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-   -   Things we'd like to see in the next patch (http://forum.shrapnelgames.com/showthread.php?t=7099)

Krsqk August 23rd, 2002 03:29 PM

Re: Things we\'d like to see in the next patch
 
Oh, just something approaching the complexity of Nethack would be nice. http://forum.shrapnelgames.com/images/icons/tongue.gif Actually, it would be nice if populations kept their own characteristics, etc., when captured (instead of just atmosphere type).

Trajan August 23rd, 2002 03:47 PM

Re: Things we\'d like to see in the next patch
 
Gentlemen,

I would like to see improved ground combat. Currently it seems like a default assualt setting where the attacker alwyas wins. (At least that is the state of affiars in my AI games.)

The poor AI is never prepared for ground assualts.

Having this be an option (ie tactical or strategic just like the space combat) would be interesting.

I miss being able to Fleet bases. I used to fleet them around critical planets and worm holes. It made tracking them much easier.
I don't really care about the supply issue, so if they could find some way for us to fleet bases again I would be very happy.

Cheers!
Trajan

overminder August 23rd, 2002 08:52 PM

Re: Things we\'d like to see in the next patch
 
I believe in the SETTING.TXT you can make it so you can add bases. The line is something like this add bases to fleet = FLASE. Just change it to true. http://forum.shrapnelgames.com/images/icons/icon10.gif

overminder August 24th, 2002 12:16 AM

Re: Things we\'d like to see in the next patch
 
Here is another item I would like that the treaties of Protactor and subjuation would let you use their space yards and supply depots.

HEMAN August 24th, 2002 04:57 AM

Re: Things we\'d like to see in the next patch
 
I would like to see Ruin teck tree. Example; your ship discovers a componet on a ruin world, then a teck field pops up on the research menu.So player can research further. whata you guys think?.

dumbluck August 24th, 2002 05:52 AM

Re: Things we\'d like to see in the next patch
 
HEMAN: Moddable.

oleg August 24th, 2002 06:04 AM

Re: Things we\'d like to see in the next patch
 
It is moddable but it might still be worth to be included in "official" SEIV.

I personally want better balance of weapons - just check out many recent discussions on this forum about how ubber-powerfull are PPB and how completely, utterly useless are torpedos and graviton hellbores. Yes, it is all moddable but it is still so much better to have "balanced" default SE.

[ August 24, 2002, 05:05: Message edited by: oleg ]

Mister Cat August 24th, 2002 06:37 AM

Re: Things we\'d like to see in the next patch
 
... and while we're at it, I'd really like the warning box for redundant system-wide (and planetary) facilities to check facilities in other planet's construction queues as well as those that have already been built.

Oh, and self-dismantling atmospheric conVersion facilities would be nice, too http://forum.shrapnelgames.com/images/icons/icon7.gif

Gozra August 24th, 2002 06:48 AM

Re: Things we\'d like to see in the next patch
 
I am not sure this is hardwired or 'moddable' but I would like to see point defense and mines 'miss' once in a while and also sensors that are not one hundred percent. And the ablity to research a faclity that will let you research a technology or trait that your race does not have access to in the inital setup.

Elowan August 24th, 2002 08:18 AM

Re: Things we\'d like to see in the next patch
 
I'd like to see the ability to 'Remote Launch" using Waypoints instead of having to scroll to planet, warp point, etc.

I'd also like more than 10 way points.

Being able to edit the order queue would be nice. Now all you can do is cancel it and start over.

Also - when clicking on the "Wrench" (construction queue) I'd like the entire queue to be shown - not an empty list - when using Multi-Add. I know you can see what's being built (a t least 3 somethings) before you hit Multi-Add - but that gets lost because you can't move the Multi-Add dialog.

Not being able to move overlapping windows is a pita. There are some API's available to activate that feature.

[ August 24, 2002, 07:24: Message edited by: Elowan ]


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