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New Patch Info Thread
Guys,
I think you will like this one and the patch WILL be released in the next few days. Here is everything since 1.19: Version History for Space Empires IV --------------------------------------------------- Version 1.26: 1. Fixed - "Bits Index Error" when generating a quadrant map while setting up a new game. 2. Fixed - Access Violation sometimes when exiting the Units Launch\Recover window. 3. Fixed - The Retrofit selection window should only show designs that you have the technology for. 4. Fixed - You should not see the "Blockaded" text on a planet report if you cannot actually see the planet directly. 5. Fixed - In the Ships window, sorting by Size would not work correctly for ships. 6. Fixed - Ground combat would not change the statistics of the troops. 7. Fixed - The text "Blockaded" would not show on a planet which had enemy troops on it. 8. Fixed - Mothablled ships will not count towards your score. Version 1.25: 1. Fixed - The meteor strike event was happening every turn. 2. Fixed - Fighter Bays had an incorrect description. 3. Changed - Fighter Bays now launch 4 fighters per game turn. Satellite Bays launch 4 satellites per game turn. Mine Layers launch 2 mines per game turn. 4. Fixed - Simultaneous Game: The movement replay log would cut out when a combat occured. 5. Added - Game Option: No Ruins on planets. 6. Added - Game Option: Can only colonize planets of the same planet type as your home planet (regardless of technology). 7. Added - Game Option: Can only colonize planets with the same atmosphere as your home planet. Version 1.24: 1. Fixed - Intelligence project "Order Snafu" should effect only one ship, not an entire fleet. 2. Fixed - Ground Combat: Satellites, Mines, Fighters, and Weapon Platforms do not get to defend in ground combat. 3. Fixed - Ground Combat: Troops should target other enemy troops first before firing on satellites, mines, fighters, etc. 4. Fixed - Multiple minefields will show up sometimes when you try to lay mines where a minefield of yours already exists. 5. Fixed - AI was not updating its ships with the latest engines late in the game. 6. Fixed - AI should check if the planet already has the desired atmosphere before building an atmospheric converter. 7. Fixed - AI should scrap any atmospheric converters if the desired atmosphere has been attained on the planet. 8. Fixed - AI should fill up remaining space on designs with basic armor. 9. Changed - Increased the rate at which fighters and satellites can be launched during a game turn. 10. Fixed - Meteor strike event would sometimes cause no damage. 11. Fixed - Cluster quadrant layout would not quite work with system amounts greater than 200. 12. Added - Added a log message which is sent to an empire for each construction queue which fails to build an item because of a lack of resources from the empire. 13. Fixed - Fighter Groups were not moving at the speed of the slowest fighter. 14. Fixed - Simultaneous Game: Fighter Groups would sometimes launch from planets without full supplies. 15. Fixed - Population modifiers in Settings.txt were limited to 20 entries. 16. Fixed - Combat Simulation: In the Fleet Transfer Window, the fleet picture would not show up sometimes for a fleet in the list. 17. Fixed - Integer Overflow during Finite Resources games on the AI's turn. 18. Changed - Increased the damage for the Anti-Proton Beam family (thanks to Daynarr). Version 1.23: 1. Fixed - AI should only build one sensor buoy at a time. 2. Fixed - Some of the empire files were saved with all of the ministers turned on. 3. Fixed - In some circumstances, the AI will design Base Space Yards with more than one space yard. 4. Fixed - Cloaked ships were triggering population unhappiness. 5. Fixed - A race that has been destroyed should show "Conquered" for the treaty in its race report window. 6. Added - Added a new tab to the Strategies window called "Damage". This tab allows you to set the percentage damage you want to inflict on different kinds of enemy ships before moving on to a new target. So for ships, if it says 80%, then your ships will damage the ship up to 80% and then will switch to a new target. If no other targets are available, your ships will go back and finish off those remaining ships. There is also a setting for "Damage targets until all weapons gone". If this is set true, then your ships will fire on enemy ships until all of their weapons are gone, regardless of the percentage damage setting. 