral 1 - has a unique ID of 1 Neutral 2 - has a unique ID of 2 In the Racial trait both races are set up to use the Neutral Race Racial Trait which gives access to the Neutral Race Technology. Under Neutral Race Technology each races Unique ID number will give that race access to any component, facility, other that also has the Unique ID number. So Neutral 1 will have access to any Component or facility that shares its unique ID number. Neutral 2 will have access to any component or facility that shares its unique ID number. But both share the same racial trait and TechArea tech that separates them out by their Unique ID numbers. |
Re: SE5, Tell Aaron what\'s on your Wish List
I am a great fan of SE4 gold and I read some of the ideas given here, but so far, I would have only one wish:
Auto-Proceeding in simulanteous/multiple machines gameplay. SE4G was not the 4x game of our choice on LAN parties because of one reason: We like to play from the beginning (1 planet, low tech etc...) and this makes the first turns rather short. And with manual proceeding it simply took too long to be fun. So a routine which automatically proceeds the turn when all player order files have been received - and on the other hand the player machines automatically start playing the next turn when the turn was proceeded - would greatly speed up gameplay. This surely should be optional (Checkbox?). I don't know if this was mentioned already (didn't take the time to read all 140+ pages) but that would be my ultimate wish for SE5. |
Re: SE5, Tell Aaron what\'s on your Wish List
Welcome to the forum!
If you're not doing much for a couple of turns, you can always do what I do: keep your cursor at the place the "Yes" button will be in the "End Turn" window, then press F12 and LMB rapidly, thus ending your turn really fast. |
Re: SE5, Tell Aaron what\'s on your Wish List
Oh, I don't have any problems with that in singular play.
Click. Click. No problem. Problem is multiplayer on LAN (local area network), so ingame with "multiple machines" and "simulanteous turns". On LAN (parties, sessions, whatever you'd like to call'em) turn based games aren't very popular because in most of them, most of the players can't do anything but watch most of the time. And you don't transport your PC to some other guy's home just to watch your screen. Only exception: Simultaneous turns. And those are (except for Deadlock-series, maybe) only executed correctly in 4x-games. Problem: If you e.g. play Reach for the stars or Master of Orion 2 or 3, you have instant proceeding of game turns. Means: When all players pressed "end turn", the turn is automatically proceeded and the next turn begins within the next two seconds after the last player pressed "end turn". If you play SE4 (gold), which is, in matters of depth, possibilities and realization superior to the three other games mentioned, you have all players end their turn and then the host has to proceed and all players have to press "play turn" before the next turn actually begins. During later play, when a turn takes several minutes to play, this isn't something to worry about. It is still an annoying gesture, but not anymore as time consuming compared to the actual turn. But during the beginning, with short turns, it plays not very much different from "traditional" turn based, with one player after the other. That's why I'd wish for an auto-proceed option. It's not the problem that I have to end my turn, and that I may have to confirm turn-ending. The problem is that endless time in between the turns when playing on multiple machines simultaneously in a local area network. Because, in LAN, when all players have ended their turns, there is nothing more left to do but "proceed" and "begin next turn on all machines". |
Re: SE5, Tell Aaron what\'s on your Wish List
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Try my SE4 Autohost. It will monitor the savegame folder for the PLR files, and automatically process the turn for you. Plus, it can blink the keyboard lights to tell you which players has finished their turns if you want. On a LAN, everybody can use it (only one player should have it set to process the turn though) and they can all see the blinkenlights. When a the lights start turning on, you know to hurry up and finish because everybody else is done http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: SE5, Tell Aaron what\'s on your Wish List
A check for resupply routine for the colonize order.
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Re: SE5, Tell Aaron what\'s on your Wish List
Zoom, rotation and over-the-shoulder camera modes for tactical combat. Perhaps you could even make the over-the-shoulder mode a little like SFC, but perhaps that's too much work for now. Anyways, I'm posting this idea for SEVI then.
