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-   -   Post 1.84 beta history (http://forum.shrapnelgames.com/showthread.php?t=10822)

Fyron February 18th, 2004 10:37 PM

Re: Post 1.84 beta history
 
The current text fields displayed in-game for those 2 data fields is not large enough to display every single possible combination. So, a second line is added.

Atrocities February 18th, 2004 10:38 PM

Re: Post 1.84 beta history
 
Quote:

Originally posted by Imperator Fyron:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana"> 8. Added - You can now use an override field for Vehicle Type in Components.txt which
will allow you to use a list instead of a hard-coded value. Another field
is used for the description used in the Components Report.
9. Added - You can now use an override field for Weapon Target in Components.txt which
will allow you to use a list instead of a hard-coded value. Another field
is used for the description used in the Components Report.

<font size="2" face="sans-serif, arial, verdana">Woohoo! *cries tears of exultant joy* </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Well HOT DAMN! Also *cries tears of exultant joy*

Spoo February 18th, 2004 11:45 PM

Re: Post 1.84 beta history
 
Quote:

Woohoo! *cries tears of exultant joy*
<font size="2" face="sans-serif, arial, verdana">
Quote:

Well HOT DAMN! Also *cries tears of exultant joy*
<font size="2" face="sans-serif, arial, verdana">*Spoo brings in box of kleenex and hands them out*

Ed Kolis February 18th, 2004 11:49 PM

Re: Post 1.84 beta history
 
If you haven't upgraded to Gold yet, and this patch isn't enough to convince you, I don't know what will be!!! http://forum.shrapnelgames.com/images/icons/icon6.gif

Atrocities February 18th, 2004 11:52 PM

Re: Post 1.84 beta history
 
Proof is not needed, if word of mouth for this game has not already convinced the hold outs to buy Gold, then nothing will.

BUY GOLD!!!!!!!!!!!!! NOW!!!!!!!!!!!!! If you already have a copy, BUY A SECOND COPY AS A BACK UP!

http://forum.shrapnelgames.com/images/icons/icon10.gif

Better to be safe than sorry. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities February 19th, 2004 12:26 AM

Re: Post 1.84 beta history
 
<font color=red>Please for the love of God, include the ability for the modding of weapon so that they can be set to specifically target X component.</font>

[ February 18, 2004, 22:26: Message edited by: Atrocities ]

narf poit chez BOOM February 19th, 2004 01:04 AM

Re: Post 1.84 beta history
 
'and here we see the primitive rituals of this strange tribe, known as 'hardcore SE4G', yelling out praises to their totem. let's take a closer look.'

*rustle, rustle, rustle*

'these sure are strange creatures. there seems to be no definite shape or size. maybe, if we watch long enough, one of them will wander away from the herd and i can catch it.'

Paul1980au February 19th, 2004 01:10 AM

Re: Post 1.84 beta history
 
You know modding weapons to target x component could raise interesting mods - ie a weaponn to target other weapons type - ie an weapon that targets say engine or shield depleting weapons - add a whole new dimension to offensive and defensive strategies and weapon choices when building ships - would also like to see in the basic unmodden Version and expansion to say another 3 - 5 ship sizes. And also another 2 types of base say 1 type at 1200 KT and another at 2200KT and perhaps an endgame 3500KT.

Deathstalker February 19th, 2004 02:05 AM

Re: Post 1.84 beta history
 
"4. Note - Spaceyards will not work on cloaked planets or ships"

http://forum.shrapnelgames.com/images/icons/icon9.gif http://forum.shrapnelgames.com/images/icons/icon9.gif

So much for the monsters with thier invisible planets......

narf poit chez BOOM February 19th, 2004 02:08 AM

Re: Post 1.84 beta history
 
well, they can cloak and de-cloak.

geoschmo February 19th, 2004 02:23 AM

Re: Post 1.84 beta history
 
I believe the devnull mod monsters use bases with the sector obsuration ability. This will not affect the planets ability to build.

