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

Gozra April 27th, 2004 11:12 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Great Idea. MOre Features to help players cope with large Empire's. I have a game where I am approaching 1000 planets and 3000 ships and over 64000 units and it is getting diffcult to deal with the admin. I guess ministers with attributes would be a step in the right direction.
Thank you Aaron for a noteworthy game.
Gozguy

[ April 27, 2004, 22:13: Message edited by: Gozra ]

jimbob April 28th, 2004 10:07 PM

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

I like this idea! Satellites "orbit" the planet slowly during combat - maybe one 'square' every combat turn or two. Add to this the request that not all satellites be stacked on a single point - they should be randomly scattered around. Also, how about making some of them also orbit the moons (those that you own) in the same system? (number based on population difference or something?)
<font size="2" face="sans-serif, arial, verdana">I think it would be great if you could have satelite formations. You can choose if they will be in one bunch, two, three... and choose if they are in low, medium or high orbit, etc.

As to the moons, I think they would have their own formation, as the moon itself will have launched those satelites.

Paul1980au April 28th, 2004 11:29 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Satelite formation and orbiting are great ideas.
What about the idea to capture enemy sats in the same way as ships - ie computer virus - you could pick them up and drop them elsewhere ?

Dragonswrd April 29th, 2004 12:47 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
I am sure this has been said before, but better AI. Its pretty sad when if I can move into a system and I don't have to try real hard to keep it, or even to move into it.

Paul1980au April 30th, 2004 09:34 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
A better AI - but make it highly adaptable and reactive to the player tactics - perhaps give it the ability to be modded by the fans - perhaps people could put forward allways improving AIs and the best incorparated as extras in each game upgrade.

AI tornaments on a remote computer - ie see who can come up with the best AIs - i seem to remember C-EVO project which is an open source civ clone has a ongoing competition for fans and would be programmers to put in new AIs and even the ability to put them up against each other.

Theres an idea for aaron to use.

Paul1980au April 30th, 2004 09:36 AM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Perhaps ie if a human player throws lots of fighters at the AI they could respond with anit fighter tech and designs. Make the AI use all the game technology and features - as i said call upon fan help to design new AIs.

douglas April 30th, 2004 03:01 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
*lurker emerges from hiding*

From my email not too long ago:
Quote:

Thanks for the great suggestion list. I'll add it to the SE5 Wanted List
and try to get in the items I can. It is a high priority for SE5 to make
the AI as tough as possible. And with the addition of actual AI scripting,
players should be able to improve them!


Aaron


On Thu, 8 Apr 2004, Douglas Miller wrote:


