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-   -   Patch wishlist (http://forum.shrapnelgames.com/showthread.php?t=2661)

CaptSpoogy April 11th, 2001 07:12 AM

Re: Patch wishlist
 
Ha ha ha! My wife would agree with your's very much!

Of course, they seem to have lots in common already - they both married Luke's.

Visit the Spoogy Federation: http://spoogyfederation.tripod.com


[This message has been edited by capt_spoogy (edited 11 April 2001).]

Mark Walton April 11th, 2001 09:00 AM

Re: Patch wishlist
 
More warp point manipulation...
create a lower level WP creator which creates unstable or dangerous types of points.

Space monsters as in MOO

More control over AI - replace some of the hardcoded decisions with true scripts


dogscoff April 11th, 2001 11:35 AM

Re: Patch wishlist
 
Here's another idea: It annoys me that once I buy / conquer an alien population they immediately lose all their racial traits - Just because they have a new leader they suddenly become more stupid, or quicker at reproduction - It makes no sense.

I would love to assign Drushocka population to one planet because they are good at mineral mining, and my native population to a research world because they are good at that, and so on.

The problem would be when mixing populations on a planet, but I'm sure you could get round that by calculating averages according to the amount of each popultion present on a planet.

------------------
There is an exception to every rule. Including this one.

mac5732 April 11th, 2001 04:03 PM

Re: Patch wishlist
 
Being able to have planet names above or below planet capability where it doesn't cover over the use of S,Y, R, etc. In my game they cover over and makes hard to read.

just an idea mac

jowe01 April 11th, 2001 04:50 PM

Re: Patch wishlist
 
My ususal suspects:
1. Improve AI offensive strategy: follow through on successful attack. Current AI makes an attack or two, then leaves the player plenty of time to recover and regroup
2. Improve AI use of fleets. Current AI still uses too small fleets and too many single ships (closely related to 3.)
3. Improve AI offensive/defensive strategy: do not repetitively send ships to their doom. Current AI sends ships/ small fleets which are hopelessly outnumbered repetitively into the reach of my superior fleet (where they are destroyed each time)
4. Improve diplomacy. Current AI does not account for situational factors (e.g. number of other player's ships threatening its planets when the other player demands surrender/subjugation/protectorate). Current AI randomly changes its moods. Current AI does not act according to its mood (murderous allies and brotherly ennemies). Current AI does not actively propose all treaties.

[This message has been edited by jowe01 (edited 11 April 2001).]

DirectorTsaarx April 11th, 2001 05:47 PM

Re: Patch wishlist
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Mark Walton:
More warp point manipulation...
create a lower level WP creator which creates unstable or dangerous types of points.
<HR></BLOCKQUOTE>

Or how about a HIGHER level WP creator that can change a normal warp point to a damaging one and/or change damaging warp points to a normal one.

DirectorTsaarx April 11th, 2001 05:50 PM

Re: Patch wishlist
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>3) What about introducing non-static backdrops. E.g. if you fight in an asteroid field what about having asteroids moving around you as you fight?<HR></BLOCKQUOTE>

If we can't have moving asteroids, at least have asteroids actually affect combat (i.e., damaging ships, reducing "to-hit" chances, etc.).

Nitram Draw April 11th, 2001 06:33 PM

Re: Patch wishlist
 
That would be cool. Hide behind an asteriod. Actually it would be nice if planets could block or reduce the effectivness of fire.

Dracus April 11th, 2001 06:36 PM

Re: Patch wishlist
 
I would like to see a mine replicating tech that I can put on a mine and tell it to keep my mine field at say 20 mines. So if a mine field is sweeped but all the mines are not removed on the end of the owner's turn the mine replicator will see that there is say 5 mines left, it will copy each one in seq. until the field is back to 20 mines. If no mines are left then the replicating mine will go inactive. since the replicating mine can not be sweeped. But can be distroyed by direct fire. So a ship that enters the sector could use combat to seek out and distroy it.
A field would have to be set up before activing the replicator, since this is what would determine the size of the field for the replicator. It would take the replicator say 1-2 turns to rebuild the field.


I would like the AI to follow their actions. They send me an acceptance to end a war with another AI and they do not do it. They send that they will attck xyz planet for me and they do not do it.


[This message has been edited by Dracus (edited 11 April 2001).]

Q April 11th, 2001 07:14 PM

Re: Patch wishlist
 
More wishes (some of them already mentioned, but repetition may enhance the probabilty to be heard):

- AI proposes trades especially if he needs special resources.

- AI uses resource converters.

- AI Fleet design file to instruct the AI the ship types and numbers that should be included in a special fleet type (attack fleet, defence fleets, capture planet fleet etc. ).

- In the AI Design Construction Vehicles file a line which instructs the AI not to use this design if a specified tech level is available (no use of ships with solar collectors if you have quantum reactor).

- In AI Construction Facility file the possibilty to use of specific facilities instead of abilities (e.g. monolith facility).

- Same as above for components in the AI DesignCreation file (e.g. specific use in ships of organic armor not just armor).

Well I can think certainly of more but for the moment I will stop.


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