Ed Kolis February 19th, 2004 02:55 AM

Re: Post 1.84 beta history
 
Say... are bases still lumped under "ships" for weapon targeting purposes? Especially now that you can specify vehicle types in a list, it would be kind of irksome if "ships" meant "ships" for design and "ships/bases" for targeting... http://forum.shrapnelgames.com/image...s/rolleyes.gif

(And wouldn't it be neat if you had a mod where all the bases were really huge compared to the ships, or you want to keep your speed-1 Anti-Base Bombardment Missiles from firing on ships (which can evade them by means of a reverse missile dance), so it would make sense to have weapons that could target bases but not ships (or vice versa)? http://forum.shrapnelgames.com/images/icons/icon10.gif )

tesco samoa February 19th, 2004 03:01 AM

Re: Post 1.84 beta history
 
i know you modders do not really care about this one... but hey how about the map program working... open 5 maps and it hangs...

Atrocities February 19th, 2004 03:26 AM

Re: Post 1.84 beta history
 
Quote:

Originally posted by narf poit chez BOOM:
'and here we see the primitive rituals of this strange tribe, known as 'hardcore SE4G', yelling out praises to their totem. let's take a closer look.'

*rustle, rustle, rustle*

'these sure are strange creatures. there seems to be no definite shape or size. maybe, if we watch long enough, one of them will wander away from the herd and i can catch it.'

<font size="2" face="sans-serif, arial, verdana">I don't know, I am sure the creatures find you equally as destrubing. http://forum.shrapnelgames.com/images/icons/icon12.gif

Atrocities February 19th, 2004 03:28 AM

Re: Post 1.84 beta history
 
Quote:

Originally posted by Paul1980au:
You know modding weapons to target x component could raise interesting mods - ie a weaponn to target other weapons types
<font size="2" face="sans-serif, arial, verdana">It is a much needed feature for Space Empires. A must have.

Paul1980au February 19th, 2004 06:25 AM

Re: Post 1.84 beta history
 
All good suggestions - improving the map program will be helpful as map making is a form of modding - altering the game to try to set up certain types of benefits or balancing etc.

Also with these new improvements - it will spur on updates to mods and map altering programs will need to be brought into line. As will the strategies and the FAQs.

Rollo February 19th, 2004 01:06 PM

Re: Post 1.84 beta history
 
Quote:

Originally posted by Deathstalker:
"4. Note - Spaceyards will not work on cloaked planets or ships"

http://forum.shrapnelgames.com/images/icons/icon9.gif http://forum.shrapnelgames.com/images/icons/icon9.gif

So much for the monsters with thier invisible planets......

<font size="2" face="sans-serif, arial, verdana">no worries Deathstalker. As Geo already said, the monsters use a sector cloak. So their planets are not actually cloaked, but hidden.

Loser February 19th, 2004 03:23 PM

Re: Post 1.84 beta history
 
If I beg for more keyboard functionality here will it get me anything?

Cirvol February 19th, 2004 04:50 PM

Re: Post 1.84 beta history
 
BEST

GAME

EVER


neeeeed this patch quickly - im getting antsy about it - need the fixes - need new multiplayer chaos - need it now please

Aaron or mephisto - plz plz help hook us up http://forum.shrapnelgames.com/images/icons/icon7.gif

btw - is it too late for me to get my hands on the 1.91 patch? - i've purchased both games (gold and non gold) years ago - and i've got at least 5 of my friends to buy the games also

i think i should be in beta, even tho its 'too late'

i'm a db programmer / comp sci grad / know all Languages from c# down to cobol and even assembly http://forum.shrapnelgames.com/images/icons/icon7.gif help me out pls!

atari_eric February 19th, 2004 11:41 PM

Re: Post 1.84 beta history
 
Quote:

Originally posted by Cirvol:

i'm a db programmer / comp sci grad / know all Languages from c# down to cobol and even assembly http://forum.shrapnelgames.com/images/icons/icon7.gif help me out pls!

<font size="2" face="sans-serif, arial, verdana">Really? How's the unemployemnt line?

Rojero February 19th, 2004 11:51 PM

Re: Post 1.84 beta history
 
Quote:

Originally posted by atari_eric:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Cirvol:

i'm a db programmer / comp sci grad / know all Languages from c# down to cobol and even assembly http://forum.shrapnelgames.com/images/icons/icon7.gif help me out pls!