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Re: SE5, Tell Aaron what\'s on your Wish List
When a game is over (i.e. victory conditions met) I'd like the option to view the game from the point of view of any/all of the other empires like some other games have. (Empire Deluxe, for example) This way you can see the world from the enemy perspective, see their development, etc. This is a great learning tool to see what the other guys were doing when the game is over.
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Re: SE5, Tell Aaron what\'s on your Wish List
Make the amount of units a planet can launch moddable.
Make it possible for (small) ships to enter orbital yards for repairs/retrofitting/whatever. The comp should be huge, but it should be far more effective than an open yard, and moreover it will hide the ship from prying enemy eyes. If you build lots of yards and load them full of warships, an enemy might attack your planet thinking he can eliminate the bases easily so he can glass the planet/land troops, but once he sees he's up against a massive defense force..... ooh, I'd love to see the look on his face........................ |
Re: SE5, Tell Aaron what\'s on your Wish List
Let modders specify certain comps needed on ships. Say, a ship needs B/LS/CQ, but the description says it also needs a Gravitonic Nullifier to prevent all the stars in the galaxy from orbiting the ship, or because the Nullifier is needed for WP travel. In SEIV this would be practically impossible, but plz could you make this a feature for SEV?
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Re: SE5, Tell Aaron what\'s on your Wish List
Scriptable components, facilities, hull sizes, and all that good stuff.
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Re: SE5, Tell Aaron what\'s on your Wish List
It would be nice if your homeworld was displayed in the center of the quadrant map, and you explored out from that. And I would like warp points that automatically 'wraparound' As it is now, if my HW starts in the corner of the map, I know that I am in the corner, and can gear my exploration aroudn that. It's much more realistic, and fun, to send explorers out not knowing where "the edge of the galaxy' is. And I would really like a "zoom" on the quadrant map. When one starts making a lot of warplines, it gets real crowded real quick, and hard to tell which system is connected to which... Alarik |
Re: SE5, Tell Aaron what\'s on your Wish List
I just learned of SE5 and am checking in. I participated in the run-up to SE4 and had a blast with the game. Some of you may remember me from that, and Master of Orion where I was more involved. I have quite a few ideas for expanding the political and intelligence sides of the game, mostly with fairly easy spreadsheet stuff, but getting here late means most probably can't surface until SE5 Gold. But we might be able to squeeze some in.
My highest priority is to have player-definable racial animosities a la Master of Orion I and MOO3, both as a major, major, boost to role-playing, and as a vehicle for: The Space Empires V Backstory Contest. Backstories right now mean nothing in SE5 game play - one empire is the same as any other for diplomacy. But when some races hate each other's guts, err, innards, and others just love to sqooze each others' tentacles or whatever, that can make games much, much more interesting. Check out this MOO3 forum thread for examples - http://www.ataricommunity.com/forums...hreadid=331031 (Making Diplomacy Make Sense: Fish Friends, Lizard Lickers, and Humanoid Haters) That sort of thing could make good backstories an effective part of the SE5 - working within the backstory could the difference between winning and losing. And I expect fans would love an opportunity to write backstories based on a new game feature of racial animosities. Malfador could have a contest for the best 3-4 backstories - those would become part of the game CD. The contest winners would design pre-set races and the racial animosity table to go with their backstories for players to import into new game setups, with randomly designed maps, etc. It would also be nice eto have Space Empires V governments mean something besides a name - have governments modify racial/imperial attributes a bit, again player-configurable. And let those become part of the backstories too. Tom Holsinger |
Re: SE5, Tell Aaron what\'s on your Wish List
The one thing I still find artificial after all this time is the one ship per tile rule of the tactical combat. This gives the game a very 2d feel. It would be nice to allow ships to pass over each other at the least, or even stack, should they opt to. This would give the game more of a 3d feel in the 2d environment of tactical combat.
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Re: SE5, Tell Aaron what\'s on your Wish List
The main problem with allowing ships to stack, is that you'd always keep all your ships in the same square to optimize your firepower.
