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New ideias / concepts / problems in / for SE4 (1.35):
New ideias / concepts / problems in / for SE4 (1.35):
In the creation of galaxy: random size and type New tech: Stabilize planet core Restore Star nucleus Expand Warp (remove problems that damage ships) Universal colony (much more costly and bigger). bigger colony ship (for universal colony) MineFactory (to place in a ship and make mines) FighterFactory SatliteFactory planetary shields (phased) planetary recharge shields New Keys All the windows must have a key to each option example strategic/tactical (S/T) In the tactical combat if you start with fighters outside carriers they are reported, otherwise not ->fix In the Empire options, add the directives for ministers: minimum nš troops p/planet (ships don't remove above that number, and the minister try to build up to it) type of ship priority to build (attack / colony / etc) mines in all waypoints satellites in all waypoints create defense stations In the Ship designs menu add: Info about the maintenance of the design Ship / unit can be build by minister Maximum number in service of this design (the minister don't build more) In the ships/units menu add: Ships of class xxx upgrade to class yyy mothball unmothball scrap All Ships AI controled (on/off) If units, units of class xxx scrap In the planets menu add: change all planets type xxx to type yyy Change the Ship Construction minister : Generic Ship Colony Ship Units If you have the flag 'Automatically use Individual Ministers for newly built vehicles', it must include the ships captured or that join you (race surrender / crew insurrection) If a race surrender to you and have techs that you can't (cristal) you can't research it but can build the itens that they have discovered (if surrender to you, they give you the blueprints) Also, the blueprints of units/ships they have designed must be acessible (surrender disigns window) Add the system's Minister Manage the creation of system's wide facilities (like urban pacification center) If exist duplications of SWF in a system, remove redundant. If a planet in the system is rioting / angry, call / build troops or UPC. The troops minister must have the capability to send troops to rioting planets When you are asked about enter in combat, show info about your/enemy forces for better call. If you have one (or more) colonies whitout pop, send the pop transporters to drop in that colonies. Don't send mov orders to construction ships that are building, this generate desnecessary error windows. In the construction queue, add a check if you try to build more units than the planet can get. Also add the line 'up to max cargo avaiable' (like the one 'one turn worth'). The minister responsible to build units must have a check control before trying to build more units in a planet than is possible. If i send order to 10 ships to retrofit on a planet and in that turn only can retrofit 3 the others forget the order. The retrofit rotine, must take in consideration that exist ships with cargo and add the capability of removing it temporary (if exist avaiable space in the sector) In the retrofit rotine, only do that for the same type (retofit one attack ship only for new models of at.ship) Add the capability of the Ships that can close warp points to only do it to warps with possibility to damage ships (else is too dangerous to asign a minister). If you put a fighter bay in a ship (you can put it in all), it only have use if the ship is of design type carrier, otherwise the ministers igore it. If i put a cargo bay in a carrier (to add more fighters), the minister start to load generic cargo. Is possible to stop this ? If i build a ship that have minelayer capability / large cargo / shipyard , is possible to add a flag for that shipyard only build mines ? If i build a ship that have satlayer capability / large cargo / shipyard , is possible to add a flag for that shipyard only build satellites ? Is possible to add 'netmouse / scrollmouse' support ? In some games, the minister insist in building small / older models of weapons platforms (even obsolet ones). Add the capability for the AI to build Starbases at warppoints. Make the counters for units independent ones. maximum xxx fighters maximum xxx sats maximum xxx mines Because is strange to not be possible to launch fighters for too many sats / mines deployed. Add the capacity (exist in SE3) to change the beavior of the ministers. Also add the capacity to change the max numbers in the middle of the game. Add the capability to turn on and off the building of sat's / mines (that exist in SE3). In the inteligence side, if you have alredy research everything, why the minister continue to order tech espionage ? Capability to get new tech if you capure an enemy planet. If i get (capture / analise / spy) some tech that normaly is out of my race limits (ex organic), possibility to use /build it, but not research. Still exist some memory leaks. If a colony ship is near a planet of the enemy it must don't try to go to that position, stop asking about that. If unarmed ships (not in company of warships) detect enemy ships on is traject try to change it and don't go and ask about it. |
Re: New ideias / concepts / problems in / for SE4 (1.35):
Have you sent this to Aaron yet? I think you have some awsome ideas here that would really improve game play.