7. Fixed - Sometimes the AI Resupply minister would give a Divide by Zero error. 8. Fixed - The Last patch caused the display of the letters "RSY" in the system window to not work. 9. Fixed - The AI was not balancing armed and non-armed ships correctly when considering a trade. 10. Fixed - Typo in the SectType.txt file. 11. Fixed - Mothballed ships were blockading enemy planets. 12. Fixed - Improved the AI's use of seeking weapons in combat. 13. Fixed - Improved the AI's firing of weapons before or after moving. 14. Fixed - Sometimes the AI would not fire seekers on a target. 15. Fixed - Tactical Combat: When a seeker destroyed a colony, there would be no explosion. 16. Fixed - Tactical Combat: When seekers were launched by a planet, the selection icon would show for the planet and all of the seekers at the same time. 17. Fixed - Maximum Weapons Range strategy would sometimes cause the ship to move closer to the target. 18. Fixed - You should only be able to scrap satellite Groups and fighter Groups if a spaceyard is present. 19. Fixed - Combat Replay would show the shields for a ship that was hit with a shield skipping weapon. 20. Fixed - You should not be able to add a minefield to a combat simulation. 21. Fixed - Vehicles in the Combat Simulation design list were not being sorted by name. 22. Fixed - Improved the AI's determination of when to skip an item in its purchase list if there is no cargo space available to hold it. 23. Fixed - The AI would try to build defense bases at planets without spaceyards. 24. Fixed - Mothballed ships should not effect happiness at all. 25. Change - Increased the amount of happiness troops on a planet generate. 26. Change - Increased the amount of happiness a ship in orbit generates for the planet. 27. Fixed - Added the field "Maximum population for abandon planet order" to Settings.txt. This will prevent people from abandoning a planet with a full population of rioting people. 28. Fixed - After an abandon planet, a new colony on the planet would start at the same happiness as the Last population. 29. Change - Changed the starting happiness of colonies to "Happy" instead of "Jubilant". 30. Fixed - A mothballed ship that was the only ship in a system could not be attacked by the other players. 31. Fixed - Simultaneous Game: Reasons for a ship failing to load cargo, drop cargo, or lay mines were not being added to the log. 32. Change - Cloaked ships cannot lay mines, launch units, or recover units. 33. Fixed - System level point modifiers were being summed instead of max'd. Version 1.22: 1. Fixed - Fixed a few memory leaks. 2. Fixed - AI was not using cloaking correctly. 3. Fixed - Fixed up some of the constraints on what a cloaked ship can do. 4. Fixed - AI will choose Stealth Armor for its designs instead of Cloaking Devices. 5. Fixed - AI would fill up remaining space on its designs with regular shield generators (not phased shield generators). 6. Fixed - Maximum number of ships and units per player in a game was not being enforced correctly. In Game Setup, Maximum number of units (in space) has been changed so that the units can be in space or in cargo. Increased the starting maximums for units. 7. Fixed - Games using Multiplayer Save Game Path would try to get the combat replay and statistics file from this location, instead of where the savegame was loaded from. 8. Fixed - Ships destroyed with ramming were not providing experience. 9. Fixed - Ships destroyed with ramming were not add in to the design statistics. 10. Fixed - Units carried by a ship were not being tallied in the unit's design statistics. 11. Fixed - If an item that is in a trade has been lost, destroyed, captured, etc. before the trade is excepted, it will be listed in the trade as "unavailable". 12. Fixed - Jettisoned units weren't being tallied in that unit's design statistics. 13. Fixed - Ships or Units that are received as gifts, will also have their design available as an Enemy Design. 14. Fixed - The notes in the Galaxy Window would allow you to see the names of systems that you had not explored. 15. Fixed - Planets that are in systems that you have seen, were not showing a green or red star if they were colonizable. 16. Fixed - Omnipresent view of systems would allow you to see cloaked ships. 17. Fixed - Added a new restriction that you cannot edit a prototype design if it has been added to one of your construction queues. 