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SE4 Wish
A nice feature would be the ability to save the starting setup or automatically loading up the previous picks.
90% of my games use the same settings. Today, while trying to start a new game I dogged on my starting system ( it can happened )about a dozen times in a row. Loading my empire takes about a second. Followed by numerous clicks in system selection, player setings, players, and victory conditions. After a while it gets repetitive. http://www.shrapnelgames.com/ubb/images/icons/icon9.gif Just wondering if anyone else would like to see this feature. I did finally get a challenging starting system. Love the game. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif |
Re: SE4 Wish
I'd love to see an "add computer player" button. I hate forgetting to edit them to computer control and having to do it on the second turn, after I figure out what I forgot to do.
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Re: SE4 Wish
I totaly agree
...with both of you |
Re: SE4 Wish
I'm still wishing for the ability to choose the starting tech level for each player at the beginning of the game - like in SE3!
------------------ Visit the Spoogy Federation at: http://spoogyfederation.tripod.com |
Re: SE4 Wish
Yes, I want to be able pick my starting tech also. Maybe MM will ad it to the game later, maybe not.
------------------ ******WARNING***** NEVER say "This is impossible, nothing can get through our shields!!!" because if you do death is usually in a few seconds. |
Re: SE4 Wish
I'm with you guys, staring tech levels would be great.
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Re: SE4 Wish
Well, you shouldn't be able to smiply pick a fixed number of tech levels to have at the beginning; if starting-tech was handled that way, everyone would always pick the two other colonization techs first and then there'd be no point to having three different planet types. It'd have to be something based on research points; you get a fixed number of bonus research points to allocate immediately.
The game already works like this, to a limited extent; players start with 20,000 research points to spend on the first turn (I don't see a line configuring this in settings.txt, is it based on the starting resources for the game instead?). As far as I know, virtually everyone puts that into researching frigates. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif Cranking this up to a much higher limit would allow a player to research multiple new technologies on the first turn, essentially giving them initial tech levels. The only limitations I can see with this would be that you could only research a maximum of 12 "initial" techs (four for AIs), and you can only research one level for each one using the starting research points. The latter restriction can actually be somewhat useful; we could make colonization techs impossible to grab for "free" by adding a cheap first level to those tech areas that doesn't give the ability to colonize that planet type just yet (not sure what it _would_ give, the ability to colonize a planet is pretty all-or-nothing). Unfortunately, though, it also means that one couldn't skip straight to (say) nullspace cannons by dumping all the starting points into astrophysics and grav tech. |
Re: SE4 Wish
But you can only research one level per turn so no matter how high you set the initial research points you can't create a very specialized race.
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Re: SE4 Wish
I'd like to see:
1) a bigger universe 2) let us input the number of computer players and its AI capability (0-100) 3) supply ships! and/or allow us to transfer supply in space 4) a search feature in the manual 5) robots which benefit ship and facility construction 6) being able to salvage from ships that were destroyed in space (in one space game you could even benefit technologically occassionaly when you did so) 7) it would be nice to "know" if the trade we are offering a computer player was doable before finding out that "yeah I'll take your technology and give you what you already have!" Or, if it doesn't have the resources you want why let you ask for it? It rarely ever comes back and says "Can't do that but how about (x or y) instead?" 8) be able to trade specific pieces of equipment |
Re: SE4 Wish
1) Bigger than 255 stars?
4) Try windows search engine. |
Re: SE4 Wish
I think it would be cool to have the planets orbit the stars every turn.
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Re: SE4 Wish
>3) supply ships! and/or allow us to transfer supply in space
Hey, but you have it now! |
Re: SE4 Wish
For the starting techs, have a host play the first 30 turns, and research exactly what each person chose. At the end, they would reactivate the AIs and mail the game to the first player!
Your starting tech rules could be anything you wanted; X techs, X research points, max tech in area of your choice, no choosing colony techs, anything a human can understand. You could even have the host upgrade your starting facilities if you choose to "start" with extra resource extraction tech. You could also start the game with a ship/base in orbit, or a fighter squadron build. You could have a truly Nomadic start if you're playing Pirates & Nomads . Just have the host build a resource base with a space yard to go with it and then abandon the planet for you! |
Re: SE4 Wish
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>>3) supply ships! and/or allow us to transfer supply in space
Hey, but you have it now!<HR></BLOCKQUOTE> To expand on this, for those who don't already know about it: To build a supply ship, add as many Supply Storage and Emergency Supply Pod components as will fit. To transfer supplies, add the supply ship to a fleet of ships you want to supply. On the next turn, the supplies of the entire fleet will be distibuted evenly among the ships. <BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>7) it would be nice to "know" if the trade we are offering a computer player was doable before finding out that "yeah I'll take your technology and give you what you already have!" Or, if it doesn't have the resources you want why let you ask for it? It rarely ever comes back and says "Can't do that but how about (x or y) instead?"<HR></BLOCKQUOTE>I've had the AI tell me "We can't afford that" a fair number of times. Offering something different is much rarer, but I've seen it happen, too. I've suggested new things in older threads already; I can't think of any new ideas offhand that I've had since the Last time I posted them. ------------------ 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: SE4 Wish
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>To transfer supplies, add the supply ship to a fleet of ships you want to supply. On the next turn, the supplies of the entire fleet will be distibuted evenly among the ships.<HR></BLOCKQUOTE>As an addition to that, the supplies are distributed evenly by supply count, not percentage of max storage or anything else.
So, if you have an out-of-fuel fleet of 9 ships that can store 9000 supplies, and a supply ship arrives with 9,000 supplies, every ship will get 900 supplies. (9,000 divided evenly among 10 ships) Thus the fleet gets a total of 8100 supplies out of the supply ship's 9,000. And the supply ship can return to get more. |
Re: SE4 Wish
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by capnq:
To build a supply ship, add as many Supply Storage and Emergency Supply Pod components as will fit. <HR></BLOCKQUOTE> Emergency Supply Pods are restricted to one per ship, IIRC. If I want to save a facility slot at a planet then I build a space station (e.g. Base Space Yard) instead of a resupply facility. If you put the station to your fleet, the fleet will be resupplied (but you have to wait a turn, with a resupply fac you could move on in the same turn), because the station has got unlimited supplies (you don't need supply storage or QRs or emergency resupplies). |
Re: SE4 Wish
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>If you put the station to your fleet, the fleet will be resupplied (but you have to wait a turn, with a resupply fac you could move on in the same turn), because the station has got unlimited supplies (you don't need supply storage or QRs or emergency resupplies).<HR></BLOCKQUOTE>A good mod would be to re-classify all the bases as "ships". Then give the hull the abilities "supply storage" and a small amount of "solar supply generation". Then your base could potentially run low on supplies during a siege, and you would have to build some sort of solarpanel-heavy power station to supply your fleets.
If you remove QRs and resupply depots, then the game would have the extra dimension of supply infrastructure. Trinary systems would be of high strategic importance, and you would have more short-term goals to achieve. |
Re: SE4 Wish
I agree with the desire to be able to select your starting technologies. This would enable us to direct our race as we see fit.
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Re: SE4 Wish
For me the improvement of the strategic AI capability would be quite on top of the wish list: more consequent attacks of the AI on enemy colonies, priority colonisation of systems that have recently cleared of enemy presence and concentration of defenses (units, denfense bases and fleets) on these systems.
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Re: SE4 Wish
I agree with Q: fix strategic combat! It's too unpredictable now, I shudder to hand over my ships to the AI for combat in PBEM..
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