<font size="2" face="sans-serif, arial, verdana">Really? How's the unemployemnt line? </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">(Rojero falls on the floor! laughing his Arse off! hehe) ROFL http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities February 20th, 2004 12:59 AM

Re: Post 1.84 beta history
 
<font color=blue>Beta Testers and MM.</font>

Would it be to late to add one more option to game set up that would allow for warp point destinations to be hidden until traversed? This way those of us who want to play a truly exploritory game can.

HEMAN February 20th, 2004 03:26 AM

Re: Post 1.84 beta history
 
-----------------------------------------------------------------------
Originally posted by Paul1980au:
You know modding weapons to target x component could raise interesting mods - ie a weaponn to target other weapons types
-----------------------------------------------------------------------
Atrocities wrote:
Please for the love of God, include the ability for the modding of weapon so that they can be set to specifically target X component.
-----------------------------------------------------------------------

Think of it fellow Players, My ship against ai ship,When ai shields are down,Should i target his torpedoes?,or his heavy phased cannons?, NO No,how about those troops compartments?,HMMM maybe ill target his Bridge or fuel supply http://forum.shrapnelgames.com/images/icons/shock.gif .Or perhaps even his Combat sensers or Ecm.Now this is REALLY REALLITY Tactical space combat for ya http://forum.shrapnelgames.com/images/icons/icon12.gif .

[ February 20, 2004, 01:28: Message edited by: HEMAN ]

Fyron February 20th, 2004 04:05 AM

Re: Post 1.84 beta history
 
I think they meant more as in the ability to make weapons that are like engine-damaging weapons, except that you get to pick which ability or family gets damaged, rather than just the ones provided to you. A list of families would be best IMO.

Atrocities February 20th, 2004 07:45 AM

Re: Post 1.84 beta history
 
Quote:

Originally posted by Atrocities:
<font color=blue>Beta Testers and MM.</font>

Would it be to late to add one more option to game set up that would allow for warp point destinations to be hidden until traversed? This way those of us who want to play a truly exploritory game can.

<font size="2" face="sans-serif, arial, verdana">BUMP

Fyron February 20th, 2004 09:28 AM

Re: Post 1.84 beta history
 
Email MM! Aaron doesn't read random threads too often, just a few select ones... The chances of your suggestion being seeing go up tremendously (to nearly 100%) if you email them to se4 at malfador dot com.

bearclaw February 21st, 2004 01:32 AM

Re: Post 1.84 beta history
 
something I've always hoped for and have emailed MM about before, is for the "open Warp Point" event to be active. I've wanted to set up a mod where every turn a random, or small group of random Warp Points would open and/or close.

Sabin February 21st, 2004 03:17 AM

Re: Post 1.84 beta history
 
Are ideas and bug reports being compiled here? If so, I would like to report what I believe is a bug: Ships cannot be moth-balled as a fleet, or become a fleet after being moth-balled.
(I tend to create "museum" fleets, where old vessels are stored, but they cost resources, unfortunately.)

Also, I would like to have some special terrain added to the space combat aspect of this title, since it may improve how battles work.

Anything else for me to address?...Ah yes, for the design screens for ships and the like, I think that if multiple components are placed on a design, the components would stack and have a number for each picture to indicate how many components are there, instead of the current system where every component is seperate, thus cluttering the design process.

Phoenix-D February 21st, 2004 03:29 AM

Re: Post 1.84 beta history
 
Quote:

Originally posted by Sabin:
[QB][/QB]
<font size="2" face="sans-serif, arial, verdana">Your Last suggestion can already be done..can't remeber the button offhand buts its on the same screen.

Ships can IIRC be placed in fleets while mothballed.

Ed Kolis February 21st, 2004 03:30 AM

Re: Post 1.84 beta history
 
Condensed View.