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Re: New ideias / concepts / problems in / for SE4 (1.35):
Definitly send this. Esp like the suggestion that any ship with fighter bays will load fighers. Not just carrier class.
------------------ "The Empress took your name away," said Chance. Owen smiled coldly. "It wasn't hers to take. I'm a Deathstalker until I die. And we never forget a slight or an enemy." -Owen Deathstalker. |
Re: New ideias / concepts / problems in / for SE4 (1.35):
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Crazy_Dog:
Capability to get new tech if you capure an enemy planet. <HR></BLOCKQUOTE> Yes ! That was a major source of tech in MOO ! It would really reduce the amount of planet glassing if something worthwhile could be learned... |
Re: New ideias / concepts / problems in / for SE4 (1.35):
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by LCC:
Yes ! That was a major source of tech in MOO ! It would really reduce the amount of planet glassing if something worthwhile could be learned...<HR></BLOCKQUOTE> According to the FAQ on Malfador's web site, capturing a planet with a facility on it 'improves your chances' of getting the tech. I wish I knew what that meant. Does that mean it gives a bonus for the chance of getting a tech when you analyze a ship with the same tech? Does it mean that it adds research points to your total if you are researching that field? http://www.shrapnelgames.com/ubb/ima...s/confused.gif Q&A #89: You can also gain technology by capturing enemy planets. Any facilities which you capture give you a bonus towards learning that technology. [This message has been edited by Baron Munchausen (edited 02 June 2001).] |
Re: New ideias / concepts / problems in / for SE4 (1.35):
Sending to MM right now......
Done. |
Re: New ideias / concepts / problems in / for SE4 (1.35):
I think you should be able to right click on a location of the map (example: a warp point) and indicate that you want 25 of a certain type of mine placed there, or any other unit and or ship you have designed. Then, the minister goes out to find the nearest ship, and works with the nearest not busy colony to supply the requested items.
Please restore right click functions! Steve |
Re: New ideias / concepts / problems in / for SE4 (1.35):
Excelent ideia !!!!
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Re: New ideias / concepts / problems in / for SE4 (1.35):
New Intel op : counter insurgency
Used in planets that are rioting, have a probability of reducing the level of animosity. On a diferent topic, if i stack wormholes (with warp maker/closer) is much easy to defend a system, because can concentrate defenses in one point (sats / mines / def stations). Also, the system shield that stop build of nebula / black holes, stop star destroy ? |
Re: New ideias / concepts / problems in / for SE4 (1.35):
Crazy,
I am sorry but I do not understand your question. |
Re: New ideias / concepts / problems in / for SE4 (1.35):
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>If i build a ship that have minelayer capability / large cargo / shipyard , is possible to
add a flag for that shipyard only build mines ? If i build a ship that have satlayer capability / large cargo / shipyard , is possible to add a flag for that shipyard only build satellites ? <HR></BLOCKQUOTE>I think you can already do this with "One turn's worth" plus "Repeat Build", though you'd have to use "Hold Queue" whenever you wanted to move the ship. ------------------ Cap'n Q The most merciful thing in the world, I think, is the inability of the human mind to correlate all of its contents. We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should go far. -- HP Lovecraft, "The Call of Cthulhu" [This message has been edited by capnq (edited 02 June 2001).] |
Re: New ideias / concepts / problems in / for SE4 (1.35):
I refer to the system grav. shield facility.
It stop the nebula BH creation in a system. My question is : stop also the destroying of a sun ? |
Re: New ideias / concepts / problems in / for SE4 (1.35):
The Pyrochette need more names for ships.
In a long game, i enconter ships up to 'Design 2380'. |
Re: New ideias / concepts / problems in / for SE4 (1.35):
If a ship have Master computers, the crew insurrection don't have to work (no crew).
Is better to create a new type of intel op 'computer slice / reprogramming'. Also if a ship have security stations, the probability of the crew insurrection fail must be higher. |
Re: New ideias / concepts / problems in / for SE4 (1.35):
I've never gained any tech from capturing a planet. Even when they had level 3 buildings and I still had level 1. Perhaps there should be a command to scrap a facility and get tech from it like with ships.