18. Fixed - Change directory in the Load Game window would error if the Multiplayer Save Game Path was invalid. 19. Fixed - Improved the AI ship design based on the terrific "Mephisto Mod". 20. Fixed - Transports with a "Capture Planet" strategy were not attempting to drop troops on the planet. 21. Fixed - Colony planets in the Combat Simulator window were showing the incorrect player color for the population bars (or possibly no bars at all). 22. Fixed - Planets should not show up in the Combat Simulator's Fleet Transfer window. 23. Fixed - Type priorities settings for targeting were not working in certain situations. 24. Fixed - The Ship\Planet report for a piece in a combat simulation would sometimes show the wrong status icons. 25. Fixed - Sometimes multiple stats and event files would be copied for each savegame. 26. Fixed - For a Launch All Units order, if a unit failed to launch early in the list, then all later units in the list would not be attempted. 27. Fixed - Sometimes the treaty grid would show two races having two different treaties with each other. 28. Fixed - If a unit group was at a location in space with other unit Groups, then the unit Groups amount number and the number of space objects present would overlap. 29. Fixed - Sometimes the Colonies Window (Facilities tab) would list the same facility type on multiple lines. 30. Fixed - Ai was not checking correctly for nearby enemies to potential colonization sites. Improved the AI colonization determination a bit. Version 1.21: 1. Fixed - Range check error when you have 255 systems and you give a ship orders to move to another system. 2. Fixed - Increased planet finite resource starting values. 3. Added - Added default values in the Settings.txt file for the Maximum number of ships and units in the game. 4. Fixed - AI was not always using damaged ships or sending them to be repaired. 5. Fixed - Increased the speed of combat execution. 6. Fixed - AI was not spreading out targeting of seekers based on anticipated damage to target. 7. Fixed - Fleet leaders were still not detecting correctly when they were surrounded in combat and should break formation. 8. Fixed - The Drushocka and Praetorian were building fighters with only Shield Depleters. 9. Fixed - Jubilant has been mispelled for quite a while. 10. Fixed - Added empire files for all empires. 11. Fixed - Krill, Terran, and Toltayan empires were not always using all of their racial points. 12. Fixed - Combat Replay would not show the vehicle report when moving from a fighter group to a new fighter group. 13. Fixed - Improved AI's use of fleets. 14. Fixed - Improved AI's used of Planet creators. Version 1.20: 1. Fixed - A colony with no population could still suffer from a firestorm event. 2. Fixed - Ground combat would continue on the turn that a surrender took place. 3. Fixed - High numbers of systems would not work correctly using the Cluster quadrant layout. 4. Added - Added fields to the Settings.txt file to specify what values and abilities a newly created storm will receive. 5. Fixed - Changed the text for the Cloaks to say the correct level of scanning/detection it prevents. 6. Fixed - AI vehicle design files were not using the new ability names for Combat To Hit Add and Combat to Hit Dec. 7. Fixed - Sometimes a damaged ship that was retrofitted would result in undamaged components. 8. Fixed - If the order of a construction queue was changed, it was not clearing the time for the item currently under construction. 9. Changed - Changed Emergency Build Rate to 150%. 10. Fixed - When you exit a combat replay, the combat music would keep playing. 11. Fixed - In Tactical Combat, Clear All Group Assignments would not redraw the display to clear the group icons. 12. Fixed - "Bad Index" error from the Colonies window. 13. Fixed - If a race had a treaty of Subjugation or Protectorate, their research points would be capped at 50,000. 14. Fixed - The Up Arrow on the Report window would display over the Comps or Cargo display when closing the Scrap window. 15. Fixed - Fill Build Queue was not checking if the items were valid for the empires current technology level. 16. Fixed - When loading a previously saved empire into a different player number than previously, their designs would be messed up. 17. Fixed - Simultaneous Game - The Seeking Attack order would not cleared if it was targeted on a planet and the colony had been destroyed. 