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-   -   SE5, Tell Aaron what's on your Wish List (http://forum.shrapnelgames.com/showthread.php?t=8397)

Loser May 23rd, 2003 05:57 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Quote:

Originally posted by Slick:
a carriage return is a CTRL-M.
<font size="2" face="Verdana, Helvetica, sans-serif">[Keanu]
whoa....
[/Keanu]

That is the most useful thing I've heard all week. Is that in the FAQ?

Slick would have said if it were in the FAQ. Slick always lets you know if it's in the FAQ. But Slick knows it, so it must be in there somewhere...

Lisif Deoral May 23rd, 2003 11:00 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif">Multiplayer save games:IMO the only way to prevent hacking (to cheat or gather information about other players) is to send the players files which contain only what they know (not the entire galaxy status as in SEIV).

    The .plr file should be changed to a simple list of commands ("ship 1 moves to Dornot 1,7; ship 2 renamed to MilleniumDuck; planet56 builds mineral_miner_1") - if any of the commands turn out to be illegal, they would be ignored.

    Saving the .plr and/or turn files in simple text format (or another easy-to-read format) might be useful but would endanger the game sales (one might develop another game client to write .plr files).</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif">Enemy designs archive & LR scanners
    Add the enemy designs "seen" by long-range scanners to the known enemy designs list! (I don't know if it already works this way in Gold...)</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif">Boolean operators
    Some sort of boolean operators and variables available when giving orders. For example:
    If an enemyship appears into range and is not part of a fleet with more than 10 ships then attack (intercept) that ship</font>
  • <font size="2" face="Verdana, Helvetica, sans-serif">Giving players other roles (Warning: this is a major change!)
    Not every player needs to play an emperor/president/whatever... You might be interested in playing only the combat part, or the empire micromanagement part, etc. Right now, you can do this, but everything else will be handled by the AI - what about giving control of these aspects of the empire to another human player? (obviously useful only in a MP game!)

    The same model might have a lot of other interesting (and uncommon, at least in games I have played) uses:

    * a "federation" game, with players controlling different zones of the same empire - and able to start a secession war or betray their sovereign

    * being able to play something else than a true empire (for example, a galactic trading company)

    * varying degrees of "affiliation" of units to more than a player (and eventually also "freelance" or independent units). For example, a frigate of the Dornot System Defense Fleet usually accepts commands only from the Dornot Governor (player1). Anyway, if the Governor rebels against his emperor, the frigate might decide to remain loyal to the Empire (and pass under the control of the emperor's player). This might be called "warlord mode"... http://forum.shrapnelgames.com/images/icons/icon6.gif
    </font>
<font size="2" face="Verdana, Helvetica, sans-serif">

tesco samoa May 23rd, 2003 11:46 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
SJ I have asked it before, and no you do not sound angry.

Is what your saying 100% Fact ?

Ed Kolis May 24th, 2003 12:04 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Quote:

Originally posted by Lisif Deoral:
Not every player needs to play an emperor/president/whatever... You might be interested in playing only the combat part, or the empire micromanagement part, etc. Right now, you can do this, but everything else will be handled by the AI - what about giving control of these aspects of the empire to another human player? (obviously useful only in a MP game!)
<font size="2" face="Verdana, Helvetica, sans-serif">Yes! YES!!! http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon10.gif Like Play by Committee, only built into the game so SJ doesn't have to input everybody's orders! http://forum.shrapnelgames.com/images/icons/icon12.gif I imagine it would be a matter of setting up some sort of "permissions" system similar to the file system of Windows XP... whether that's feasible in a game or not I don't know http://forum.shrapnelgames.com/image...s/rolleyes.gif

Suicide Junkie May 24th, 2003 02:35 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Quote:

Originally posted by tesco samoa:
SJ I have asked it before, and no you do not sound angry.

Is what your saying 100% Fact ?

<font size="2" face="Verdana, Helvetica, sans-serif">It is 100% true that simultaneous turn battles have no input from the user during combat. You have no impact on the outcome other than your standing orders.

Making the combat system realtime does not change any of those facts.

---

Basically what you are asking for is a slide show instead of a movie for the combat replay! http://forum.shrapnelgames.com/images/icons/icon10.gif

[ May 24, 2003, 03:18: Message edited by: Suicide Junkie ]

Fyron May 24th, 2003 02:50 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Quote:

Originally posted by Ed Kolis:
Well, look at MOO3... I bought it almost three months ago and I've played it, what, maybe 3 times? http://forum.shrapnelgames.com/image...s/rolleyes.gif
<font size="2" face="Verdana, Helvetica, sans-serif">You can't use MOO3 as an example for anything other than how not to make a game. http://forum.shrapnelgames.com/images/icons/icon12.gif

klausD May 24th, 2003 11:24 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Quote:

Nice sideeffect from 3D, RT combat: it is more appealing to the general public and would hence generate more revenue for MM and Shrapnell. That in turn would be a good things for quality strategy gaming.
<font size="2" face="Verdana, Helvetica, sans-serif">Well the problem is that SE is not a quality strategy game anymore if Aaron introduces anything like realtime (pauseable or not) with SEV.

