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

HEMAN November 1st, 2002 08:20 AM

Re: Things we\'d like to see in the next patch
 
THANKS DAVID for making this POLL.
DAVID & JIMBOB you know what 2 i voted for http://forum.shrapnelgames.com/images/icons/icon10.gif .
My idea to adjust, Indiv ministers,didnt make it http://forum.shrapnelgames.com/images/icons/shock.gif ? OH well.We know those Indiv ministers arent up to par, especially pop transport for me.Is the only minister i will use with the gitters.

DavidG November 1st, 2002 01:58 PM

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

Originally posted by HEMAN:
My idea to adjust, Indiv ministers,didnt make it http://forum.shrapnelgames.com/images/icons/shock.gif ? OH well.
<font size="2" face="Verdana, Helvetica, sans-serif">Well I scanned this thread fairly quick so I'm sure I missed a few good ideas. http://forum.shrapnelgames.com/images/icons/icon9.gif I tried to keep the list somewhat short and things I thought would be patchable as opposed to such a big task it would be more for a new Version,.

[ November 01, 2002, 12:12: Message edited by: DavidG ]

kalthalior November 1st, 2002 05:45 PM

Re: Things we\'d like to see in the next patch
 
Love the warp point ideas listed by jimbob, just wondering if anyone had suggested "wandering" points that move around the system coordinates (randomly) as well. You could also combine such points with the periodic (or other) points for an added dash of flavor.

Gryphin November 1st, 2002 06:29 PM

Re: Things we\'d like to see in the next patch
 
A nice to have idea: Increase production of a Space Yard by putting a "Habitation Component" on it and filling it with population.

I don't expect it to happen. It would be nice way to use excess pop.

[ November 01, 2002, 17:19: Message edited by: Gryphin ]

Ragnarok November 2nd, 2002 05:14 AM

Re: Things we\'d like to see in the next patch
 
I just got an idea from the Ancient Ruins thread.
It'd be interesting to see a Intel project or a event take place that causes you to lose techs. Like someone could run a Intel project to break in and steal taht tech and destroy any copys of it that you may still have. Thus causing you to drop 1 level in that specific area of technology. This would suck if it happened to you but it would really add to the game a bit more. Comments or ideas?

Dan C. November 2nd, 2002 07:27 AM

Re: Things we\'d like to see in the next patch
 
I would like to see the map format be unencrypted. The game file, should be certainly, however if you have a map file and want to see it all you have to do is fire up the map editor. It would be nice to have a format (even if binary) so one could write a program to generate random maps, but using some constraints (for example hyperspace, or start positions with sphereworlds etc.).

Does anyone know why the map format is encrypted in the first place??

Fyron November 2nd, 2002 07:41 AM

Re: Things we\'d like to see in the next patch
 
It is encrypted to prevent people from cheating in MP games. MM will never unencrypt it, so there is no point in trying to get it done. http://forum.shrapnelgames.com/images/icons/icon12.gif

Dan C. November 2nd, 2002 08:05 AM

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

It is encrypted to prevent people from cheating in MP games. MM will never unencrypt it, so there is no point in trying to get it done. [Wink]
<font size="2" face="Verdana, Helvetica, sans-serif">Nope, Sorry, Don't follow your statement at all. How does encrypting the map file prevent MP cheating?? Most MP games disable map saving and never save a copy at game creation, as the game file is encrypted, one has security. But we are taking about another file there.

So if the "save map" feature is on, or if for some reason the map is supplied, I can just load the file into the map editor and see everything. How does encryting the *map file* help prevent cheating? http://forum.shrapnelgames.com/image...s/confused.gif

In fact I see no reason for it other than MM didn't want it to be ascii and doesn't want to have to explain a binary fomat. Likely they just ripped the code for reading/writing the map section of the game file into the map editor, and that is why it is encrypted. http://forum.shrapnelgames.com/images/icons/icon9.gif

Quikngruvn November 3rd, 2002 07:36 AM

Re: Things we\'d like to see in the next patch
 
A couple of things that I don't think have been mentioned:

--The option at game setup to view all, allied, or none of the treaties of known empires, like it is now for score.
--The ability to make AI's create one (and only one) ship/base within a system with a particular component. Then, AI's might effectively use components that give system-wide abilities. Then Rollo might put the Orbital Mind Control Lasers into DNM. http://forum.shrapnelgames.com/images/icons/icon10.gif

Otherwise, my biggest requests are movable/resizable windows, wheel-mouse support, the ability to save and reopen simultaneous turns, the ability to sort by planet type in the Planets screen, and restrictive racial techs.

