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Patch Wishlist
Folks, just to let you know Ive been talking with Aaron lately about the possible release of a new patch and it is something he wants to do
Anyway, I offered to compile a list of things we would want to see in the next patch, and he has agreed So please post any bug fixes/features you would like to see in the next patch and if they are easy enough to do, then he will attempt to do it (Try not to repeat anything too much as I will putting this list into one and emailing it too him) Current list Wishlist - Able to change names of Ranks - Make repairable cost per component adjustable - Able to give advantages for having larger crews (ie. ships with 1000 crew may be able to reduce repair costs/time, or reload time on weapons) - Able to make a single shield slot cover all around the ship - Mines can't seem to be placed in maps either randomly or pre-set; allowing that would be good - ability to change what a store sells, via events or such. And allow for random ships to be stores too (eg traveling merchants) instead of just the ships/bases/etc that are pre-set on the map - The protection for mission targets introduced in the patch is good, as is labeling targets on the radar map. It'd be nice to be able to turn both off, though. Preferably on a case by case basis..eg escort missions might need it while search and destroy wouldn't - Asteroid Belt and Nebulae names able to show up on system map if names are given - HUD image support for multiple sizes and have each one labled seperately and load depending on the screensize Example ControlWin1600.bmp would load when the screensize is set at 1600xwhatever and ControlWin1024.bmp would load when the screensize is set at 1024xwhatever. Also the same thing with the HUDSettings.txt - The ability to start a mod at the beginning of the game through a seperate shortcut Example: "C:\Program Files\Shrapnel Games\Malfador Machinations\Starfury\StarFury.exe -Peoples Mod" - This is a longshot but make the UI able to use animated .gif files instead of .bmp format files - In note to the above, also try and make it so other things use gif/jpg instead of bmp (exception of model textures of coruse) - Credits (Not money, but where names are given as to who has done wot) editable through a text file - Cloak ability - Give option for DisplayStatic.bmp (Shown when you having system failures) not to jump around (perhaps changable in Campaigndata.txt - Ability to set exit co-ordinates, angle and speed of warp points (eg if a WP is places near a Planet, exit can be set so ship doesnt crash into planet) - Non-Natural WPs (Basically objects that can be made to act like WPs like a Stargate which allows animation)# - Being able to set an object as solid or not would be helpful. Currently it seems that mines are not, nebula are not, WPs are not and everything else is. Setting this per object could let the player build jump gate type facilities- right now you can't pass through these objects, you just ram them. - (I think this one is perhaps unlikely) Make game able to read other types of 3d models & textures (like 3dmax) and as such may allow modders to make models that have animations and much better quality - All spaceboxes setable in system text files (currently corners uses SkyboxEmptySpace.bmp regardless) - Notice that there is a stardate when you start, the ability to change in campaigndata.txt would be nice - Make it so when a new line is entered in Main_DisplayText.txt it is registered (Not paragraph, so it wont leave any gaps, just put on the line underneath) - More control over restriction type; eg I want to have two different ECM components with different class names but only let the player use one of them. since the "restriction type" field doesn't allow for anything except none or max per ship, maybe convert this field into a numerical one, and components with the same number would be limited to the number on the next line or make it so a component can only go onto certain ships (perhap using a unique id# that is assigned to both the component or ship) - The final ship explosion only works as a Ring. Intentional or not being able to have a non-ring final explosion would be nice. - Weapons, if set to target mines, shoot right through them. I'd like to be able to shoot them, and the weapon tonnage structure field that could be used to give them durability. And possibly have anti-mine weapons too. - Able to assign requirements to Ships (ie. can only buy this ship if of certain rank/experience) - Able to assign effects to ships/bases, ie. Hull is built from an organic hull, as such, the ability to add the effect of hull regen (I know this can be done via Base Hull regen, but there are effects that cannot be done atm onto ships) - Able to create slot types (eg. Might want to create a slot that only power reactors can go onto) - Energy drain on shields when they need to recharge (i.e. when you are shot) - It also seems many people would like to see the implemention of some sort of multiplayer mode - A component that acts like a jump drive that can transport you to selected systems at will (but uses a massive amount of power and can only be put on advanced ships) Bugs - Some of the events don't seem to work; it'd be nice to have confirmation and/or a fix on which ones do or don't. As it is I don't know if I'm doing it wrong or the event just doesn't work. - trying to have beam weapons fire on torpedos results in a crash. Torpedos firing on torpedos work fine. - The "Weapon Explosion Effect Name" line in components.txt doesn't seem to work. Ex: I gave a weapon the explosion type of "Weapon Explosion A". Rather than it playing that type every time it hit, it selected randomly from all the weapon explosion bitmaps, as normal. I tried changing the Specific Type of the explosion, but that just made it not show up at all. Changing the field to an explosion that doesn't exist doesn't do anything, making me think the field isn't being checked at all. - Point defense weapons still only fire as one if have multiple attached - Base Armor for ships does not work in Main_StartingPlayerShips.txt, Main_PurchaseShipsEnemy.txt and Main_PurchaseShipsPlayer.txt - Base Attack and Defence Abilities, Base Hull also appear to have no effect [ July 21, 2004, 17:29: Message edited by: DeadZone ] |
Re: Patch Wishlist
Some of the events don't seem to work; it'd be nice to have confirmation and/or a fix on which ones do or don't. As it is I don't know if I'm doing it wrong or the event just doesn't work.