18. Fixed - Improved the AI's scrapping of uneeded facilities in a finite resource game. 19. Fixed - Remove tech area Ship Construction level 10 (it was empty). 20. Fixed - Decreased the AI's armor usage on their designs. 21. Fixed - Increase the AI's point defense usage on their designs. 22. Fixed - AI was not using its AI Strategy file correctly. 23. Fixed - AI was not giving the Kamikaze ships the correct strategy. 24. Fixed - In a finite resources game, planets would still produce resources even after they had reached a value of 0. 25. Fixed - If a player's fleet encountered enemy mines in the same sector as his own mines, he would receive a message about his minefield being triggered against "enemy" ships. 26. Fixed - Improved the description for the Boarding Parties and Security Stations. 27. Added - Added fields to the Settings.txt file to specify a maximum number of mines or satellties that a player can have in a sector. 28. Fixed - The Colony Window would display a patch of white if there were a large number of displayed facilities. 29. Added - Added a confirmation message when you try to send a surrender message. 30. Fixed - Improved the Transport Minister so that they only move populations to planets with atmospheres they can breathe. 31. Changed - Changed the Path.txt file so that it now lists a new directory to use. This directory can contain replacements directory for all of the directories that SE4 uses. If a directory is present in the mod directory, all of the files that SE4 needs must be present. So if you replace the Data directory, your new directory must have all of the data files present. The only exception to this rule is for bitmaps. If a bitmap cannot be found in a mod directory, the game will then look back into the original SE4 directory to find it. In this way, you can replace everything in the game, but not need to include all of the graphics as well. 32. Fixed - Range check error during combat. 33. Fixed - Point Blank strategy sometimes would cause ships to run away from the target. 34. Fixed - Range Check Error with a large number of units in a group during combat. 35. Fixed - Range Check Error with huge numbers of shields being generated during combat. 36. Fixed - Range Check Error with a fleet of more than 256 ships during combat. ------------------ Sarge is coming... Richard Arnesen Director of Covert Ops Shrapnel Games http://www.shrapnelgames.com |
Re: New Patch Info Thread
Wow..you guys have been busy, excellent work and kudo's to all involved. http://www.shrapnelgames.com/ubb/ima...ons/icon10.gif
tic |
Re: New Patch Info Thread
I'm glad to see this option.
6. Added - Game Option: Can only colonize planets of the same planet type as your home planet (regardless of technology). |
Re: New Patch Info Thread
drool....
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I'm glad to see this change.
I would like to see more refinements to weapon play balance in the future. 18. Changed - Increased the damage for the Anti-Proton Beam family (thanks to Daynarr). |
Re: New Patch Info Thread
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>6. Fixed - AI should check if the planet already has the desired atmosphere
before building an atmospheric converter. 7. Fixed - AI should scrap any atmospheric converters if the desired atmosphere has been attained on the planet. <HR></BLOCKQUOTE> http://www.shrapnelgames.com/ubb/images/icons/icon7.gif |
Re: New Patch Info Thread
Thanks for information Richard.
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Re: New Patch Info Thread
Ah, that's great! Nices fixes. This will help the AI a lot.
Congratulations, Daynarr! http://www.shrapnelgames.com/ubb/images/icons/icon7.gif It seems that MM is really open to the MOD-Community. <BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Richard: Guys, 5. Fixed - AI was not updating its ships with the latest engines late in the game. 6. Fixed - AI should check if the planet already has the desired atmosphere before building an atmospheric converter. 7. Fixed - AI should scrap any atmospheric converters if the desired atmosphere has been attained on the planet. 8. Fixed - AI should fill up remaining space on designs with basic armor. 18. Changed - Increased the damage for the Anti-Proton Beam family (thanks to Daynarr). <HR></BLOCKQUOTE> |
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Excellent... excellent!
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Yeah buddy! Thank you sir!