Quote:

It is 100% true that simultaneous turn battles have no input from the user during combat. You have no impact on the outcome other than your standing orders.
<font size="2" face="Verdana, Helvetica, sans-serif">Yes this is true but what is with those many people which dont play simulataneously or with other people. As in every other serious TB strategy game there is (in chat or forums passive) also in SE a majority just playing against the computer and not against other humans. Some people in this forum tend to believe their way of playing only strategic combat, simultaneously and against humans is the only way SE is, can or should played. But out there in the the opposite is true.

tschüß
KlausD

Ruatha May 24th, 2003 12:28 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
A "Seen ship" list, all enemy sightings this turn.

Suicide Junkie May 24th, 2003 06:09 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Quote:

Some people in this forum tend to believe their way of playing only strategic combat, simultaneously and against humans is the only way SE is, can or should played. But out there in the the opposite is true.
<font size="2" face="Verdana, Helvetica, sans-serif">I have been in a total of maybe 10 simultaneous game combats to date. I just love tactical, myself.
However the question was about simultaneous play.

There are many good ways to implement a realtime tactical combat engine.
The ideal one for me would be stepped orders.

Take something like the current tactical combat, and resolve each combat turn the same sort of way that simultaneous game month turns are resolved now.
EG: Order your escort to move forward 2 squares, fire missiles, then retreat 2 squares. The enemy might have orders to stay put, and fire its 0.2 reload rate meson bLaster at anything that comes in range.
Once all the orders are in, hit end turn, watch the ships move and fire.
After that, your escort has 2&1/2 turn left of reloading on its missile, the missile is flying through space, and your ship has been hit 3 times, with the shield regenerator I adding one hitpoint between each hit you took (5 hp/turn = 1 hp in the time it took the meson bLasters to reload ).

Combat step size should be moddable, or even adjustable in combat. Set it to 5 se4-turns per step while charging towards the enemy, then down to small increments while dogfighting.

Fyron May 25th, 2003 08:29 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Quote:

Well the problem is that SE is not a quality strategy game anymore if Aaron introduces anything like realtime (pauseable or not) with SEV.
<font size="2" face="Verdana, Helvetica, sans-serif">You could not be any more wrong than that statement... Real time execution of combat can very easily be more strategically deep than se4's combat system (such as in SJ's post). Do not confuse real time with RTS games like Warcraft and such. Those games are a cruel abomination of strategy, and are not all that real time is. http://forum.shrapnelgames.com/images/icons/icon12.gif

Quote:

Some people in this forum tend to believe their way of playing only strategic combat, simultaneously and against humans is the only way SE is,
<font size="2" face="Verdana, Helvetica, sans-serif">Who believes that? No one I have ever spoken to believes that.

[ May 25, 2003, 07:32: Message edited by: Imperator Fyron ]

Lisif Deoral May 25th, 2003 07:29 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Quote:

Originally posted by Imperator Fyron:
Do not confuse real time with RTS games like Warcraft and such. Those games are a cruel abomination of strategy, and are not all that real time is. http://forum.shrapnelgames.com/images/icons/icon12.gif
<font size="2" face="Verdana, Helvetica, sans-serif">Strategy? What strategy? Apart from having to decide what units you need, everything else sums up to "get as much money and as much units as you can" more often than not...

[ May 25, 2003, 18:33: Message edited by: Lisif Deoral ]

Fyron May 25th, 2003 09:39 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Which is why I said they are a cruel abomination of strategy... http://forum.shrapnelgames.com/images/icons/icon12.gif

JR May 26th, 2003 12:28 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
How about:
1. Fighters that can be sent on missions away from their bases/carriers instead of being confined as they are? It would be nice to be able to send a swarm of fighters into a system ahead of the main fleet to soften things up before an invasion.

2. A larger playing field with more than 255 stars - say 500?

3. Neutral, non-spacefaring races, in various stages of development, that can be added to one's empire by either diplomatic persuasion or conquest?

4. Military bases on planets that troops can be stationed in without having to treat them like cargo with the appropriate room for cargo? Any invasion would have to conquer these bases before anything else? The bases should also have upgradable defenses.

5. Research modules for space stations/starbases, that would add to total research, and would/could contribute to a specific type of research if located in say, the same system as a black hole? This one could contribute research points to energy production/gravity research.

6. Power plants for space stations etc? Everything needs a power plant. Even one that could be knocked out prior to a takeover of the station.

7. The addition of cities to planets that would house the population. The more settlements/towns/cities there are, the more population on a planet.

8. One planetary government center per planet. Without which, a planetary governor cannot be appointed. This would also affect planetary population morale and stability.

9. A way to retreat from the combat screen instead of survivors being confined to the corner until oblivion occurs?

I have oodles of other suggestions but they'll be held back for another time.

Phoenix-D May 26th, 2003 01:54 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
"Fighters that can be sent on missions away from their bases/carriers instead of being confined as they are? It would be nice to be able to send a swarm of fighters into a system ahead of the main fleet to soften things up before an invasion."

Apparently someone hasn't discovered the "launch fighters" button in SE4.. http://forum.shrapnelgames.com/images/icons/icon12.gif

Either that or you want fighters to be able to warp.

Taera May 26th, 2003 01:56 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
this had been mentioned before but still, id realy like SE to have a if/then ability to program orders/strategies/ai. this would open endless possibilities and finally give us the long-sought-after campaign possibilities.

to balance things there should be an option "normal strategies/advanced options" and the latter would have to be okayed by all players to be used at all.