Mines can't seem to be placed in maps either randomly or pre-set; allowing that would be good. My number one wish though is a way to change what a store sells, via events or such. And allow for random ships to be stores too (eg traveling merchants) instead of just the ships/bases/etc that are pre-set on the map. I think that this event: </font><blockquote><font size="1" face="sans-serif, arial, verdana">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> Change Topic Section Param 1: Space Object Event ID Param 2: Topic Name Param 3: New Section Number</pre><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">MIGHT allow for some of it but like many events I can't get it to work.. A bug: trying to have beam weapons fire on torpedos results in a crash. Torpedos firing on torpedos work fine. The protection for mission targets introduced in the patch is good, as is labeling targets on the radar map. It'd be nice to be able to turn both off, though. Preferably on a case by case basis..eg escort missions might need it while search and destroy wouldn't. EDIT: Lifting the limit on the number of jobs would be nice too. Jobs are the only way to arrange things like bounty hunter attacks and other scripted events..and letting the player ignore those because he already has three jobs active is annoying. [ July 19, 2004, 21:51: Message edited by: Phoenix-D ] |
Re: Patch Wishlist
1. Asteroid Belt and Nebulae names able to show up on system map
2. Credits editable through a text file 3. HUD image support for multiple sizes and have each one labled seperately and load depending on the screensize Example ControlWin1600.bmp would load when the screensize is set at 1600xwhatever and ControlWin1024.bmp would load when the screensize is set at 1024xwhatever. Edit: Also the same thing with the HUDSettings.txt 4. The ability to start a mod at the beginning of the game through a seperate shortcut Example: "C:\Program Files\Shrapnel Games\Malfador Machinations\Starfury\StarFury.exe -Peoples Mod" 5. This is a longshot but make the UI able to use animated .gif files instead of .bmp format files [ July 19, 2004, 23:15: Message edited by: Combat Wombat ] |
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If you how much credits you start with, then yes it already is (in file "Main_CharacterStats.txt") |
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Okay, starfury does not allow for multiple jobs at the same spot. What I mean is, if I create two jobs in Main_Jobs.txt, and set them both to show up at the Commerce Guild, starfury will only parse the first one, it completely ignores any others. I would like this to be fixed.
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If you how much credits you start with, then yes it already is (in file "Main_CharacterStats.txt") </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">No, No, No I mean like credits at the end of a movie. |
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Added to the wishlist
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One I cant believe I forgot to mention
- Cloak Ability Edit: Ive updated the first post of the thread [ July 20, 2004, 10:15: Message edited by: DeadZone ] |
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Scratch out the jobs site bug, turns out that it does work.
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Stock Starfury has a whole pile of separate job entries in the Terran Mercenary Guild. |
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As I said, scratch that.
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Scratched
Right, Im gonna be on the shooting ranges this weekend so Im gonna send this too aaron on Friday So you have until then you get your requests in [ July 21, 2004, 00:18: Message edited by: DeadZone ] |
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Another few wishes:
-More control over restriction type; eg I want to have two different ECM components with different class names but only let the player use one of them. since the "restriction type" field doesn't allow for anything except none or max per ship, maybe convert this field into a numerical one, and components with the same number would be limited to the number on the next line -The "Weapon Explosion Effect Name" line in components.txt doesn't seem to work. Ex: I gave a weapon the explosion type of "Weapon Explosion A". Rather than it playing that type every time it hit, it selected randomly from all the weapon explosion bitmaps, as normal. I tried changing the Specific Type of the explosion, but that just made it not show up at all. Changing the field to an explosion that doesn't exist doesn't do anything, making me think the field isn't being checked at all. -The final ship explosion only works as a Ring. Intentional or not being able to have a non-ring final explosion would be nice. -Weapons, if set to target mines, shoot right through them. I'd like to be able to shoot them, and the weapon tonnage structure field that could be used to give them durability. -Being able to set an object as solid or not would be helpful. Currently it seems that mines are not, nebula are not, WPs are not and everything else is. Setting this per object could let the player build jump gate type facilities- right now you can't pass through these objects, you just ram them. [ July 21, 2004, 01:43: Message edited by: Phoenix-D ] |
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My wish for a new feature was posted in this thread.
So what I really would like to see is: - Add avents that have *effects* as a result (I mean after an Event is triggered you have as result i.e. +100 Energy). - Add timed events (currently you just can't program an event to trigger *after* a specific amount of time). [ July 23, 2004, 13:03: Message edited by: Hok ] |
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I would like to see:
-ship to ship communications. Negotiation could make talking or trading easier. -Cloakin device -Energy drain on shields when they need to recharge (i.e. when you are shot) |
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i really would like to see multiplay :'(
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Well due to the fact that the list is larger than I expected, Ive just dispatched it to Aaron
Ive updated the first post, that is the list thats in the email I sent him If you have any additions to it, then post them, and I will dispatch a 2nd email at a later date |
Re: Patch Wishlist
Also to the next patch I would like to see ships that can spin around by any axis. It would be useful when creating bases.