Quikngruvn

jimbob November 3rd, 2002 07:46 AM

Re: Things we\'d like to see in the next patch
 
kalthalior: Moving warp points, brilliant! http://forum.shrapnelgames.com/images/icons/icon6.gif

HEMAN: And your deeds will be rewarded my friend http://forum.shrapnelgames.com/images/icons/icon12.gif

- jimbob

Gryphin November 6th, 2002 06:28 PM

Re: Things we\'d like to see in the next patch
 
A nice to have feature:
I would like to be able to do a Multi Add to the Construction Cue when a planet has more than one Space Ship Yard with out going into the build que.
The reason: I'm lazy. I can't remember all of the numbers of the Space Ship Yards. I really don't want to name all of them.
So there I am:
10 Space Ship Yards with non sequential numbers.
Shif Click, Choose the ones I want to Multi Add, Add the ship, Done.
I can dream.

Dan C. November 7th, 2002 01:19 AM

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

The reason: I'm lazy. I can't remember all of the numbers of the Space Ship Yards. I really don't want to name all of them.
<font size="2" face="Verdana, Helvetica, sans-serif">I, of course, have the opposite problem. I would like to rename more. It would be nice if the next patch would allow one to re-name a mothballed ship (as you can refit it while being mothballed).

I would also like to re-name systems that I control (i.e. control all the inhabited planets) but I suspect this is more difficult.

Ragnarok November 7th, 2002 07:43 AM

Re: Things we\'d like to see in the next patch
 
Ok, I'm posting another idea in this thread since the other thread is mainly for the options from the poll.

I got to think about a new type of weapon. Call it "Shock Wave Device"
Oh, BTW, this would probably have to be for the next SE game, beit SEV or whatever.
But what it would do is once you use the device in battle, it would send a shockwave of damage a certain amount of distance away from your ship. Level I would go like distance 2.
Level II would go 4.
Level III could go 6 and so on up to a max of say 8 or 10.
I think at level I it could do damage 300 at 1 sector, 200 at 2 sector.
Level II would do damage 350 at 1 sector, 300 at 2 sector, 250 at 3 sector and 200 at 4 sector.
Level III would do damage 400 at 1 sector, 350 at 2 sector, 300 at 3 sector, 250 at 4 sector, 200 at 5 sector, and 150 at 6 sector.
And so on and so forth.
This would probably be pretty hard to put in I would imagine but it would be awesome to see.

To balance it, it would be uber expensive, and it would destroy the ship that used it. Causing ones to not build as many as they cost alot for a '1 time use' so to speak.

Any ideas on this?

Phoenix-D November 7th, 2002 07:52 AM

Re: Things we\'d like to see in the next patch
 
I'm trying to picture a shock wave moving through vaccumm..this ain't happening. http://forum.shrapnelgames.com/images/icons/icon7.gif

Just need to change the name.

Phoenix-D

Gryphin November 7th, 2002 03:08 PM

Re: Things we\'d like to see in the next patch
 
A few fantacy ideas:
Area Affect Weapons
Affects
1 square at range 1 with say 90 Hit Points
3 Squares at rage 2 with 30 Hit Points
5 squares at range 3 with 10 Hit Points

Bouys Launcher
If it could launch
30, 60, and 90 Hit Point Bouys
that explode on impact.
in a "line"
They could be destroyed by PDC. These might slow down the advace of a threat while you pummle it with longer range weapons.

Multi Target Weapon
It will hit any target in the line of fire with each target recieving less damage.

Hard coding for these probalby makes them unlikley.

I refuse to profer a logical how it works for any of these.

Ragnarok November 7th, 2002 03:44 PM

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

Originally posted by Phoenix-D:
I'm trying to picture a shock wave moving through vaccumm..this ain't happening. http://forum.shrapnelgames.com/images/icons/icon7.gif

Just need to change the name.