Atrocities February 21st, 2004 04:07 AM

Re: Post 1.84 beta history
 
Quote:

Originally posted by Imperator Fyron:
Email MM! Aaron doesn't read random threads too often, just a few select ones... The chances of your suggestion being seeing go up tremendously (to nearly 100%) if you email them to se4 at malfador dot com.
<font size="2" face="sans-serif, arial, verdana">Excellent point

tesco samoa February 21st, 2004 05:11 AM

Re: Post 1.84 beta history
 
Beta Testers

I Want " ARE YOU SURE"

when I click on watch all ship movements.

PLEASE

Atrocities February 21st, 2004 05:46 AM

Re: Post 1.84 beta history
 
I wanna beta test SEV. But I don't know if SEV wants me to beta test it. http://forum.shrapnelgames.com/images/icons/icon9.gif

narf poit chez BOOM February 21st, 2004 07:13 AM

Re: Post 1.84 beta history
 
go to bed, Atrocities.

Paul1980au February 21st, 2004 09:28 PM

Re: Post 1.84 beta history
 
We got that new patch yet - are we there yet are we there yet.

From youre neibourhood annoying kid in the backseat are we there yet are we there yet lol.

se5a February 21st, 2004 09:51 PM

Re: Post 1.84 beta history
 
Quote:

Originally posted by Paul1980au:
We got that new patch yet - are we there yet are we there yet.

From youre neibourhood annoying kid in the backseat are we there yet are we there yet lol.

<font size="2" face="sans-serif, arial, verdana">**gruble**

read my lips "LAST PATCH - we want it to take as loooooonnnngg as possable because it will get us more stuff."

Fyron February 22nd, 2004 02:35 AM

Re: Post 1.84 beta history
 
Since there are so many Posts here, could a beta tester kindly post the entire history file from 1.85 and on (all of the beta Versions for this as of yet unreleased patch)? It would help tremendously. Thanks.

Quote:

1. Changed - Revised title screen bitmap to make the buttons more visible.
<font size="2" face="sans-serif, arial, verdana">Does the title screen still look good on resolutions higher than 1024x768? Depending on just how he revised it, the image could create a very funky display on higher resolutions...

[ February 22, 2004, 00:37: Message edited by: Imperator Fyron ]

DavidG February 22nd, 2004 02:58 AM

Re: Post 1.84 beta history
 
Quote:

Originally posted by Atrocities:
Please for the love of God, include the ability for the modding of weapon so that they can be set to specifically target X component.
<font size="2" face="sans-serif, arial, verdana">Why so passionate about this? Don't we already have engine targeting weapons? Having to design ships with a whole bunch of specific weapons sounds like micro management hell. What do you have in mind for this ability anyway?

Now if you want to add a specifc target ability to your strategies.. That would be a good idea!! (ie target engines, then when gone, retreat)

Baron Munchausen February 22nd, 2004 03:11 AM

Re: Post 1.84 beta history
 
The new title screen is loathsome to me, so I will be replacing it with the old one once the patch is 'final'. http://forum.shrapnelgames.com/images/icons/icon12.gif But.. it looks just the same at 1280X1024 as it does at 1024X768 so I don't think there are any problems introduced beyond the obvious garishness of it. I usually play in 16-bit color, though. Maybe it would look different at 24-bit or 32-bit color?

Mephisto February 22nd, 2004 11:34 AM

Re: Post 1.84 beta history
 
Version 1.91:
1. Changed - Revised title screen bitmap to make the buttons more visible.
2. Fixed - Upgrading just 1 facility would incorrectly upgrade them all.
3. Fixed - Bug from Last Version resulted in huge spikes in intel and research points.
4. Note - Spaceyards will not work on cloaked planets or ships.
5. Fixed - Cloaked planets were allowing you to add multiple spaceyards to them.
6. Fixed - A planet that was damaged and lost its cloaking facility would not decloak.
7. Fixed - A planet that scrapped its cloaking facility would not decloak.
8. Added - You can now use an override field for Vehicle Type in Components.txt which
will allow you to use a list instead of a hard-coded value. Another field
is used for the description used in the Components Report.
9. Added - You can now use an override field for Weapon Target in Components.txt which
will allow you to use a list instead of a hard-coded value. Another field
is used for the description used in the Components Report.