Nice list, btw, Crazy. |
Re: New ideias / concepts / problems in / for SE4 (1.35):
Steve, This idea I really like.
Setting goals for the ministers would make me use them more. I don't use the mine/sat ministers because they never place them were I really want them. |
Re: New ideias / concepts / problems in / for SE4 (1.35):
It would be cool if when you captured a planet you gained tech (random) and your enemy lost a tech or two.
Imagine: After a long and devestating war in which numerous planets were captured or destroyed you find that, uh oh, you've lost about half you tech and will have to research it all over agian, would make for very interesting games. ------------------ Captain, I found your pants. |
Re: New ideias / concepts / problems in / for SE4 (1.35):
Have you see that if you destroy a storm don't get a message ?
If all my ships / designs use quantum reactors, why the AI / Ministers still build ressuply depots ? Can't MM put a check on this ? If i'm only interest in the colonies build WP and not ships/sats/mines by minister control, right now is not possible, but if MM give the tasks to diferent ministers, that can be done. Is possilbe to MM put a filter for the reporting about 'no space avaiable' only get one for a planet and not one for each item that the planet try to build and can't ? Is possible to MM put the following flags in the empire options ? Not glaze a planet (forcing to capture it). No cloak the ships / uncloak (because the ships cloacked don't remove mines). This one must don't affect bases. On the AI side, if they have ships with BH / Nebula kill capability and don't exist any of these, scrap the ships (they are resource killers and count for total ships limit). On other side, is possible to MM put a error dump file for the case of 'error exception', and in that case the players can send it to MM for better / faster debugging ? [This message has been edited by Crazy_Dog (edited 03 June 2001).] [This message has been edited by Crazy_Dog (edited 03 June 2001).] |
Re: New ideias / concepts / problems in / for SE4 (1.35):
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by ZeroAdunn:
Imagine: After a long and devestating war in which numerous planets were captured or destroyed you find that, uh oh, you've lost about half you tech and will have to research it all over agian, would make for very interesting games. <HR></BLOCKQUOTE> Could lead to some fairly silly situations, though. "Sir, we've forgotten how to colonize our own planet type!" The comic situations are endless. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif [This message has been edited by Aristoi (edited 03 June 2001).] |
Re: New ideias / concepts / problems in / for SE4 (1.35):
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Is possilbe to MM put a filter for the reporting about 'no space avaiable' only get one for a planet and not one for each item that the planet try to build and can't ?
<HR></BLOCKQUOTE>I especially second this suggestion. If a planet can't hold one turn's worth or a multiple of 5 units, it's more efficient to queue too many than to build the exact number that will fit one at a time. Your other ideas are good, too, but I never use the ministers anyway; I prefer the control of micromanaging everything. ------------------ Cap'n Q The most merciful thing in the world, I think, is the inability of the human mind to correlate all of its contents. We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should go far. -- HP Lovecraft, "The Call of Cthulhu" |
Re: New ideias / concepts / problems in / for SE4 (1.35):
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by ZeroAdunn:
It would be cool if when you captured a planet you gained tech (random) and your enemy lost a tech or two. Imagine: After a long and devestating war in which numerous planets were captured or destroyed you find that, uh oh, you've lost about half you tech and will have to research it all over agian, would make for very interesting games. <HR></BLOCKQUOTE> If you lost ALL EXAMPLES of a technology it would make some sort of sense to also lose the tech. So if all planets with Planetary Shields were destroyed or captured there could be a reasonable chance that your empire would lose the knowledge of how they worked. Even more interesting would be to add a "cultural" element to the game and have technologies lost for widespread and long term rioting. Rioters could be destroying libraries and laboratories along with their own neighborhoods... |
Re: New ideias / concepts / problems in / for SE4 (1.35):
I agree. Its not as unlikely as it may sound. As technology gets more and more complex and automated, the fewer people that will know how it operates and still fewer people who will know how to produce the item in question. Look at today and the number of people totally perplexed as to how to change the blinking 12:00am on their VCRs. This gap will only widen in the future. As software reaches the point of software designing software which designs components, etc., it even conceivable that a computer virus could wipe out knowledge of a tech as no human will have been involved in the process, not of its existence but of how it works.
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