Combats are more interesting when your ships have to pair off to some degree against the enemies. |
Re: SE5, Tell Aaron what\'s on your Wish List
As far as I know, you could stack ships in SEIII. I played the demo several years back, and in the simulator my ship(s) and the enemy ship(s) always ended up in the same square.
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Re: SE5, Tell Aaron what\'s on your Wish List
Yeah, but at least in SE3 you couldn't choose new targets in the middle of the shooting phase... You had to spread your fire, or waste the whole turn destroying one ship with massive overkill.
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Re: SE5, Tell Aaron what\'s on your Wish List
I think my main issue is not stacking, which I can understand from a game balance perspective, but not allowing ships to pass over others. It just does not make sense at all that you can build an impassable wall of ships abreast in space, the AI handles this poorly, people do the HUH? It would be less artificial if they were allowed to move OVER other ships, but not land on them.
Now, on the topic of stacking... This would be a much more complex code alteration and would significantly alter game play. However, if stacking were allowed, ships would be able to mass fire much more efficiently than they can today (which presumes that opposing forces choose not to stack themselves). But how does that kill the game's flavor? Formations in space are formed for...why? Because you can't stack? A better (more realistic) answer would be that ships in close formation are easy targets... like shooting fish in a barrel. I would propose that if your were to allow stacking, you should also stipulate the following rules for ships in a stack: 1. Every ship above the first in a stack gives a -5% defensive modifier to ALL ships in the stack to reflect the “fish in a barrel” quality of maneuvering together. So, if you have 20 ships in a stack you would have a –100% defensive modifier, etc… 2. 25% of damage from hits to one ship in the stack will “spill over” to EVERY other ship in the stack, representing the other ships getting caught in the crossfire, getting hit by pieces of the first ship, etc. This would give some rather compelling effects to the rest of the ships in a stack and would give lots of good reason why they normally don’t want to do it. |
Re: SE5, Tell Aaron what\'s on your Wish List
I see both sides of the stacking issue...I would at the very least like the option for going to range 0 on an enemy...besides with weapon arcs being a part of SEV, flankin is going to be an important tactical consideration...so stacking or not...maybe a bad tactical choice in terms of maximizing firepower...
Kana |
Re: SE5, Tell Aaron what\'s on your Wish List
* Have a filter button for fleeted ships, so that they don't appear on the ship list.
* Filter button for ships with orders, or have the 'sort on orders' column click put all ships without orders ON TOP of the list. * Have a quick GO-TO from the construction queues. Many times I've wanted to see which planet or ship in a system, and had to bail out to go look. * Have ships carry and consume their upkeep resources instead of using 'supplies' and spaceports to put all resources into a galactic pool. |
Re: SE5, Tell Aaron what\'s on your Wish List
oh my god, this thread has so many posts in it. It's kinda scary.
OMG, my avatar still links to that old webspace. *scrambles to change it* |
Re: SE5, Tell Aaron what\'s on your Wish List
Seekers that have a long range, but need to be fired at lower ranges. I.e. a Heavy Anti-Ship Missile needs to be fired at a range of 8 or less, but it can track ships to a range of, say, 20.
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Re: SE5, Tell Aaron what\'s on your Wish List
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Re: SE5, Tell Aaron what\'s on your Wish List
Aah, thank you very much Fyron.
New races that are created during a game. I'm not talking rebels, I'm talking planets with intelligent population who have finally made the jump to space in the year 2405.6 or so. Also, random "elder" ships floating around, going somewhere or patrolling sections of the Galaxy. These ships would be massive, and players cannot play as these Elders. The above two combined could result in ancient colony sleeper ships in the Galaxy, that would travel towards a planet and colonize it, thereby creating a new race during gameplay. This race might start with no tech, they might start with some tech or a lot of tech. Or they could have special unique techs that cannot be researched by the player. Something like Elder Technologies of various kinds, or other tech unique to the new race. |
Re: SE5, Tell Aaron what\'s on your Wish List
Yes, 'Elder Races' would be a very nice feature to have either as playable races or as 'wandering monsters' in the galaxy.