Ares May 26th, 2003 08:03 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
This is my first post to this forum. YAAAY! I hope I don't screw it up. Anyway, I read through all 25 pages (3 hrs. of my life I'll never get back...) and here's my thoughts. Some are original ideas, some are expanded off of other ideas I read, and others are just some I saw and wanted to cast my "Yeah, me too!" vote on, but I completely lost track of which is which is which... And so, here they are, in ABSOLUTELY no particular order:

A peace treaty to cancel war and set current treaty to 'none'. And for that matter, treaty "packages" like trade packages to trade specific resources, perks, etc

A notes tab for empires and systems so I can record latest intelligence on a system or current treaty stipulations of an empire

Open-endded research!

Allow mods to add/change planet types and atmosphere. I also like the moddable resources idea, as well as the idea to make all ships/stations/planets/etc. generic "objects" that can be modded themselves.

More systems. Perhaps make a self-expanding galaxy. As all of the empires expand through certain thresholds, a certain number of systems are "discovered"

This whole block covers sensors/scanners/cloaks. I fully support sensors have ranges. If scanners do, why shouldn't sensors? Scanners and Scanner Jammers should have levels like cloaks/sensors. If my scanner beats your jammer, I can still scan you. Also, some things should modify cloak levels. If I have a level 4 cloak, but I'm using huge energy-hogs for engines, maybe that adds a -1 modifier to my cloak. If I have a cloaking device AND stealth armor, maybe I should get a +1 bonus to my cloaking device level.

Someone mentioned neutral empires that you can incorporate into yours through force, persuasion, or by them wanting to. I second this motion. Then you can really create a "United Federation of Planets" with many races, each with their own attributes, which ARE saved (second-ing that motion too).

I'd like to be able to mod the turn times. I know the number of comabat turns (both space and planet) are like this, but what if I want each game-turn to represent a day rather than a month? I could set the time elapsed per turn to .2 (five days/week) and between the game turns (in the replay) to 24 (hours), with combat in simultaneous games very 6 hours, or something similar.

I like the towing idea too. Perhaps tractor beams can double as tow-hooks. The vessels movement is reduced based on the size of the vessel been towed, to the point where the vessel can't move at all.
more stars self-expanding galaxy?
xpace facilities/stations/ships

I preferred SE3's setup that let you assign your initial tech levels rather that IV's "everyone gets the same tech at the start, no matter what." You could customize you race's tech specialties before the game ever started. I also preferred their research and agree with whoever suggested SEV's be like it. Intelligence could be done the same way. I'd have to select the specifics for each project, then assign percentages. And while I'm on the subject of intelligence (my favorite part) I think you should be able to select a possible empire to frame for ANY project, just in case you happen to have it happen, rather than it being random.

I'd like to be able to send more than one message to an empire per turn. I can send him a treaty offer, make the text block an "official" treaty (with stipulations like neutral and demilitarized zones, length of treaty, etc.) Then send a number of general Messages with information that crops up throughout my turn.

Someone made the suggestion of people as a resource. I like this, and it can even be expanded on. Make crew required for ships, and have specialized crew. Captain can function as a bridge, XO - auxiliary control, weapons crew provides a bonus to attack (perhaps set the base attack at 80% or 90%, with weaopns crew compensating), engineering crew that can repair systems, etc. I realize that much of this can be modded in (which I'm working on). Then you can transfer an experienced crew to a new ship and scrap the old one, or train a crew at a military college before they ever set foot on a startship (perhaps not as high experience). This would also tie in with my intelligence idea. Perhaps intelligence is conducted by operatives posing as crew members. You sneak them aboard enemy ships, then they send out Messages (at the cost of a chance to be detected) intelligence regarding the location of space they are in. If you want to affect operations on a certain ship or planet, you order them (also putting them in risk of capture) to that location, which they must reach by hopping from ship to station to ship to planet, etc. Each operative is listed in the intelligence window, with a percentage of funding assigned to each to affect his performance.

I like the idea of building ships component-by-component. If the spaceyards automatically assembled after all the components were complete, would everybody be happy? This would also allow you to build extra components so you can also play the role of "arms dealer". Or you could store them as cargo so your ship has a backup in case a critical system has been destroyed. Perhaps it requires an engineering team to make the replacement.

Mines should be targeted at random ships, with a cap on the number per ship. That will allow mines with special damage typeds (only engines, for example) without wasting 100 mines on 1 ship.

ranged boarding, so I can use transporters to beam my troops directly to an enemy ship. Additionally, a type that skips shields so I can create "phased transporters" or something similar. Also, boarding attacks should be more complex, with both teams volleying back and forth. If one side is doing well, they don't receive as many casualties (resulting in fewer boarding partys/security stations being destroyed). If the boarding is doing well, perhaps they have a chance to secure the bridge and disable the self-destruct device before it has a chance to go off.

It should be possible to order ships through a warp point that hasn't opened yet, but will be soon, so I can order a ship to open a wormhole, zip though it, and close it in the same turn (Did I mention ships shouldn't lose remaining movement with stellar manipulations? At least make it component ability that can be modded)

create/destroy planets/stars not instantaneous, but instead creating an instability like the special events. Using create star/planet (or a new tech: stabilize star/planet) on an existing one that has been destablized can prevent this. Or perhaps create two creates and two destoys. Based on their tech, maybe it's instantaneous, maybe it's not.