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Re: New Patch Info Thread
I think this one is aimed at modders too:
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>15. Fixed - Population modifiers in Settings.txt were limited to 20 entries.<HR></BLOCKQUOTE>There were what three threads about modding the population bonuses on the forum here? ------------------ Compete in the Space Empires IV World Championship at www.twingalaxies.com. |
Re: New Patch Info Thread
Yes!!! Some of those things I have been wating for since SE3.
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You know, I think this is the greatest game community ever. We get excited like 5 year olds over a patch, when in other games, patches are inconviences at best.
Goodness I love this game! |
Re: New Patch Info Thread
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>18. Changed - Increased the damage for the Anti-Proton Beam family (thanks to Daynarr). <HR></BLOCKQUOTE>
Way to go Daynarr. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif Thanks for posting this info on the up coming patch. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif Its news like this that keeps people very interested in this game. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif ------------------ "We've made too many compromises already, too many retreats! They invade our space and we fall back -- they assimilate entire worlds and we fall back! Not again! The line must be drawn here -- this far, no further! And I will make them pay for what they've done!" -- Patric Stewart as Captain Picard UCP/TCO Ship Yards |
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<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Version 1.25:
1. Fixed - The meteor strike event was happening every turn.<HR></BLOCKQUOTE> Er, that must have been interesting for the beta-testers. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif |
Re: New Patch Info Thread
I like this one: 6. Added - Game Option: Can only colonize planets of the same
planet type as your home planet (regardless of technology). This will eliminate that mass frenzy in Multiplayer games to trade colonization technology. [This message has been edited by Commander G2 (edited 20 February 2001).] |
Re: New Patch Info Thread
Great, now WHEN! http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif
Just a waitin' ------------------ I'm an Idiot? Well if that's not the kettle smelling the pot's back! |
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Thanks guys. I am really honored.
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Rats. I liked this. I thought it was a *feature* -- not a bug.
17. Fixed - Added a new restriction that you cannot edit a prototype design if it has been added to one of your construction queues. |
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<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Samurai:
Rats. I liked this. I thought it was a *feature* -- not a bug. 17. Fixed - Added a new restriction that you cannot edit a prototype design if it has been added to one of your construction queues.<HR></BLOCKQUOTE> Yes, I also considered it a feature. Also you can probably still upgrade prototypes in construction, it is just a bit more hassle involved. Just change all production queues to another design, edit the prototype, and change the queues back. So where's the sense in 'fixing' that? (Of course I assume here that changing the object being built is still possible like it used to be.) |
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I have just (nearly) finished my first full game and I have some observations involving the interface that fit here:
1) When I go down the Event List at the beginning of the turn to find out what's going on so that I can respond to different triggers, I will highlight a selection (say, Atmosphere Converted) and then hit the Goto button. This works great, but, when I return to the Event List, not only do I have to scroll all the way back down to the event I went to to continue looking at the remainder of the list, I have to REMEMBER which event it was to which I went (God, I mangled that sentence http://www.shrapnelgames.com/ubb/images/icons/icon7.gif ). Please do one of two things, or both if it pleases you http://www.shrapnelgames.com/ubb/images/icons/icon7.gif A) Leave my Last selection highlighted. B) Leave the list pointer where it was Last viewed and give us a top/bottom button so that when I open the list, I'll be where I was. 2) When I am looking at my build list, If I am at the bottom and I click to delete that item, the list automatcally jumps back to the top...this causes me to delete the wrong stuff when I am trying to delete multiple items. If you can, please have the list stay where it is when I click on an item. Paul E. Mason Senior VMS Systems Administrator |
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Hmmm, have to agree with Samurai on 17. I liked to be able to edit prototypes.