Version 1.90:
1. Fixed - Descriptions for the Facilities changed in the Last Version were still old.
2. Changed - New title screen bitmap courtesy of David Gervais.
3. Changed - Added black drop shadow to "Version" and "Loading" text on main screen.
4. Changed - You can now save/load your turn in the middle when playing a simultaneous
multiplayer game.
5. Added - "Generate Points" abilities which will generate points for an empire each turn.
These abilities are independent of a planet and will generate an unlimited number
or points. These abilities can be used on a facility, component, ship, or anything else.
6. Added - "Order By Name" and "Order By Class" buttons to the Scrap window.
7. Fixed - The View Orders window would show the name of unexplored systems.
8. Fixed - Attempting to colonize in an unexplored system would sometimes show the planets in the sector.
9. Fixed - Rare Access Violation bug during Movement Log Replay.



Version 1.89:
1. Changed - The Create and Destroy Storm components are now destroyed on use.
2. Changed - Mineral Scanner I, II, III have had their modifiers increased to 15%, 30%, 45%.
3. Changed - Hybrid Eco - Farms I, II, III have had their modifiers increased to 15%, 30%, 45%.
4. Changed - Radioactives Collider I, II, III have had their modifiers increased to 15%, 30%, 45%.
5. Changed - System Mineral Scanner I, II, III have had their modifiers increased to 15%, 30%, 45%.
6. Changed - System Eco - Farms I, II, III have had their modifiers increased to 15%, 30%, 45%.
7. Changed - System Radioactives Collider I, II, III have had their modifiers increased to 15%, 30%, 45%.
8. Fixed - The owner of a minefield would not get a log message if the minefield was completely
sweeped.
9. Added - Added "Race Directory" to the Empire/Race Report.
10. Fixed - When you replied to a demand for a gift or tribute, you were unable to view the package
of the gift or tribute that was demanded.
11. Fixed - Range Check Error upon loading a turn where massive numbers of units were launched the
previous turn.


Version 1.88:
1. Changed - Added in Imperator Fyron's smoothed population modifiers.
2. Fixed - A ship would clear its remaining orders if it tried to load cargo and
it had no cargo space available.
3. Fixed - A colonizer ship will still be counted as available for colonization
even if it has low supplies (but not if it has zero supplies).
4. Fixed - Sometimes an attack force would invade an ally's planet if it was in the
same sector as an enemy planet.
5. Fixed - Occasional Access Violation or Range Check Error from the Combat Replay.
6. Fixed - Component mounts were not being used in retrofit change comparisons.
7. Changed - You must have movement remaining on your ship to create a storm.
8. Fixed - "Remove All" in the Fleet Transfer window would break up other player's fleets.


Version 1.87:
1. Added - "Move Hundred" to Cargo Transfer window.
2. Fixed - In Simultaneous games, scanned enemy ship designs would not be saved.
3. Fixed - "Max Positive Anger Change" and "Max Negative Anger Change" were being
used as percents instead of tenth of percents.
4. Fixed - Ships were not receiving experience for kills made with seekers.
5. Fixed - Increased the population amount for the storehouse in combat simulations.
6. Fixed - The Small Graviton Beam is now under the Gravitational Weapons tech area.
7. Fixed - Mothballing would not generate a log message in simultaneous games and would
show a messagebox instead.
8. Fixed - Unmothballing would not generate a log message in simultaneous games.
9. Fixed - Converting resources would not generate a log message in simultaneous games.
10. Fixed - The Abandon Planet order would not generate a log message in simultaneous games.
11. Fixed - Intelligence reports on planets were not showing the cargo they contained.
12. Fixed - In Computer Versus Human games, the AI's would get negative happiness modifiers
on treaties (Partnership) they were forced to have.
13. Fixed - AI's would continue to propose the existing treaty in a Computer Versus Humans game.
14. Fixed - In the Combat Simulator, any player that has a base or a planet will start in the
center of the combat map.
15. Fixed - The Fleet Report window's list will now respond to the Mousewheel.
16. Fixed - The component list in the Tactical Combat window will now repsond to the Mousewheel.
17. Fixed - The Add Design window's components available list will now respond to the Mousewheel.