Not sure about gold, but I don't think all destroyed-on-use components have that ability moddable, but are instead hardcoded. That should be revised.

As for any and all people who want better, faster, more controllable tactical combat (better AI excluded), as long as there is still strategic, I don't care, but I will never use tactical combat. Ever. I am the ruler of an empire, not a ship captain. I am nowhere near the battle, and, in "reality"(?), have no knowledge of the battle until after its happend (or at very least, not accurate, up-to-date knowledge) It's the ship captains and fleet commanders who control that aspect of the empire, not me.

race name should be different from empire name. What if I want to play humans, but I want my empire to be called "The Star League", not "The Human Star League"?

As for everyone wanting a hexagonal grid to better deal with the hypoteneuse problem, I really don't care one way or 'tother, but this idea used in pen & paper rpgs could be used. On a square map, diagonal movement costs an extra movement point for every other movement diagonal movement that turn (1 - 2 - 1 - 2, etc) This takes care of the Pythagorean dilemma.

I am a HUGE fan of ships travelling THROUGH space rather than skipping over it (hyper/warp drives vs/ warp points). While I certainly apreciate the random wormhhole every now and again, that should not be the only method of traversing the galaxy. Maybe have several different types of propulsion. Hyper/warp drive that travels at FTL speeds to other systems. These can be "piled on" to allow faster speeds even at lower tech levels. Another is jump drives. These are extremely costly in terms of supplies/light-years travelled (less so at higher levels), but provide 1-turn travel to any system if the ship pays the cost. The standard opening and closing warp points ("jump gates") can be a third option. Only one of these methods would be available to an empire at the start of the game, though it (possibly) can be traded among them. I'd like to be able to set up a perimeter around my empire. Place long range sensor buoys around it that can detect (though probably not identify) approaching ships.

I'm also a big fan of a game none of you probably ever heard call Xpace made by a company called Xoftware that never Lasted long enough to complete the game, though I personally thought it showed huge promise (I think it was one of those three-guys-working-out-of-their-garage type company, though I'm not sure about it.) The propulsion system in that game was virtually identical to the one I just described. Another key element was that the emperor (YOU!) physically existed. You were located on a planet (or starship, or whatever.) While this played several minor roles (the morale of the location of the emperor increases, for example), it really played one key role: Communication. In this game, the further away you were from a ship, the longer it would take to receive information from that shiip. Communication was a technology that could be researched like any other. The higher the technology, the larger the radius ships can communicate to in a single turn. Communications relays could be used to extend that range. If enough relays were in place, I could receive a message from halfway across the galaxy in a single turn. Otherwise, it could take quite some time. Of course, if there was something you wanted to focus your attention on, you could reduce your communication lag by hopping a ship there. In that game, you needed a lot of cargo space to accomodate the emporer and his equipment/staff. In this game, you could even make it a seperate component that houses him (...wondering what that "palace" in abilities.txt is for...)

Well, anyway, that's all for my. Now that everyone is thoroughly bored, I'll let you get back to your lives. I'm sure you have a lot to add...

[ May 27, 2003, 04:35: Message edited by: Ares ]

klausD May 26th, 2003 09:03 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Quote:

You could not be any more wrong than that statement... Real time execution of combat can very easily be more strategically deep than se4's combat system (such as in SJ's post). Do not confuse real time with RTS games like Warcraft and such. Those games are a cruel abomination of strategy, and are not all that real time is.
<font size="2" face="Verdana, Helvetica, sans-serif">I dont confuse your idea of realtime with "games" like C&C. I am sure that you have a more "advanced" Version in mind. But as always I would like to raise my voice (with a few others) against Aarons plans to make tactical combat realtime like his new game Starfury. I want to show him that not everyone goes d´accord with his plan.

I would rather wish that he invests his energy in making the AI better or improve the colony/economical management options in the game than riding on the current realtime wave.

tschüß
KlausD

Krsqk May 26th, 2003 09:06 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Quote:

I would rather wish that he invests his energy in making the AI better or improve the colony/economical management options in the game than riding on the current realtime wave.
<font size="2" face="Verdana, Helvetica, sans-serif">Of course, if we get both, maybe we'll all be happy..........Nah. http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/images/icons/tongue.gif

Fyron May 26th, 2003 11:25 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Real time or pseudo real time is really the only good way to have combat. No pure turn-based system can possibly be made that has realistic/good combat. Turn-based combat just has so many silly factors in it that it is, well, silly. Weapons need to be able to fire at the same time. You should never be able to fire every weapon you have in a "round". That makes no sense. Why should you be able to fire all your weapons before the enemy can react? Combat needs to have many, many small, incremental "phases" in order to get any degree of realism. Why not go that extra step and greatly simplify the rules by making it real time? You get the same effects, but without all the baggage of complex phase systems. Why should combat be broken up into disjoint "rounds" anyways? That is very unrealistic, and adds many other levels of silliness to the whole thing. Why can my ships only take action every (insert time frame here, such as minute)? They should be able to act at all times. A combat system where you give orders, and then watch them executed for a given time unit (such as in BOTF) (pseudo-real time combat, btw), is also silly. Is there some magical barrier preventing orders from being recieved at all but very specific time intervals? Silly, if you ask me.