Also, has the research queue problem (AI always having 4 items in queue) been fixed, or the cause identified? Tampa_gamer said that he had not encountered it on his Darloks but I havent been able to reproduce his finding in any of my games. Am interested in any feedback on this issue. Regards, God Emperor |
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Have you also noticed what a pain it is to add ships to a fleet? You click on one to move it over. Then, it resets you to the top of the list. So, you scroll down a couple of screens, and add the ship. Bam! Back at the top of the list. Because of this extremely annoying user interface BUG! (You can't call it anything else!), I usually just add ALL my ships to the fleet and then subtract off the bases and stuff I don't want.
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Re: New Patch Info Thread
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>6. Added - Game Option: Can only colonize planets of the same
planet type as your home planet (regardless of technology).[/b]<HR></BLOCKQUOTE> This doesn't sound like it will do what (some) people really want, which is to prevent rock-dwelling species from colonizing non-rock planets (and similar colonizations that some gamers considered unrealistic). From what I've read, everyone still wants to be able somehow to obtain populations that can colonize other planet types. So, unless this option is being explained incorrectly, it won't get used much and gamers will still have to use house rules and the honor system. Unfortunately, that won't work with the AI. |
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Could you perhaps explain yourself a little better? Maybe my brain isn't working so well after a big mid-day meal.
I read that option to mean that if my empire's default planet type is rock, then that is all I will ever be able to build colonies on regardless of technology. I won't be able to colonize ice worlds or gas giants. Sounds pretty good to me. In other threads, some folks have complained that they had too many planets to manage. One solution is to alter the maximum number of planets per system. This option is yet another alternative. I think it will probably get quite a bit of use--especially in multiplayer games where folks don't want to face the tedium of managing a 300 planet empire with an interface designed for managing at most 60. |
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<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by God Emperor:
Hmmm, have to agree with Samurai on 17. I liked to be able to edit prototypes. ... Am interested in any feedback on this issue. Regards, God Emperor<HR></BLOCKQUOTE> GE, The reason for this fix is that construction queue rules have been changed. In the upcoming Version, if you replace the top queue item, then you lose all construction credit for it. So the above change is just closing a loophole in the new rule. That's kind of a pain if all you're doing is adding a sensor. The intent, though, is to prevent people from constructing some big-ticket item for a bunch of turns and then suddenly switching it to a totally dissimilar big-ticket item (which maybe they just researched). So, in the upcoming Version, you won't be able to construct for 5 turns on your latest ship, and then edit it just before completion to contain armor, engines, and weapons that were unknown when construction started. You'll have to choose between starting construction from scratch, or finishing the old Version and then upgrading. I must admit, I like to exploit the current system. But I think the new rule is more realistic. (Think about it: with the current system, you can be constructing a warship and replace it with a computer complex or an organics facility, with no construction penalty. HUH, WHAT?? Really, it had to be fixed.) |
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<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by raynor:
Could you perhaps explain yourself a little better? <HR></BLOCKQUOTE> In the threads discussing colonization of planetary types, people were complaining that it was unrealistic to think that rock dwellers could ever colonize ice or gas, that gas dwellers could ever colonize rock or ice, or that ice dwellers could ever colonize rock or gas. But the argument was not empire-based, it was species-based. So if an empire of rock dwellers captures a gas planet full of gas dwellers from another empire, there is no logical reason why those gas dwellers can't be used to colonize other gas planets (provided the empire has the Gas Colonization tech). My point is this: An option implementing the species-based restriction was asked for but what is (apparently) being given instead is an empire-based restriction. Many people were hoping for the former. The latter is not as useful and is totally arbitrary -- there's no logical basis for it. The same arguments can be made regarding the new option to restrict colonization to homeworld atmospheres. If the idea was simply to reduce the number of colonies to manage, then you've already pointed out the obvious (and logically consistent) solution -- reduce the average number of planets per system. Or just play in an ancient galaxy. |
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Thanks!
I completely forgot about conquering a species whose home planet type is different from yours. |
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I love the idea of only being able to colonize one type of planet.
This could go a long way toward creating some valuable systems. |
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On the subject of changing prototypes etc...