Version 1.86:
1. Added - "AI Tag ##" abilities for use in getting AIs to use specific components.
2. Fixed - Improved Empire placement using the "Evenly distributed through the quadrant" option.
3. Fixed - AI would purchase ships even if it had no resources available.
4. Fixed - Cloaked unit Groups would not show a dotted circle around them.
5. Added - Empire style directory label to the Empire setup window.
6. Fixed - AI would still try to launch units when its maximum units in space had been reached.
7. Fixed - The name of the current item under construction should show how many as well.
8. Fixed - Drones were not inflicting special damage types.
9. Fixed - Decreased seeker damage factor required to move to next target.
10. Fixed - You could build designs which had mounts of higher technology than your empire.
11. Fixed - AI would build all of the same colonizer type in a given turn.
12. Added - Mousewheel support to lists.


Version 1.85:
1. Fixed - AI players were giving away technology too easily.
2. Fixed - There was a limit of 5 neutral players in a game. Now the amount of
neutral players is based on the values in the Settings file.
3. Added - 4 more neutral races.
4. Fixed - AI was not taking into account bonus resources for scrapping.
5. Fixed - Changed Population Transport minister so that it takes population
to lowest populated planet regardless of distance and also taking
into account if a pop transport is already heading to the planet.
6. Fixed - Problem with AI checking its existing ship's orders.
7. Fixed - The race setup screen no longer errors if an empire ship picture is
not present.
8. Fixed - "Change Bad Event Chance - System" ability was not working right.
9. Fixed - "Change Bad Intelligence Chance - System" ability was not working right.
10. Fixed - Planets would not recalculate their sight values when a new facility was
built (this would make planets with cloaking abilities not light up cloak
button).
11. Fixed - A cloaked planet would still show its name for the option "Show Planet Names".
12. Fixed - Rebelling planets would double their population.
13. Fixed - Simultaneous different machine multiplayer games now require that a game
master password be provided.
14. Fixed - In the Select Package screen, clicking in the package list would not reduce
the resources by the x10000 or x100000 amount selected.
15. Fixed - Integer Overflow if a finite resource planet had too large a value.

oleg February 22nd, 2004 11:58 AM

Re: Post 1.84 beta history
 
Quote:

Originally posted by Mephisto:

4. Note - Spaceyards will not work on cloaked planets or ships.
.

<font size="2" face="sans-serif, arial, verdana">??? http://forum.shrapnelgames.com/images/icons/shock.gif ??? Does it mean Devnull Monsters will not be able to build anything http://forum.shrapnelgames.com/image...s/confused.gif
Please, DONT do it !!!

Rollo February 22nd, 2004 12:58 PM

Re: Post 1.84 beta history
 
Quote:

Originally posted by oleg:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Mephisto:

4. Note - Spaceyards will not work on cloaked planets or ships.
.

<font size="2" face="sans-serif, arial, verdana">??? http://forum.shrapnelgames.com/images/icons/shock.gif ??? Does it mean Devnull Monsters will not be able to build anything http://forum.shrapnelgames.com/image...s/confused.gif
Please, DONT do it !!!
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">no, it doesn't mean that. The monster planets are not cloaked, there are hidden with sector sight obscuration.

Also note that this is not a change from previous Versions, just a designers note. Spaceyrads haven't been working on cloaked ships or planets before.

Baron Munchausen February 22nd, 2004 06:16 PM

Re: Post 1.84 beta history
 
Actually, it did work for a while. http://forum.shrapnelgames.com/images/icons/icon7.gif I would queue up units when the planet was uncloaked and let them finish building while the planet was cloaked. This 'note' is intended to let us know that won't work anymore.

Paul1980au February 24th, 2004 12:39 AM

Re: Post 1.84 beta history
 
Good to see it fixed - other work arounds will come up - perhaps the ability to cloak planets technology ?

Anyway any more comments - looks like a good upgrade in the mix when they finally get around to the actual realise - expect we will go 1.92 and 1.95 etc first though

Shall we guess a realise date for the next patch of around April 1 ?