I think that a good population AI might make 'Elder Races' doable as playable races. You'd give the Elder Race population a very low growth rate and a very high resistance to the sorts of adventures that younger races normally tolerate. Invasion and conquest, for example. Since an Elder Race starts with a presumed very high level of technology and culture they are all highly individualistic and not willing to 'sacrifice' themselves for some petty war. Normally, if you attack a race that hasn't attacked you, your population would shut you down. They are all 'artists' or 'scientists' or 'scholars' after all and not interested in being shipped off to fight a war. So, you couldn't rush out and attack anyone and everyone and you couldn't necessarily colonize a lot of planets beyond the first few turns because of the very slow growth of your population. They'd probably not want to even have trade treaties with the younger races because they wouldn't have anything of interest technology wise, and their culture would seem seedy or outright vulgar and barbaric to the advanced Elders. On the other hand, you would have lots of technology goodies to work with from the very first turn and you could possibly use those to manipulate or bribe younger races to do your dirty work for you. Kinda like the Babylon 5 universe. http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: SE5, Tell Aaron what\'s on your Wish List
And don't forget, the Elders use little or no technology you can research as a normal player. They can research techs other players can only aqcuire via ruins, and they can utilize a host of other unique devices.
Their ship sizes should also be unique, with even small scouts reaching sizes of young races' medium warships - think LC size for the first ship the Elders can build, comparable to Escorts. Also, Elders should have a LOT more ship sizes, so that their biggest ships (could be generation ships, giant battleships or whatever) reach unimaginable sizes. Weapons for the Elders should be very strong and highly effective, think the WMG with double/triple damage, 1.5 times the range, 20kT and ROF of 1. Sound attractive? Also, Elders should have unique mounts to reflect their millenia of weapons/component research, so they can have such hugely useful mounts like doubling range, tripling damage, doubling kT, tripling resistance but increasing costs by x5. Elders could also have multiple colonies at the game start, and you could specify those in the map editor. You could thus create a scenario with a massive Ancient Empire in decline, and hordes of younger races standing posed to take over power. The Elders would have little chance if there were large alliances, but if the younger races were crippled by infighting, the Elders could actually win as they destroy/subdue one race at a time. |
Re: SE5, Tell Aaron what\'s on your Wish List
The ability to make any component a required component for any hull size.
The ability to specify the individual tech cost for each component level as an over-ride. Stock system names list should be 300 or more names. |
Re: SE5, Tell Aaron what\'s on your Wish List
Another idea just popped into my mind:
Customizable numbering schemes. Preferrably on Empire level. This will be quite complicated so maybe assign different levels of control, here is how I see the options: Numbering: -- Per shiptype ----- Enable/disable revision indications ----- Codes --------- Prototype --------- Veteran ship --------- ... or: -- empire wide ----- Enable/disable revision... etc. Also an option of what numeral system to use (roman, etc) would be nice. I realise this is a very peculiar thing, but I'd like the option to set empire wide numbering with prefix ncc-# if you see where I'm getting at. now the numbering is always 0001 etc... You could prefer to use other methods etc. Anyways, just suggesting. |
Re: SE5, Tell Aaron what\'s on your Wish List
pleasepleasepleasepleasepleasepleasepleaseplease please
Add a button and a hotkey to: "Go to the sector of the next log entry and display what happened there" This would speed up turns immensely because we wouldn't have to keep bouncing back to the log like a ping-pong ball a hundred #%&*@$king times a turn. Please excuse my language. |
Re: SE5, Tell Aaron what\'s on your Wish List
I've noticed that the AI seems not to ever send their ships to the yards to modernize their designs, so you tend to fight lots of older ship models unless they have suffered significant losses earlier in the game. I'd like to see a tweak to get the AI to be a little more agressive on their modernization of older ship designs. -COTE
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Re: SE5, Tell Aaron what\'s on your Wish List
For the combat replay and simulator:
A handy, floating window which lists the ships (and perhaps units) in combat. <Name> : <Launched units left> : <Shield %> / <Armor %> / <Hull %> : <status icons> Status icons would include: - no movement - no weapons - no supplies This would make it much easier to see how things are going without having to click each ship, so you could have both a fast relay/simulation AND ship details. Currently, the simulator's tactical mode takes too long, but the strategic mode has way too few details. |
Re: SE5, Tell Aaron what\'s on your Wish List
Another one: Make it possible to set a ships maximum speed, say you have one engine using 10 supply/move (simplified example) and you can move 6 spaces/turn, but now if you have a supply generation device giving 40 supply/turn you would run out of supplies eventually, it would be handy to be able to cap speed at 4 and thus be able to cruise indefinetly.
