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Re: new SEIV patch !!
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------------------------------------------------ Not having Bridge/Aux con = 1/2 movement penalty Not having Lifesupport = 1/4 movement penalty Not having Crew quarters = 1/2 movement penalty Not losing speed due to Computer Virus attack = Priceless. |
Re: new SEIV patch !!
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The only thing then is for the cases where you might want both. But the current fix has that problem as well. Geoschmo [ January 28, 2003, 18:41: Message edited by: geoschmo ] |
Re: new SEIV patch !!
"The only thing then is for the cases where you might want both. But the current fix has that problem as well."
Couldn't you just call for the B/LS/CQ abilities as Misc Abilities? |
Re: new SEIV patch !!
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I could see it getting confused and using the Last one requested, or always override with MC. But I am not a programmer. I am sure there's a way around that. Geoschmo |
Re: new SEIV patch !!
I know how to get people to stop grumbling about AI limitations. Tell them to start build one of their own. http://forum.shrapnelgames.com/images/icons/tongue.gif Then maybe they'll see that programs have a habit of doing things that they were not program to do and rarely do the things that they were suppose to do.
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Re: new SEIV patch !!
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Geoschmo |
Re: new SEIV patch !!
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I could see it getting confused and using the Last one requested, or always override with MC. But I am not a programmer. I am sure there's a way around that. Geoschmo</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">This is not a problem. All you have to do is install a subroutine to remove standard ship control components when the MC is installed. Don't change anything with regard to the standard components. If you DO want both, just put the abilities for the standard ship controls after the call to the MC ability just like you would if you wanted extras in a standard ship. What would be more interesting is to have supply usage enabled for crew quarters and life support. Then you could have default supply usage for ships if you wanted it, and this would be an extra advantage for the MC as well. I'd also like to see different effects for crew quarters that let you have more or less 'ample' accomodations for your crews - then you could get better crew morale/performance for good quarters but less space for war machinery, or less crew morale/performance for poor quarters but more space for sheer equipment. You could even have racial advantages/disadvantages involving more or less need for life support equipment in your ships. As it is, we have the usual 'all or nothing' problem. Either you have enough Crew Quarters or not. But I suppose that's a major design change that would be too much for SE IV at this late stage. We'll have to wait for SE V to ask for that. [ January 28, 2003, 22:02: Message edited by: Baron Munchausen ] |
Re: new SEIV patch !!
When playing with AIs, most of us give them some sort of bonus, right? So having them build a MC on colonizers or transports isn't quite as bad as if a human did it.
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Re: new SEIV patch !!
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[ January 28, 2003, 23:00: Message edited by: Arkcon ] |
Re: new SEIV patch !!
I remember arguing about this before my, ahem, absense. http://forum.shrapnelgames.com/image...s/rolleyes.gif
The changes made so that an AS can no longer effect a ship with a damaged MC make perfect logical sense because a ship with an MC has no crew to convert. However, if a ship's MC is destroyed then that ship should be dead in the water instead of being able to continue to fight with a movement penalty. The change so that AI's will always use the MC if they've researched it is way too heavy-handed. We're going to see some odd, and very expensive, AI ship designs. It looks to me that the AI in general just got handicapped and psychic AI's just got screwed. http://forum.shrapnelgames.com/images/icons/icon9.gif Other than those issues the patch seems great. http://forum.shrapnelgames.com/images/icons/icon7.gif (I don't want to be totally negative! http://forum.shrapnelgames.com/images/icons/tongue.gif ) |
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