And please, don't try any tired old arguments about pacing and click-festing. The simple solution of issuing orders while paused eliminates all such concerns very nicely. http://forum.shrapnelgames.com/images/icons/icon12.gif In fact, this allows you to make combat just like a BOTF-esque system, just with customizeable "turn" lengths. Win-win situation, really. A rather elegant solution for hotseat games would be to have the players agree on a time interval during which the game can be paused, with so much time that the game has to be unpaused. If both players hit the unpause button before the pause timer runs out, the game unpauses. You don't ever play hotseat (only MP game with tactical combat) with random strangers, do you? Probably not. Against just the AI, you can easily take as much time as you want, just like with Se4 tactical combat. And in other MP games, all combat is strategic, so having real time combat has no possible negative effects in such a situation. And don't say the AI making poor decisions is a negative effect of real time combat. Just go watch a strategic battle replay in se4. http://forum.shrapnelgames.com/images/icons/icon12.gif

Mephisto May 26th, 2003 10:03 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Quote:

Originally posted by Ares:
It should be possible to order ships through a warp point that hasn't opened yet, but will be soon, so I can order a ship to open a wormhole, zip though it, and close it in the same turn (Did I mention ships shouldn't lose remaining movement with stellar manipulations? At least make it component ability that can be modded)

<font size="2" face="Verdana, Helvetica, sans-serif">That can already be done in simultaneous. It's just a matter of timing.

Suicide Junkie May 26th, 2003 10:23 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Quote:

Mines should be targeted at random ships, with a cap on the number per ship. That will allow mines with special damage typeds (only engines, for example) without wasting 100 mines on 1 ship.
<font size="2" face="Verdana, Helvetica, sans-serif">That already happens.
Mines with special warheads will not detonate if they cannot do any damage (eg ion mines when no engines remain on enemy ships)

cholerajoe May 26th, 2003 11:19 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
I am a casual player of SE IV Gold. I could get at least one more player (buyer) of SEIV if we could get multi player to work easily. I bought the game based on a PC Gamer review and I do not regret it. So I told my friend about ittold him to buy it. He said let me check it out before I buy it. I told him he's a cheap *** http://forum.shrapnelgames.com/images/icons/icon7.gif .

So I "gave" him my copy to play with. He liked it and said he would buy it if we could get multi play to work. We spent two days trying to get PBW, TCP/IP or even PB-email to work. We play alot of on-line games and have had to configure our routers and such before. But no matter what we did we could not figure out how to get multi-player to work.

I thought it might be because we are using the same game on two different computers and I was going to buy another copy to verify this. But the experiance left a rough taste for him. I called him up the other day and he said he'd be up for a game if I could figure it out.

What I want is easy TCP/IP play. This would include a timed turn and easy multi-player save feature. I'm going to be buying, probably, two more copies SEIV 4 Gold.

Taera May 26th, 2003 11:52 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
PBW is very easy to figure out. you might want to get some of the more experienced people to explain you how to setup games, except for that its all plain.

TCP/IP - this one is awesome but troubleful, try looking for Imperator Fyron (http://www.shrapnelgames.com/cgi-bin...3;t=009097;p=2) as he is experienced with the TCP/IP (at least AFAIK).

Magnum357 May 28th, 2003 08:39 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Ok, here are three things I would like to see in SEV. Actually, they are features from SEIII that were not included in SEIV.

-First, Bring back the old "Armor/Outer Hull/Inner Hull" of ship design that was in SEIII. I thought this was a far more interesting ship design concept that the one in SEIV. For those who don't know what I'm talking about, the three hulls worked like this. In the Armor section, you added your main armor to this part (you could add other components too the Armor section if you redesigned them in the outside mod file). All damage was applied to the Armor section first. Then their was Outter hull and the Inner hull. You had the option of placing your components in etheir section, placing components in the Inner hull gave greater protection from incoming fire (ie, outer hull components had greater odds of getting destroyed first). The disadvantage to this was that you where only allowed to place 10% of all component space in the Armor section and only 20 (or was it 25, can't remember) in the inner hull tops. The outer hull housed the bulk of all your components with the rest (70 or 75%). This was a really neat system and with the addition of outside .txt editing files, I could see some people making some really interesting desing concepts.

-Second suggestion, I would really like to see the return of ships able to leave dock even if they were not complete or damaged from a previous battle. For example, you could have a DN being constructed in a Space Yard that was going to take about 6 months to build. Now SEIII had a different way of contructing ships then in SEIV (you could actually see the components of the vessel being contructed each month as time progressed) but it was cool to be able to lauch that dreadnaught only half or 3/4 complete into battle as an emergency. Heck, in SEIII you could have several ships under construction and if an enemy attacked the ship yard, the could target the partially constructed ships in Dry Dock and try to destroy them! Very slick feature SEIII had here, and I always thought it was more realistic then the mechanism used now in SEIV where ships are just aloted time in the ship construction Q.

-Third request, I would like to see the return of the old Tactical combat selector from SEIII. SEIV's is basically a copy of SEIII's, but their were some other stuff in the thrid addition that strangly where not added to SEIV (very odd). I can't remember exactly how it worked, but the interface for fleet control was much more percise where you could tell what ships you wanted to attack by "power points" (or something like that). Like for example, you could tell your fighters to engage at optimum range against the enemy's fighters only if your strength was >1.25 (if your strenght was greater then 125 percent) higher then the enemy. If was was lower, you had a secondary objective which could be "if greater then 1.25, engage capitol ships at Maximum range" etc, etc. Anwyay, its a little different then this, but if you ever get SEIII you will notice right way that the the Fleet tactical options are actually better in this Version then in SEIV in my opinion.