Also The option to at least mod in solar-independent supply generation would be nice (ramscoops and bussard collectors are technically seen (where they technically possible) not influenced by the amount of solar radiation, but rely on the ever present space dust) |
Re: SE5, Tell Aaron what\'s on your Wish List
Hmmm, along that line of thought. A Star Trek planet eater device would be nice. Say something that strip mines asteroids for supplies/fuel.
-- TAZ |
Re: SE5, Tell Aaron what\'s on your Wish List
Indeed, strip-mining together with the two types of resource extraction in SEIV would be mucho welcome.
Currently, you have two processes to generate resources: -Normal mining/whatever, which does not generate too much resources but keeps value constant. -Remote mining, which slowly decreases value (and can only be used on uninhabited planets) but generates more resources IIRC. To have Strip Mining added as a third: -Strip Mining, can be done with facilities or remotely, generates masses of resources at unthinkable speeds but very rapidly decreases value AND conditions, and not only in the tpye of resource you get. A Mineral Strip Miner would also decrease org/rad value. |
Re: SE5, Tell Aaron what\'s on your Wish List
You can do that.
Simply give a facility large resource production, and then add a negative value improvement ability. |
Re: SE5, Tell Aaron what\'s on your Wish List
Yes, but an ORBITAL strip miner will be hard. Remote Resource Generation only deducts 1% per turn per comp IIRC, to simulate actual strip mining you would not only have to have a very large production but also a VERY large value degeneration.
And Strip Mining will affect the very planet, so I'd want my Strip Miner facility to have an effect that turns the planet into a small patch of asteroids with no value whatsoever after Value has hit rock bottom, or perhaps even sooner; you could only strip mine for such-and-such amount of turns before the planet is reduced to rubble. |
Re: SE5, Tell Aaron what\'s on your Wish List
(Sorry about not editing, but for some strange reason every time I edit a post I turn up at the last page of the thread - and that means a LOT of navigating to get back here)
The ability to specify racial animosities and likings for races when modding/at startup. For example, you might create a race with an abundant backstory that involves their near annihilation at the hands of the Amon'krie and their rescue by support from the Xiati, but if the AI controlling this race strikes a Partnership treaty with the Amon'krie and declares total all-out war on the Xiati, this does not reflect your intentions..... So you need to specify that they really hate the Amon'Krie and love the Xiati. Galactic Councils. Councils would be formed by one or more players within an alliance or even in a war, Council Chairbeings would be elected every now and then, and you can join and leave Councils freely according to their rules. Council Chairbeings could posess the power to mediate in a war between two Councillors (i.e. members) or even to start a joint war on a non-Councillor's race. This to simulate the UN/Galactic Senate/Republic or whatever. Councils could be saved separately and utilized many times, like saving a race. Also, Councils would greatly add to the Roleplaying factor of the game. It would be perfectly suited to simulate, say, the following situation: A galactic empire/republic/whatever is in decline. Its many races have started to act more independently. The old Council still retains all its members, but the Council World is essentially powerless. All the Council Head can do is use diplomatic channels, intrigue, blackmailing etc. to achieve his goals. The Council World system would have no WP access and a System Shield would be in place on the planet to prevent races from attacking and destroying the powerless Council world. The races are each fully independent, but the Council can still achieve goals like the UN. If two or more races have been at war for decades, the Council can be used as a channel to negotiate a treaty between the races, if an uneasy one. No race can withdraw from the council and the Chairbeing does not change. Essentially, the Council would be a combination of a large alliance of sorts, a massive center for excessive use of intel and a large diplomatic arena. Council Chairbeings would be the most powerful and influential leaders in the galaxy, as they can utilize the widest variety of means to achieve their goals - they have the largest diplomatic power, they know a lot about the member races and so can use blackmail (think along the lines of "I know you're massing your fleets there-and-there to attack this ally with whom you have a Trade treaty. You would be in big trouble if that ally knew of your plans. If you do this-and-this for me, I will not reveal your plans to your ally."), and they can also utilize deep-level high-effect intel, they can gather information much easier, their sabotage would be more powerful and they could possibly even use a project that would give them total control over the other empire. I know, I'm ranting. It's just that I love this idea personally - and that's not just because I thought it up. |