Phoenix-D

<font size="2" face="Verdana, Helvetica, sans-serif">Never even thought of the vaccumm... Hmmmm maybe the device shuts off the power to the vaccumm for as long as it takes to fire? http://forum.shrapnelgames.com/images/icons/icon10.gif

[ November 07, 2002, 13:44: Message edited by: Ragnarok ]

ScoobGwyn November 7th, 2002 04:22 PM

Re: Things we\'d like to see in the next patch
 
I would like to see "Move 50", "Move 100", and "Move 500" buttons added to the Transfer Cargo Screen.

Why should I have to click the mouse button SIXTY times to move 600 population to a waiting Transport?! http://forum.shrapnelgames.com/image...s/confused.gif

Unknown_Enemy November 7th, 2002 06:55 PM

Re: Things we\'d like to see in the next patch
 
it's done in the beta patch, there are move 100 and move 50 buttons added.

capnq November 8th, 2002 01:09 AM

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

I'm trying to picture a shock wave moving through vaccumm..this ain't happening.
<font size="2" face="Verdana, Helvetica, sans-serif">You haven't seen _Star Trek VI: The Undiscovered Country_? http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/icon12.gif

jimbob November 8th, 2002 01:59 AM

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

Quote:

I got to think about a new type of weapon. Call it "Shock Wave Device"
<font size="2" face="Verdana, Helvetica, sans-serif">Sounds great. If I follow your explanation, it's a little like a weapon from MoO2 - expanding fire ball of doom or some such. Anyway, I made a similar weapon up, and yes, you can definitely increase the damage with range (infact you can have zero damage over the first bit of range if you'd like). The problem will be that the % chance of hitting will degrade with range... you might want to give the weapon a + % to hit, though I suppose some ships will manuover through/over/around the shock wave okay (see Capt Sulu and the Excelsior in Undiscovered Country)

Quote:

I think at level I it could do damage 300 at 1 sector, 200 at 2 sector.
Level II would do damage 350 at 1 sector, 300 at 2 sector, 250 at 3 sector and 200 at 4 sector.
<font size="2" face="Verdana, Helvetica, sans-serif">certainly.

Quote:

This would probably be pretty hard to put in I would imagine but it would be awesome to see.
<font size="2" face="Verdana, Helvetica, sans-serif">I think this'll be the hard part. You can't have weapons fire radiating away from the ship, only a direct line of fire from the ship to a single target. http://forum.shrapnelgames.com/images/icons/icon9.gif Furthermore you probably want an area affect. I'm assuming that these are your requests for the next patch - Area Damage and Radiating Weapon Pics - and I agree 100%

Quote:

To balance it, it would be uber expensive, and it would destroy the ship that used it. Causing ones to not build as many as they cost alot for a '1 time use' so to speak.
<font size="2" face="Verdana, Helvetica, sans-serif">You can't have 'destroyed on use' for a component that doesn't do a stellar manipulation or 'destroy ship' unless boarded - yet two more good abilities that could be added/tweeked in the next patch!! The best you can do in the meantime is have a long reload time (weapons fire rate of 30 should do)

[ November 08, 2002, 00:03: Message edited by: jimbob ]

Suicide Junkie November 9th, 2002 03:54 PM

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

You can't have 'destroyed on use' for a component that doesn't do a stellar manipulation or 'destroy ship' unless boarded - yet two more good abilities that could be added/tweeked in the next patch!! The best you can do in the meantime is have a long reload time (weapons fire rate of 30 should do)
<font size="2" face="Verdana, Helvetica, sans-serif">I made a suggestion for an "Explodes when destroyed" ability.
EG: when the enemy destroys your CSM launcher with an APB, the ammo cooks off and does an additional 200 damage to your ship.
This would be very good for ramming warheads. You could make them more powerful, but if a shot breaches your shields, the warheads will create a chain reaction and destroy your ramming ship. http://forum.shrapnelgames.com/images/icons/icon7.gif

Along with the destroyed when fired ability, it could make suicide guns.

Gryphin November 12th, 2002 02:26 AM

Re: Things we\'d like to see in the next patch
 
I would like Satelites to fire first.
Situation:
Defending Warp Point with
78 Satelites each with 4 Direct fire weapons.
20 Battle Crusiers each with 8 of the same weapons

TDM race knocks on the door with 40 plus ships most with the Talisman.
At least 8 of the TDM BCs were withing range of the Sats
My BCs open up first knocking out 5 of them. The Sats take out the remainging 3 within range. Only 40 to 45 of the Sats fired. (that was very tedius counting).
If the Sats had fired first the BCs could have taken out ships further away.