And a forth request, bring back disengagement please! Or at least have it as an option. In SEIII, your ships where allowed to disengage a battle if it reached the edge of a map. Granted, this resulted in Colony ships for example always out racing warships and never able to catch them (this was a big problem). A way to keep this in check could be to limit a ships disengagement where you can only disengage once per Strategic Turn. That way, a persuing force could still chase the enemy even after they did a "Hit and run" engagement.

Just a few suggestions I wanted to post.

Shapeshifter May 31st, 2003 08:54 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
I agree completely with Magnum357 .

This old features from SE III where very good,and it would be nice to have tham also included in SeV.

Fyron May 31st, 2003 10:29 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
The SE3 Armor/Outer Hull/Inner Hull design scheme was overly simplistic, and should not be included as it was. It should be revamped to be better than how it was in SE3, with more complexity than just 3 areas.

narf poit chez BOOM June 1st, 2003 07:07 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
a full mechanical and electrical, 3d workup. as long as there was a button for 'auto make'. http://forum.shrapnelgames.com/images/icons/icon10.gif

Phoenix-D June 1st, 2003 07:14 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
"It should be revamped to be better than how it was in SE3, with more complexity than just 3 areas."

Like..?

We don't need to get too overboard with the micromanagement of ship sections.

Mathias_Ice June 1st, 2003 04:08 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
How about a Linux Version? Does SEIV run well under one of the Windoze emulators for Linux? Seems to me this game is ideally suited for the type of people that are Linux Users.

Rigelian June 2nd, 2003 05:00 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
How about eliminating the critical 'first shot' factor in large battles? Simple to do - move and fire the ships one at a time, player A then player B. Just randomising who gets to fire ALL their weapons first was not enough in my opinion.

Eliminate any possiblity of reducing the maintenance costs, to keep fleet sizes down.

Make the formations and strategies a bit more sophisticated. For example, I would normally set all ships to break formation - but I can't do this with a fleet that I want to capture a planet. Or perhaps an assault ship would hold back on unloading its entire complement of napalm bombs if the fleet is supposed to be capturing the planet, not wiping it.

I personally don't care about the AI or tactical/tcpip combat, its PBW or nothing for me http://forum.shrapnelgames.com/images/icons/icon7.gif

The inner/outer/armour is interesting, in fact it seems to be lifted straight from an optional rule in the old 'Starfire' pen and paper game. In that, it quickly became a PITA because we wanted to do large battles, not translate SFB scenarios, and it was too much detail. It might work better in a computer game though... I'm sure most players would not mind spending extra time on design, and the combat calculations are automatic anyway. To see what's going on, you would want to see the damage status of a ship DURING the combat replay though.

Trade bonus based on the smaller economy not the larger. Much more sensible and eliminates 'phantom economies'.

Add some 'negative' special racial characteristics that would GIVE you points to spend on other stuff.
- being so disgusting nobody would sign treaties with you (I've seen that somewhere else, MOO perhaps?).
- specific races being unable to use specific technologies - perhaps a race of 3 mm midgets that could not have Troops, or a religious ban on using SM tech, or ethical objections to Mines..
- 10-metre sentient elephants needing double supplies and crew quarters, or races where you had to keep replacing the ship crews because they couldn't tolerate space travel..

More variation in the 'hit probability profile' of different weapons.
- minimum ranges for missiles and torpedoes
- weapons with massive tail-off, say 30% less likely to hit per square in range not 10%
- the converse, some weapons which only decline by 5% per square or so

Echo the request for either
a) hexes
b) 1.5 movement points to move diagonally

dogscoff June 2nd, 2003 05:39 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Quote:

How about a Linux Version? Does SEIV run well under one of the Windoze emulators for Linux? Seems to me this game is ideally suited for the type of people that are Linux Users.
<font size="2" face="Verdana, Helvetica, sans-serif">We have seen reports on this forum of successful se4 under emulation on Linux. Run a forum search for Wine, filter out the alcoholic ramblings of ppl discussing red vs white vino and see what you get.

Suicide Junkie June 2nd, 2003 05:49 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Quote:

How about eliminating the critical 'first shot' factor in large battles? Simple to do - move and fire the ships one at a time, player A then player B. Just randomising who gets to fire ALL their weapons first was not enough in my opinion.
<font size="2" face="Verdana, Helvetica, sans-serif">That's a major advantage of real time combat.

While the enemy beam weapons are incoming, your ships can launch torpedoes: only having a longer range will let you fire first, and even that dosen't guarantee you'll hit first, since torpoedoes are slower than lasers http://forum.shrapnelgames.com/images/icons/icon12.gif

[ June 02, 2003, 16:52: Message edited by: Suicide Junkie ]

LGM June 2nd, 2003 07:09 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
I would love to see construction queues start the next item with carry over capacity. There is so much micromanagement with creating a ship design and a scaled down Version that you can build in one or two less turns and retrofit to a full Versions, just to get the ship cost to utilize capacity as full as possible.