Atrocities February 24th, 2004 02:22 AM

Re: Post 1.84 beta history
 
Quote:

Originally posted by DavidG:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Atrocities:
Please for the love of God, include the ability for the modding of weapon so that they can be set to specifically target X component.

<font size="2" face="sans-serif, arial, verdana">Why so passionate about this? Don't we already have engine targeting weapons? Having to design ships with a whole bunch of specific weapons sounds like micro management hell. What do you have in mind for this ability anyway?

Now if you want to add a specifc target ability to your strategies.. That would be a good idea!! (ie target engines, then when gone, retreat)
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">The idea behind it is simple, with this ability we can make custom weapons that target other "specific" weapons.

Say one race is uses Presurized Paticle Cannons that cut right through your armor. You research a counter to that weapon called the Anti PPC's. Then when you go into battle, your ships fire and disable his weapons.

Or target specific components such as bridges, fighter bays, armor, or other custom components.

In Decent Freespace to take down a big ship you often would target vital systems first, take out the fighter bays with a few missiles then move onto the weapons then the big ships would come in and pound them into obilivion.

This is way this is so important.

It will improve the use of fighters, also special ship weapons, and even specialized satellite and WP weapons.

I hope this helps to explain it a bit.

The follow up ability to this would be the ability to set the DAMAGE LEVEL. Say from 100% to as low as 10%. This way you can have levels of counter weapons that can do damage. As the other players tech level increases, you will have to research more adavanced Versions to counter his weapons.

[ February 24, 2004, 00:26: Message edited by: Atrocities ]

Paul1980au February 24th, 2004 05:42 AM

Re: Post 1.84 beta history
 
Perhaps sub levels of armour or shielding or even ECM type defensive components to protect certain components - or sub shields to protect say weapons etc. Would add more complexity to the game plus a more diverse tech tree.

Planet defenses would become more specialised and perhaps sub mine types ie only damage engines or shields on such ships - perhaps destroying those components and forcing the player to repair etc.

Interesting ideas that would require quite substanital game changes - probably best as a modders dream.

Rollo February 24th, 2004 06:55 AM

Re: Post 1.84 beta history
 
Quote:

Originally posted by Baron Munchausen:
Actually, it did work for a while. http://forum.shrapnelgames.com/images/icons/icon7.gif I would queue up units when the planet was uncloaked and let them finish building while the planet was cloaked. This 'note' is intended to let us know that won't work anymore.
<font size="2" face="sans-serif, arial, verdana">Well, that still works, since building units does not require a SY. While a planet is cloaked, you can still use the queue to build facilities and units with the innate planet build rate.
What you can't do is use the SY to build ships/bases, or issue retrofit/mothball/unmothball orders.

Atrocities February 24th, 2004 07:01 AM

Re: Post 1.84 beta history
 
A way to save current Saved Games from being broken if a mod is updated without having to have multiple installs of a mod would be a nice feature to have as well.

Time after time I have updated the STM mod knowning that it will ruin everyones current save game. I hate that and would really like a way for people to keep playin those save games with the new data, but not be bothered by the adverse changes an update could cause.

I know, simple solution, have multiple installs or get it right the first time then there would be no need for revisions.

Captain Kwok February 24th, 2004 04:44 PM

Re: Post 1.84 beta history
 
Many balance updates can be harmless, but when you starting adding/removing tech requirements, component and facility levels etc, it can cause all sorts of mischief with a saved game - especially when trying to keep the data files all neatly organized.

However, to implement what you suggested would be very difficult to say the least!

Xaren Hypr February 24th, 2004 05:13 PM

Re: Post 1.84 beta history
 
It's probably been asked/discussed on a thread in the past, but I'll go ahead and ask (plead? http://forum.shrapnelgames.com/images/icons/tongue.gif ) anyways.

Is there any possibility of a new/updated Version of the map editing utility being created to go along w/ the release of the final SE4 patch? If not, np.. but it would be a nice thing to see (I also understand that the patch comes first in the priority chain, and can wait for as long as it takes for it to be finished).

Just a question, and nothing more... http://forum.shrapnelgames.com/images/icons/tongue.gif


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