Anyone else have this desire?

Pablo November 12th, 2002 01:09 PM

Re: Things we\'d like to see in the next patch
 
I would appreciate a button 'Add all' included in the trade technology screen. It takes (sometimes) time and patience to click every tech you've researched to give to your partner. It would be great just to click once and like in fleets window - add all and that's it. If you are a trader - you can NOT to click that button and work your way as usual. I've played a couple of games when the tech level is extremely important and it is great when you have a couple of partners who are sharing all techs with you.

dogscoff November 12th, 2002 01:47 PM

Re: Things we\'d like to see in the next patch
 
Actualy I'd like to see tech tradnig/ gifting made a little more clear. Instead of having to gift

ship construction
ship construction
ship construction
ship construction

to give SC IV, I think you should click a tech to gift/ trade and then a popup box should ask you what level you want.

Suicide Junkie November 12th, 2002 04:29 PM

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

It takes (sometimes) time and patience to click every tech you've researched to give to your partner.
<font size="2" face="Verdana, Helvetica, sans-serif">My current solution is to madly click the mouse button while moving the mouse down the list.
You get some items twice, but that's no big deal.

On the other side, your partner will be spammed with "useless tech, sire" Messages from all the stuff he's already got, but that's filterable, and not your problem http://forum.shrapnelgames.com/images/icons/icon7.gif

Gryphin November 13th, 2002 02:30 AM

Re: Things we\'d like to see in the next patch
 
I'd like to see a new System type:
Slows down ships movement by 1/6 through 5/6ths of a ships speed with or without a destructive core.

Edit: Hmm, whsy stop with system typs. It would be cool to apply it to sectors. Imagine the fun Fyron cvould have with that.

[ November 12, 2002, 12:32: Message edited by: Gryphin ]

Pablo November 14th, 2002 09:52 AM

Re: Things we\'d like to see in the next patch
 
SJ that's the way I do it i.e. madly clicking every tech. But if you have let's say 4 partners? Oh man!
That's why I ask for this 'feature' which I think shouldn't be very difficult to implement but would really save some time and fingers http://forum.shrapnelgames.com/images/icons/icon12.gif

Suicide Junkie November 15th, 2002 02:51 AM

Re: Things we\'d like to see in the next patch
 
I suppose the easiest way would be to jot down the research log Messages you've recieved for the Last few turns since sending the previous tech exchange.

Rich04 November 23rd, 2002 06:18 PM

Re: Things we\'d like to see in the next patch
 
I would really like drones to be recoverable. In a recent game I tried to make a go with drones. I think as a weapon system they have potential.

The problem. Every once and a while an intel mission would get through and take over say a repair ship. It dies instantly but now there were 80 drones floating around with nothing targetable in range.

After the third time this happend I just gave up. It takes many,many turns to equip a drone armed fleet just to have it go poof. I gould also see this happening with a random encounter.

"Admiral Karg in route to the evil Drang systems encounters a Drang Colony ship. "Better make sure we kill it" and orders the entire fleet to fire 120 drones at the vessel. "But wont we need those when we engage the Drang Battle Fleet" pipes up an ensign. "Silence we may lose to the Battle Fleet but at least we made sure some civillians are dead".

LGM November 26th, 2002 01:48 PM

Re: Things we\'d like to see in the next patch
 
I would like facility tags for moons to display. Currently, they only display for the main planet. Kind of a disadvantage for no atmosphere players, but I guess they get the benefit of colonization obscurement (others have to click on the square to see the planet is inhabited).