I also like to see the event bug fixed. When you got for example a job to destroy a starbase in Sol system and you enter the system but do not destroy the base and instead destroy it at other time you don't get the quest/mission completed. [ July 21, 2004, 18:12: Message edited by: Exan ] |
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I thought that bug was already fixed
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Just tried to dupliated it with the Campaign 1 mission to kill the Mongol starbase, and I couldn't. Even after exiting and rentering, killing it still gave me credit.
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Well it still works in Campaign 3 where you have to destroy the Sithrak starbase. I visited the neighbouring system to get Toxic injectors and when I got back and destroyed the base I couldn't get the mission completed.
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It did the same thing to me, campaign 1 I could leave, campaign 3 with the sithrak starbase if I left and returned later it wouldn't count.
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And...........
Please add the "Campaign Editor/Construrtor" Because it`s very hard to edit each file by hand. |
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Well I will add it, but I wouldnt want to badger Aaron with it when we can badger the talented programmers we have running around on the forums http://forum.shrapnelgames.com/images/icons/icon12.gif
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Hmmmm.....don't add it, I think I may look in to doing something along those lines.
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Well I will, cos lets face it, Aaron, more than most, would know wot to make the programs look for
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A little bug I noticed : if you pick up an item in the spacedock (cursor changes into that item) and then just press 'close', the cursor will still have that item.
edit : using latest Version 1.15 [ July 23, 2004, 11:11: Message edited by: ace joh ] |
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I liked the suggestion that recharging shields use energy.
Somewhat along the same lines I'd also like to let engines use energy. (Scaled according to speed or acceleration or something) |
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A zoom on the little strategic map in the lower left corner. Sometimes the detail too small for these old eyes.
Also, when you have to system map diplsyed, it would be great to be able to zoom in/out using the wheel on the mouse. |
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- MY wish: A debug mode like SEIV had. Strings up a list of file & line number errors before dumping the currently loading game/save/whatever. BOY would that make modding soooooo much easier. Another thought: - Planets that defend themselves (I shot Earth a good seven times during one bounty mission and didn't so much as kill a single population or peeve off the starbase - Which also hit Earth when shooting at my target). Essentially ships that respond to player target hits. Too much friendly fire and the allies of that vessel/base/planet get peeved at the player (or whomever/whatever shot them so much). - Give the store the ability to set percentages by item class rather than overall: Some item classes have higher resale % while others are much lower (or even in excess of 100%?). - The ability to actually build fighters (and sats). - The ability to build/buy/launch satellites as well (I've actually done that: Fighters with 0 speed and 360 degree weapon mounts). - Tonnage/level incrementation (like the cost/lvl % increment): so that as levels increase some weapons could get smaller rather than more damaging. (Much like MOO-II) - Range incrementation: Likewise; range improves with levels rather than damage. - A modders' guide that goes into line-by-line depth of the files so that modders are not cruxed by doing something that they didn't understand or even realize (like the double-line fault). - Drones (ramming 'fighters'). - Escorts?? Buyable/hireable standard size ships that fly on the players' wing like really beefy fighters. Outfittable as per 'builting' fighters and the like. - A Garage: Someplace to store an extra ship or two for switching between before particularly harrying (or cargo intensive) missions? - I'm rambling. http://forum.shrapnelgames.com/images/smilies/happy.gif |
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Another idea, though how difficult to implement I don't know.
Ships not hitting each other. Rather than colliding they fly-by, a'la Star Fleet Command. Leaving the ability to ram only to drones/fighters. <font color="blue">A spotlight!</font> A directional light source out ahead of the ship so that you can SEE asteroids, planets, ect that're right in front of your nose. It could be an inherant part of the ship, ir purchaseable (hull placement, forward 90 degree arc only?) |
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Would it also be possible to make planets & asteroids 'solid'?
I can't say how annoying it is to have cargo left behind after some ship crashes into a planet and not be able to reach it (or even see it sometimes). Beep beep beep beep... *aaagh!* ;p Cargo also seems to stick around a long time, especially jettisoned stuff. Any way to shorten the duration of that? |
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LOL...I had one time where I went through a moon without going boom!
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A 'minimum' range would be nice... for creating weapons that are ineffective once the bad guy gets too close. One example would be two different levels of Point Defense. One that operates out to range 50, and a longer range (but less powerful) Version that worked from 40-100.
<font color="brown">Side note: Increase the reload rate on point defense systems. Since only one seems to be effective, as they all fire simultaneously at the same target. </font> Also a way to define a weapon that gets stronger over distance. That'd make enemy ships that use stand-off max-range tactics extremely scary. |
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You know, as long as I have been playing this I NEVER see a colony ship would be cool if this could be added so the game grows the longer it is player, could even ron escort for these too. http://forum.shrapnelgames.com/image...es/biggrin.gif
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In the P&N Mod WMG is the repulser beam pic....works good too the reload time is long if you miss but if not you can take out a dist with 1 shot!
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