Re: SE5, Tell Aaron what\'s on your Wish List
You know I don't think that Galactic Council stuff will work. The game has a bit too high pace for that kind of depth. This kind of councils would only work in real life. I don't think it would be possible to succesfully merge the complex political system and preserve the game as an empire building game.
I also think this would resemble MOO too much. I never liked having an unmbrella organisation around. |
Re: SE5, Tell Aaron what\'s on your Wish List
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If you want strip mining, you can play a limited resources game. All mining slowly strips planets and asteroids of their value. |
Re: SE5, Tell Aaron what\'s on your Wish List
Slowly strips planets, yes..... but "real" strip mining would be a very fast, highly productive mining exploit that would earn you a helluva lot of resources in a few turns, but would reduce planet quality extremely fast and perhaps eventually reduce it to asteroids after a few turns.
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Re: SE5, Tell Aaron what\'s on your Wish List
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So for 'real' strip mines you'd want high production but at a massive price and a negative for planet value and probably population happiness as well (Lets be honest kicking people out of their houses and then levelling their entire town is going to annoy them http://forum.shrapnelgames.com/images/smilies/wink.gif) Ohh here's an idea. Types of mining facility: Normal mines with good production and no penalties, unsafe corner cutters with better production but happiness bonuses, strip miners with value and condition penalties but even better production and b***ard miners with huge production but every penalty. |
Re: SE5, Tell Aaron what\'s on your Wish List
Notice I put "real" between quotation marks. I didn't mean actual daylight strip mining, I meant sciencefiction massive-scale strip mining that can literally strip a planet's outer crust away completely in under a year or so.
I like your idea about the different types of miners, mind if I use it? |
Re: SE5, Tell Aaron what\'s on your Wish List
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You might want to consider for Organics say: normal farms, hi-chemical use farms for -ve value and -ve conditions but + output, organic farms lower production but +ve for conditions and happiness and slash and burn agriculture for massive output but all penalties and fast -ve value. Radioactives: Normal, 3 Mile Island type big -ve for hapiness but no other penalties and increased production, Rossing type for -ve conditions and value and of course Chernoybl for all -ves except up production. In fact could the Chernobyl type have a negative luck modifier as well? If so then massive price, massive production for rads but taking a risk. That's some of the ideas I had knocking around for production side, instead of just making all facilities the same give each a different flavour. |
Re: SE5, Tell Aaron what\'s on your Wish List
Now this might be asking for a lot, but would it be possible to bumpmap planets ? or moons, or actually make a lighting model (use DX8+ etc) I have no idea how difficult this would be and it's imho not a priority, but sometimes small things can make big differences in looks (defenetly bumpmaps and a realistic lighting model)
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Re: SE5, Tell Aaron what\'s on your Wish List
Now that new screen shots are out and the beta testers are chosen I would like to add some more wishes:
1.) Maximal clearness of the maps, especially system and galaxy. The screen shots are very nice, but I am not sure if in a crouded system or very large galaxy you might be a little bit lost. 2.) Not too much micromanagement. 3.) A request to the beta testers: please test all abilities to avoid the situation in SE IV, where even in the final version some abilities are not functional (see known bug list). |
Re: SE5, Tell Aaron what\'s on your Wish List
> 3.) A request to the beta testers: please test all
> abilities to avoid the situation in SE IV, where > even in the final version some abilities are not > functional (see known bug list). I'll do my level best to kick the tires and try as many things as I can. Honestly, I think my work with DoGA CGA and other 3D modelling technologies may have influenced my section. I'll definately be trying out new ship models and looking for flaws/limitations in that arena. I suspect that other people were chosen for similar talents. -- TAZ |
Re: SE5, Tell Aaron what\'s on your Wish List
There was some mention of "pre-space faring" races on planets. Take it a couple steps further.
