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Re: Compiled Questions/Bug List/Wish List
I'd like to add weapon mount modifications for seekers to the list. Especially range modification. Last time I tested it, it would fire on targets at longer ranges, but the seekers would vanish at the unmodified range limit.
------------------ -- "What do -you- want?" "I'd like to live -just- long enough to be there when they cut off your head and stick it on a pike as a warning to the next ten generations that some favors come with too high a price. I would look up into your lifeless eyes and wave like this..." *waggle* "...can you and your associates arrange that for me, Mr. Morden?" |
Re: Compiled Questions/Bug List/Wish List
Some possible additions:
* In general, ministers should check to see whether they're attempting the impossible. Stellar manipulation ships, for instance, shouldn't try unless they have a movement point left. * The AI probably should place a lower priority on combat techs and a higher priority on infrastructure if the quadrant is big; perhaps somehow influenced by (systems / non-neutral-player). * Allowing us to re-order fleets might be nice, if it matters. I'm not sure how ordering works right now. * Consider basing refit cost limits on the *original* cost of the ship, so you can't attain arbitrary ship-building speed with a refit chain. * Rebalance tech to make some branches meaningful. For instance, if the computer production/research/intel bonuses were cut to +5/10/15% and the mineral scanners still gave +10/20/30%, there'd be a real reason to use the latter -- sacrificing facility space for more bonuses. ISTR that tachyon sensors are also more expensive to get and use, for a similar benefit, than are hyper-optics. * Possibly allow an option for an increasing disaster frequency over time, or alternately a "no random events for the first X turns" option -- a event early can break an empire, or make one (e.g. spatial anomaly sends a warship to next to an enemy homeworld, who is promptly forced to surrender and yield another colony tech while doubling population, and...). ------------------ -- The thing that goes bump in the night |
Re: Compiled Questions/Bug List/Wish List
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>2) [Game Setup] If a change my mind about the victory condition and choose another one, the old victory condition is not "greyed-out"<HR></BLOCKQUOTE>
Aren't you supposed to be able to select more than one victory condition? |
Re: Compiled Questions/Bug List/Wish List
Drake - Yes, you can choose more than one. I was referring to when I choose one, then change my mind and choose two different ones. The original is still lighted, even if I "uncheck" the box. This is a minor menu nit, since it does not effect actualy game play as far as I can tell.
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Re: Compiled Questions/Bug List/Wish List
my wish list would be,
1 AI builds and uses base Ships more 2 AI uses troops and invades planets 3 The introduction of a Warp missle which would be able to go through worm hole and attack waiting, ships, sats, and/or mines before ship goes through 4 Large Sats to have better weapon range for defense of worm holes or have special worm hole defense base capable of attacking any ship coming through 5 AI to use warp weapons to open & close them if they now do, I haven't seen it yet.. 6 Editor to create 1 or more races or at to change racial traits etc, 7 Pirate and/or Nomad Races 8 More catastrophic causes including a space invader race that hates everybody, set at random, and catastrophies to happen more often when set to high 9 AI to use biological weapons, very seldom if ever does at present 10 a new race that can live on any planet no matter what the conditions without having to research rock, ice, gas, oxygen etc.and only controlled by AI, just a few ideas... |
Re: Compiled Questions/Bug List/Wish List
My personal wish list
-tactical combat: scrollable combat window -resource trade - numbers you can type in -fighters - option of "tactical fighters" only (cannot exist without planetary or carrier support) -special wormhole engines for fighter units -special line in facility files: "number of population needed to be operational..." -drones -tactical combat: possiblity to set up defensive units manually -better documentation of units lost, ships lost etc. of own and enemy empires -cheap general intelligence operations - to have an impression on enemies strengh, log Messages, planet numbers, happiness of population etc.(this is what intelligence today is mainly composed of) klaus |
Re: Compiled Questions/Bug List/Wish List
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by klausD:
-resource trade - numbers you can type in <HR></BLOCKQUOTE> Along the same lines, either allow numbers you can type in for amount of cargo to transfer or more options (besides 1, 5, or "All") for cargo transfers. And allow the same thing in construction queues for units. If my carrier can hold 32 fighters, I want to build 32 fighters, not 35 or 40; and I don't want to build 30 fighters, then spend the next two turns building one fighter per turn. |
Re: Compiled Questions/Bug List/Wish List
My wish list:
0) (Urgent) The 'Ships/Units' screen needs to have an additional button below the 'Show Fleets' button. The name of this button should be something like: 'Show Orphans'. The meaning of this button would be to show ships that are not currently assigned to a fleet. By using this new button and the 'Show Fleets' button, you could hide all the unwanted/unneeded information about ships that are in a fleet. 1) (Pleeese?) The 'Ships/Units' screen needs to have an additional button below the 'Show Fleets' button. When you click on this button, you are presented with a drop-down, scrollable, list of 'Design Type's. By using this button, you see just your Carriers, or your 'Pop. Transport's or whatever. 2) (PPPleeeese?) I think we need an additional default 'Design Type'. It is: Scout - It will explore. - Once we have explored to the limit of supply, it will hang out on the border and watch for traffic. - Would be nice if it would pop in and out of storms and nebulae. - Will cloak if it can. - Will not initiate combat, even if it has weapons. 3) (Urgent) The game really REALLY needs to ship with at least 255 names in the systemnames.txt file. Thanks to MM for the wonderfull game. I am recommending it to all my friends. Miles ------------------ -=-miles@cc.usu.edu-=- |
Re: Compiled Questions/Bug List/Wish List
Hey miles, good idea with the design types. Send it to Aaron's email and I think it has a good chance of being added.
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Re: Compiled Questions/Bug List/Wish List
My biggest problem has been with repeat building.
1) Make repeat build repeat the LAST item, instead of the first. This way, when I upgrade my designs, I don't have to cancel a ship in progress, or wait, remember & change the queue on the exact turn it completes. I can also add 'emergency' items to the queue, and after it's done it then drops down to the normal repeat production of defence sats/fighters/mines. 2) When there is not enough space on the planet: DONT WASTE THE UNITS! When the planet runs out of space, the extra units are lost. INSTEAD, launch any excess units into orbit. They can always be recovered, anyways, and this way, I don't have to worry. Also, it makes it very easy to build up planetary defences, since you don't have to manually launch every turn. ----------- As for a wish list, Crossover Techs: ie. organo-crystalline armor (regen plus shield boost) Temporal organics, whatever Totally living ships for organic races: everything grows back if given time. How to balance it? Hmmm... [This message has been edited by suicide_junkie (edited 06 March 2001).] |
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