> Ever since I discovered it, the Space Empires series has been one of my
> personal Favorites. SEIII is the only shareware game I have ever paid for
> the full registered Version. I preordered SEIV Gold a month or two before
> it came out, and I still consider it one of the best games I have. It
> does, however, have a few areas that could stand a lot of
> improvement. Foremost among them is the AI.
>
> My #1 most desired feature in any 4x game is an AI so good it can give good
> players a challenge without any in-game bonuses for being an AI. Ideally,
> all the difficulty levels should be differentiated solely by the quality of
> the AI. I have yet to find any game that even comes close to this. Every
> AI I have ever played against in a 4x game, including that of SEIV, I could
> just about beat blindfolded unless it was given massive bonuses and/or
> cheated. I would very much like to see this trend end with Space Empires
> V. To this end, if you aren't already planning this, I would like to see
> the entirety of the AI decision-making algorithm in user-modifiable script
> files. That way, if the AI isn't good enough for me I can try to write a
> better one. I attempted this with SEIV, but too many of the problems were
> in hardcoded behaviors. Assuming the continued existence of ministers, one
> script for each minister would make sense. However, the ministers should
> be able to interact with each other by calling routines in the other
> scripts. I would set up the ministers to do nothing on their own, but
> rather respond to orders and requests for information. The kinds of orders
> and their parameters for each minister should be definable in the scripts,
> and ministers should be able to give each other orders. Separate from the
> minister scripts should be the primary AI script, which runs every turn and
> gives each of the ministers their orders. For long-term planning purposes,
> ministers should be able to make and keep static variables that have no
> direct effect on the game but persist from turn to turn for use in
> decision-making, and should be able to issue orders with turn delays (i.e.
> military minister orders himself to continue gathering a specific attack
> force next turn). These orders should, of course, be cancellable in case
> of changed plans or circumstances. Also, in addition to the main
> turn-processing ministers, the combat AI should be fully scriptable.
>
> The #2 problem I have with SEIV is the amount of micromanagement
> required. Early in the game it's no trouble, but later in the game having
> to manually queue everything I want to build, going through my entire fleet
> (which can be pretty big) giving orders, etc. gets boring fast. Yes, I
> know I could turn on the ministers to deal with some of these things. I
> tried that once, but discovered that the ministers were, to a large degree,
> idiots. Quality ministers and good ways to give them general directions to
> carry out would go a long way towards fixing this. Making the ministers
> user-scriptable would help a lot. In fact, unless the player specifies
> otherwise, the ministers should use the exact same scripts that the AI does
> as outlined above, excepting that the primary AI script would not
> run. Players could "turn on" the ministers by making a list of orders to
> be given automatically every turn, and could also give one-time orders
> during their turn.
>
> That's it for major problem areas, now on to the things that would be nice
> but aren't critical. I'll start with comments on your summarized list of
> plans.
>
> "real-time 3D rendered graphics"
> What exactly do you mean? 3D is obvious, and will definitely help satisfy
> demand for good graphics, but what's real-time? Do you mean combat will be
> real-time? That could be an interesting change, but you'd have to make
> sure commanding huge fleets in battle isn't too time-consuming. On the
> other end of the spectrum, don't make it completely devoid of strategy like
> Master of Orion 3's combat. The other possible meaning of this statement
> I've come up with is having various things on screen constantly doing
> something visual, like Civ 3's workers. This could make the graphics more
> interesting, but it's just a cosmetic issue. Don't spend too much time on
> it at the expense of gameplay quality.
>
> "a redesigned user interface"
> Sounds good. Hope you do a good job on it.
>
> "infinite technologies"
> Wonderful! I'll never have to scrap my several hundred (or is it
> thousand?) now worthless research facilities again! You might have to be
> careful about possible integer overflows, though, in case someone keeps
> playing and researching up to Energy Stream Weapons XXXVII, or some other
> incredibly advanced (and expensive) tech.
>
> "Galactic News"
> Good idea. I missed GNN in MoO3.
>
> "Warp Point assault weapons"
> Huh? Not sure what you mean here. Even SEIII (I don't know about SEII)
> had a way to close warp points. Or do you mean weapons that can "damage" a
> warp point in combat, making it unstable and therefore risky, or even
> impossible, to retreat through?
>
> "Space Monsters"
> Sounds like you've read some of the complaints about lack of "cheese" on
> the MoO3 forums. Put them in, but give an option in game setup to turn
> them off. Also, make sure the player will get some kind of reward for
> defeating one.
>
> "built in support for mod selection"
> How about built-in support for mod creation, too? Good GUIs for editing
> all moddable files would be quite welcome.
>
> "a true scripting language"
> I hope this includes the AI and ministers, preferably following the
> guidelines I stated earlier. Scripts for scenarios would be welcome too.
>
> "and more"
> There's more? Keep up the good work.
>
> Now for stuff that might not already be in your plans.
>
> A mod creation program providing a graphical interface for creating and
> editing components, facilities, technologies, races, and anything else you
> can think of that is moddable and could benefit from such a program would
> be a definite plus for the modding community. Don't forget syntax checking
> and coloring for the scripts.
>
> A scenario editor, providing full map and player editing capabilities, plus
> incorporating mods into the scenario, would be quite welcome.
>
> The ability to make scripts similar to Warcraft III's triggers for a mod or
> scenario would vastly increase the moddability of the game.
>
> That's all for now. I'll be eagerly awaiting beta-test signups. http://forum.shrapnelgames.com/images/icons/icon7.gif
>
> Douglas Miller
<font size="2" face="sans-serif, arial, verdana">So, AI scripting is definitely planned in some form or other. What do you think of my suggestion for how to do it, and the "turn ministers on by giving them orders"? Also, if I get in the beta I will definitely try to host an AI tournament at some point (actually two: one-on-one and free-for-all).

Timstone April 30th, 2004 05:11 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Thanks for posting this exciting e-mail. http://forum.shrapnelgames.com/images/icons/icon6.gif

bearclaw April 30th, 2004 06:27 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Customizable Column headings for different lists.

IE: Planets. We've got some options for our planets by selecting from the right side, but what if you could select Colonize/Empty and add a column for atmosphere to that list. Or add Specials.

Or, on the ships list be on the Orders, add a column for planet target and add a column for race/cargo so that colonies with specific populations can be sent to specific planets.

and on and on and on.

Paul1980au April 30th, 2004 09:09 PM

Re: SE5, Tell Aaron what\'s on your Wish List
 
Great idea bearclaw

Customisable colum headings yep it could be worked.


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