Retrofitting should take shipyard capacity so that retrofitting is not a loophole past the capacity limit!

Weapon balance should be more carefully considered in designing the game.

Fyron June 2nd, 2003 08:03 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Quote:

Make the formations and strategies a bit more sophisticated. For example, I would normally set all ships to break formation - but I can't do this with a fleet that I want to capture a planet.
<font size="2" face="Verdana, Helvetica, sans-serif">Yes you can. Make sure both the fleet and the troop transports have Capture Planet strategies. They can break formation as much as you like.

Quote:

Or perhaps an assault ship would hold back on unloading its entire complement of napalm bombs if the fleet is supposed to be capturing the planet, not wiping it.
<font size="2" face="Verdana, Helvetica, sans-serif">If you are using the correct strategies, ships stop firing on planets as soon as the weapon platforms are destroyed. With low population, it is possible for the Last shot to do enough extra damage to glass the planet as well as destroy the Last WP.

[ June 02, 2003, 19:07: Message edited by: Imperator Fyron ]

Rigelian June 3rd, 2003 01:18 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Quote:

Yes you can. Make sure both the fleet and the troop transports have Capture Planet strategies. They can break formation as much as you like.
<font size="2" face="Verdana, Helvetica, sans-serif">I will have to try this again in a solo game.. I thought that this would result in the ships wiping the planet before the transport could get there. I always follow that scheme in any event (fleet AND troopship set to 'capture planet'), but I thought I had to keep the fleet in formation.

Quote:

If you are using the correct strategies, ships stop firing on planets as soon as the weapon platforms are destroyed. With low population, it is possible for the Last shot to do enough extra damage to glass the planet as well as destroy the Last WP.
<font size="2" face="Verdana, Helvetica, sans-serif">Yeah, the low-pop scenario is what concerns me. The problem is, each ship will unload all or none of its ordnance on that Last turn - and if we are talking about the multiple napalm-bomb ships I use for planetary assault, they often wipe out the 100M+ pop in the final volley. What I was looking for was for the ship to fire 'em one at a time, so that there is a chance of preserving the population.

Fyron June 3rd, 2003 01:46 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Quote:

Yeah, the low-pop scenario is what concerns me. The problem is, each ship will unload all or none of its ordnance on that Last turn - and if we are talking about the multiple napalm-bomb ships I use for planetary assault, they often wipe out the 100M+ pop in the final volley. What I was looking for was for the ship to fire 'em one at a time, so that there is a chance of preserving the population.
<font size="2" face="Verdana, Helvetica, sans-serif">No they don't. If using the right strategies (default capture planet), direct fire weapons stop being fired as soon as there are no weapon platforms left. A ship will not fire 6 direct fire weapons if the first 2 finish off the Last WP. Now, seeker weapons (which napalm is not one of, it is direct fire) cause a problem because all of them get fired off before the damage from any is done, so too many will get launched. http://forum.shrapnelgames.com/images/icons/icon9.gif

Do you have SE4 Gold, or regular SE4?

[ June 03, 2003, 00:47: Message edited by: Imperator Fyron ]

Rigelian June 4th, 2003 01:32 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
I have regular SE4. I did not upgrade to Gold because (I am told) it doesn't fix any of the problems I really care about. And drones are useless apparently. I will definitely upgrade to SE5 when it comes out, or go to Gold if I run out of 1.49 opponents.. http://forum.shrapnelgames.com/images/icons/icon7.gif

The situation I keep encountering is my ships blowing sub-100M pop planets out of the water, and I had thought that they were unloading all their ordnance into it.. possibly it could be that the large napalm bombs 3 are taking out too much pop in one shot? Is there a way of relating damage points to population loss so I can work it out?

Fyron June 4th, 2003 01:57 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Check settings.txt for the damage to kill one population setting (I forget exactly what it is called). I do not recall what the value is. But basically, take damage done / that number and that is how much pop you can kill in each shot. Planetary Napalm III may well be able to kill those <100 M people.

What are the problems you really care about that were not fixed in Gold? Maybe they have been fixed in a recent patch and your friend is unaware of the fixes?

tesco samoa June 4th, 2003 02:34 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
when you look at the colony window... You can sort by planet type ( ice , rock , gas.. )

Rigelian June 4th, 2003 02:00 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Quote:

Check settings.txt for the damage to kill one population setting (I forget exactly what it is called). I do not recall what the value is. But basically, take damage done / that number and that is how much pop you can kill in each shot. Planetary Napalm III may well be able to kill those <100 M people.
<font size="2" face="Verdana, Helvetica, sans-serif">Aha, there it is.
Damage Points To Kill One Population:= 10
Those monster napalm bombs are going to be doing about 800 if I remember correctly, so that plus the 'overspill' from the Last WP hits is going to finish off 100M pop more often than not.
Thanks.

Quote:

What are the problems you really care about that were not fixed in Gold? Maybe they have been fixed in a recent patch and your friend is unaware of the fixes?
<font size="2" face="Verdana, Helvetica, sans-serif">For the detailed arguments see my earlier Posts in this forum, rather than me repeating them here. But my top ones would be:

- trade relationship values should be based on smaller economy
- edge effects (don't want to rehash that one again!) - even if I accept the additive system, there is still that massive dropoff at max range
- Volley fire (player A fires all, then B fires all). There's no processor-power reason to persist with that I'm sure. Alternating fire would take a lot of the luck out of big battles.