-Be able to colonize the planet or invade it and use the indigenous population (nothing new) -Be able to attack an enemy empire and "bomb them back to the stone age". Take out all their facilities, weapon platforms, sources of technology thus turning them into a "pre-spacefaring" race. They would retain the population. -Accomplish this by making normal weapons not hurt populations except for a little collateral damage. This forces planetary bombardment research. -Allow for "pre-space faring" races assent to space faring empires. So, you can bomb them back to the stone age but they can again research space flight and turn into a new empire (not related to the original). |
Re: SE5, Tell Aaron what\'s on your Wish List
As for making normal weapons powerless against population, this is very simple. (but it will mean that normal weaps would be powerful against cargo, and that you get true WMDs that can take out 50 large WPs in a single shot).
Simple go to Settings.txt, and change the line that says "Amount of damage required to kill one population" or something like that into a very high number - say, 1000 - then go to Components.txt and increase orbital bomb damages in a similar way. You could/should then also change some entries in TechAreas.txt to make orbital bombs more expensive to research and require more tech requirements. Also, you could add multiple types of bombs, ranging from small cluster bombs of 10kT which will enable you to create Escorts in swarms as orbital annoyments, right up to the 1k WMD that kan depopulate a Small Breathable world in a single shot but is prohibitively expensive. |
Re: SE5, Tell Aaron what\'s on your Wish List
The right click menu, please make a very good right click menu, make it gui consistent, right clicking on a planet anywhere should give the same meny anywhere, the left click should execute the default action for the list you're viewing (construction queue for instance in the construction queues list) but the right click should offer the same options everywhere imho. because now it's impossible to go directly to a planet from the construction queue window, whereas the planets are shown, I'd like to be able to do that.
A todo list, it would be nice if you would be able to make a todo list for yourself with reminders, like "send colony ship to planet X as soon as I have the appropriate tech" which could have a reminder enabled that triggers as soon as you have the appropriate tech, the key is that the planet would be triggerable (you click on it and you go to it, you right click on it and you get it's menu) and so would be the requirement. Besides that, now comes my biggest request: Now this might be definetly stretching it. But it's something i'd soooooo like to have: Macros, scripting & plugins Since space empires is heavily micro management based these could greatly reduce micro management overload (players with over 300 planets to manage in a game probably know what I mean) The plugin thing is the ability to take someone else's script and make it a menu item somewhere (be it right click, be it on a submenu somewhere else) This idea has to be further refined in my head, but I have one example of what I'd like to be able to script. Situation: You found a freshly colonizable planet, it has a ruin, but you have also spotted an enemy scout, so you're going to make a run for it. My idea is that you make a plugin script which adds a menu item to the planet with the ruin "grab ruin" The script would be something akin to: Send closest colony ship to this planet to colonize, send new colony ship to planet which was to be colonized by that ship, if no colony ship available, display message in todo list Now I know all these ideas are quite big and grand (to code, because I have a vague idea how i'd code em) But please considder them for SE 6 (we should start making an SE 6 request thread somewhere http://forum.shrapnelgames.com/images/smilies/wink.gif) Since micromanegement is a part of SE i'd like to be able to manage the micromanagement http://forum.shrapnelgames.com/images/smilies/wink.gif Thanks for even reading this post. Boran. |
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