I, for one, would like to see some sort of added cost for the first ship in a class. Maybe a 'design fee' or 'prototype penalty' or somesuch. Not a huge cost, but something to encourage (and reward) a bit of preplanning and forethought. It would also help reduce some tedium as it wouldnt always be the optimum to redesign all of your ship as soon as you get one new component the way it is now. It might make some financial sense to keep a class in production until a few changes are in order instead of for each new gadget. In fact, the cost wouldnt even have to be a resources cost (although that is certainly not a bad option) but perhaps a time cost...ie prototypes take 50% more time to construct or somesuch. As far as a resource cost? Maybe 15-20%? I'm not sure if that would be enough to encourage some standardization or not. Perhapss a combo of the two? Anyways, bottom line is that IMO, it should not always be in a player's best interest to constantly redesign their ships. It should go in cycles and not incessantly. This would definately reduce micromanagement and would prolly be adding some 'realism' to game as the same time. Anyone else? Thanx, Talenn |
Re: New Patch Info Thread
Talenn,
You would then have to make the ai not upgrade and update their design every chance that they get. As it stands right now, the ai tries every turn to update and retrofit their ships. But I like your idea. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif |
Re: New Patch Info Thread
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by SunDevil:
Talenn, You would then have to make the ai not upgrade and update their design every chance that they get. As it stands right now, the ai tries every turn to update and retrofit their ships. But I like your idea. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif<HR></BLOCKQUOTE> Actually, one of the things I find irksome is that the AI doesn't jettison and rebuild new weapon platforms and satellites, so if you hit their earlier systems, all they have are a bunch of obsolete platforms and satellites. Well, maybe they can keep the satellites, since they can still do a little damage, but I think that the AI should jettison the old WPs every so often and build new ones if there are no enemy units detected in that system or maybe one system away. Since those ones with large-mount DUC I's aren't as nasty as the High-Energy Discharge or other heavy weapons. Especially if you use the mod that increases range on mounts used for weapon platforms. ------------------ -- "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?" [This message has been edited by Sinapus (edited 20 February 2001).] |
Re: New Patch Info Thread
I for my part do like the new colonization possibility. There are IMO several advantages for it.
1. If you play a rock race for example the competition among other rock races is much greater, because of lack of availabie planets. This differentiates the races a lot more and makes their origin interesting. 2. Remote mining becomes more important 3. Troop invasion is a lot more interesting, because you need every planet with population, especially if this planet has another type than yours. In this case, the beloved genocide from outer space tactics which several people prefers is not very profiable, because you cannot resettle the planet. bye Klaus Important: It should be possible to erect several special buildings at a planet which have no colony on it. For example: Cargo facilities, scanning stations or whatever. there should be a line included with the buildings editor which allows the modder to decide if a building needs a colony or not. In the latter, just landing a troop or having a ship in the orbit should be enough to buy such a building. |
Re: New Patch Info Thread
Does this mean that you can't invade an enemy planet anymore???
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Commander G2: I like this one: 6. Added - Game Option: Can only colonize planets of the same planet type as your home planet (regardless of technology). This will eliminate that mass frenzy in Multiplayer games to trade colonization technology. [This message has been edited by Commander G2 (edited 20 February 2001).]<HR></BLOCKQUOTE> ------------------ Regards, KiloOhm |
Re: New Patch Info Thread
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by klausD:
It should be possible to erect several special buildings at a planet which have no colony on it. For example: Cargo facilities, scanning stations or whatever. there should be a line included with the buildings editor which allows the modder to decide if a building needs a colony or not. In the latter, just landing a troop or having a ship in the orbit should be enough to buy such a building. <HR></BLOCKQUOTE> I like the idea of being able to drop off a scanner "module" at a planet in the enemy's area and let it say passivly scan troop movements.. etc.. with a chance of being noticed by regular scanners.. or somthig... but you would either have to make it a componant on one of the ships that is destroyed after use or has to be built by a ship yard ship etc.. kinda like a spy satalite... |
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