These are the ones that can't be modded away or dealt with by house rules. I have a lot of issues like that, but they would be the same in 1.49 or Gold.

Then there are some PITA user interface issues, like not being able to jump from ALL the lists to the planets or ships. The one-or-all fleet windows. Not being able to assign the same build to multiple queues at a time. No context menus. Non-sizable list windows in general. No option to turn off the graphics and get more items in a list. No use of high resolution screens. Can't tell a freighter to load until it is full, or a minelayer to lay up to the limit, or pre-order a freighter to pick up/drop off less than the maximum. No zoomable/scrollable galaxy map.

Basically Gold doesn't give me anything extra that I think is needed. But then, I haven't kept up with the patches lately - what would you say are the main advantages of Gold? And BTW, that list looks like I hate the game, doesn't it? http://forum.shrapnelgames.com/images/icons/icon6.gif . Actually its my favourite computer game, but I think a few small fixes would make it so much better.

teal June 4th, 2003 02:23 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
I wish you could sort the planet list by size and distance from existing colonizers. These are the attributes that I usually care the most about... http://forum.shrapnelgames.com/images/icons/icon7.gif

Phoenix-D June 4th, 2003 05:34 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Rigelian: Gold adds a -lot- of stuff in the patches, though a lot of it is for better modding. It also fixes the stupid player order determines who shoots first thing.

"Not being able to assign the same build to multiple queues at a time"

And that, if it wasn't in 1.49. Shift-click the build lists you want then click Multi Add.

Fyron June 4th, 2003 08:59 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Multi add was added in 1.60 (gold). One thing it does not allow is multi adding facilities. But you can always use Fill Queues to make filling new planets a snap. http://forum.shrapnelgames.com/images/icons/icon12.gif

Me Loonn June 5th, 2003 11:39 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Hope the repeat order in queue to be made so that each item in the queue get built in order, top first then second and so on to the bottom. And THEN repeat it from the top again. Current repeat only does the top over and over. Its good to have but it lacks something.

Fyron June 5th, 2003 08:40 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
That should be a separate order..

cybersol June 6th, 2003 10:21 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Ok, the great rocks-paper-scissors strategy article by Stone Mill got me thinking about a way to improve the ai. I still think a scripting type language would be the most flexible solution for the ai, but I also realize that parsing and compilers are not everyone's specialty!

The idea is to give the AI rocks-papers-scissors capability. I think it could be implemented relatively easily even in the SEIV scheme of things.

First, for each ship type, say "Light Attack Ship", in designcreation the hard code keeps stats (over the most recent 20 turns for example) on the total damage done by each weapon family to that ship type. At redesign time note the weapon to do the most damage.

Then under weapons family pick for that type in designcreation you use some special family like -1 or something to indicate that ship type uses rock-paper-scissor capability. If it does, then that same ship type will be found in a rock-paper-scissors.txt file. In this file you first list the ship type then family pairs. For example, 2->6 for point defense to counter capital ship missles. If the first majority (or secondary) weapon family is the special one then it looks into the rocks-paper-scissors file with the most damaging weapon family number (say 2 CSM in this case) to find the counter weapon family number (6 point defense here). Then it uses that counter weapon family as the majority (or secondary) weapon type for this redesign period.

The changes required would be to keep the statistics and parse the extra rocks-papers-scissors file (and the fun error checking between the two files). All in all, not too hard to implement, but it would greatly increases the ability of the ai to respond dynamically to situations.

Also, it would still be fully moddable!

dogscoff June 6th, 2003 10:58 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Nice idea for the AI there.

As for the repeat build thing- I've said it before and I'll say it again: Programming-type functions for ship orders.
(If/Then, Loop, Gretaer than/ less than etc, and a whole bunch of variables pulled from the game environment to pwork with)

If these were implemented, it probably wouldn't be too hard to extend some similar functionality into construction queues as well:

</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Build [spaceport]

repeat
{
Build [mineral miner]
}
until [facilities_on_planet(mineralminer)&gt;=4]

build [robotoid factory]

repeat
{
Build [mineral miner]
}
until [facilities_slots_free=0]

Do
{
Build[fighter_design_1]
}
Loop</pre><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Crappy pseudocode but you get the idea.

Erax June 6th, 2003 03:44 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Just elaborating on some of the more recent ideas :

- Retrofitting - should be a job in the construction queue. It takes up manpower resources same as building a ship, right ? A simultaneous build option would also be nice.

- Alternating fire - give each ship/base/satellite/fighter/platform an 'initiative rating' based on their size, speed and type. Let them move and fire in order of initiative.

Suicide Junkie June 6th, 2003 03:52 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Retrofitting does use up your worker's time...
It just uses the repair crew to install replacement parts instead of the build workers.

With real time combat, you will get an infinitely fine-grained initiative system.

Erax June 6th, 2003 09:26 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Your repair crew is the absolute minimum number of people required to keep everything running. If you take on a big job like a retrofit, you hire more people or pull them off other projects. And your industry has to build the spare parts, which could have been used on a brand new ship, etc. etc. (I don't think you'd keep a spare ion engine just lying around, if you need something big like that you build it).

Regarding RT combat, I wish Malfador would go the X-Com Apocalypse way and give us both options : regular turn-based tactical or real-time tactical combat.


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