Gryphin November 26th, 2002 07:34 PM

Re: Things we\'d like to see in the next patch
 
I would like to see the Movement Replay done the way they do maps of navel battles.
A line showing the path of the fleet
A Blip showing where engagements take place
It would get messy with all of the different paths.
This of course would require a major rewrite of code. Still, It would be nice.

tesco samoa November 27th, 2002 02:09 AM

Re: Things we\'d like to see in the next patch
 
Sortable Reports http://forum.shrapnelgames.com/images/icons/icon12.gif

geoschmo November 27th, 2002 02:26 AM

Re: Things we\'d like to see in the next patch
 
Rich04, Thank you for explaining the problem so humorously. http://forum.shrapnelgames.com/images/icons/icon7.gif I sent an email to Malfador a while back asking for Drones launched in combat to be recoverd at the end of combat, and to leave drones launched in strategic mode as un recoverable. I see that as a nice compromise between what he apparently wants drones to be, and what many players would like them to be. Haven't heard anything though.

One thing you could do is include a transport in your fleet that has no launchers and only leave a few or none in the launcher ship until you are to the target. Not a perfect solution, but it helps in some cases.

Geoschmo

[ November 26, 2002, 12:26: Message edited by: geoschmo ]

Herby666 November 27th, 2002 09:10 AM

Re: Things we\'d like to see in the next patch
 
One thing I'd like to see for aeons is more intelligence in the AI on using population transport & colony ship loading when I have planets/populations with different breathing habits. It always annoys me when my minister tries to fill up population on an oxygen planet with methane breathers or tries to colonize a methane planet with nitrogen people.

I have mailed this to the designers many times but never got any reaction from them.

Shyrka November 28th, 2002 01:03 AM

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

Originally posted by Herby666:
One thing I'd like to see for aeons is more intelligence in the AI on using population transport & colony ship loading when I have planets/populations with different breathing habits. It always annoys me when my minister tries to fill up population on an oxygen planet with methane breathers or tries to colonize a methane planet with nitrogen people.

I have mailed this to the designers many times but never got any reaction from them.

<font size="2" face="Verdana, Helvetica, sans-serif">In general terms, the minister AI sucks http://forum.shrapnelgames.com/images/icons/icon9.gif

Wizarc January 2nd, 2003 06:59 AM

Re: Things we\'d like to see in the next patch
 
Here is a suggestion:

Have an option to control the number of ships per fleet.

Some people like to have hundreds of ships in a fleet some people might like having maybe 10. Having this option will of course limit the AI to this number also. This kinda forces players to design their fleets more.

My personal preference would be maybe 15-20 ships per fleet.

Fyron January 2nd, 2003 07:21 AM

Re: Things we\'d like to see in the next patch
 
You can already control how many ships you put into a fleet. You can make as many fleets as you want.

[ January 02, 2003, 05:22: Message edited by: Imperator Fyron ]

tbontob January 2nd, 2003 08:03 AM

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

Originally posted by tesco samoa:
Sortable Reports http://forum.shrapnelgames.com/images/icons/icon12.gif
<font size="2" face="Verdana, Helvetica, sans-serif">Right on!

Especially the construction report! http://forum.shrapnelgames.com/images/icons/icon8.gif

tbontob January 2nd, 2003 08:13 AM

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

Originally posted by dogscoff:
Actualy I'd like to see tech tradnig/ gifting made a little more clear. Instead of having to gift

ship construction
ship construction
ship construction
ship construction

to give SC IV, I think you should click a tech to gift/ trade and then a popup box should ask you what level you want.

<font size="2" face="Verdana, Helvetica, sans-serif">Good idea Dogscoff http://forum.shrapnelgames.com/images/icons/icon7.gif

A slight improvement on your idea is that the next level of what you have is ticked, so if you only want 1 level, all you have to do is hit return.

In other words, if you have Ship Con2, Ship Con3 will be ticked. Only if you want more than 1 level will you have to manually change it.

It would be nice to have a pop-up box for the level you want to give too. This way you will not be giving level 3 when you think you are trading level 2 or level 1.

Desdinova January 2nd, 2003 08:40 AM

Re: Things we\'d like to see in the next patch
 
put in a merge with fleet command (like they did in Stars! ) to add ships to a fleet at a specific location automatically instead of sending ships to specific location then once they get there having to manually add them to the fleet.

Wizarc January 2nd, 2003 07:14 PM

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

Originally posted by Imperator Fyron:
You can already control how many ships you put into a fleet. You can make as many fleets as you want.
<font size="2" face="Verdana, Helvetica, sans-serif">Fyron thanks, after you said this, I went into the AI files and walaa there it is, what was I thinking.

[ January 02, 2003, 17:20: Message edited by: Wizarc ]


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