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-   -   Next Patch wishes.... (http://forum.shrapnelgames.com/showthread.php?t=3880)

Deathstalker August 14th, 2001 02:00 AM

Next Patch wishes....
 
Its been a bit, so I thought I'd post my 'top #' fixes I'd love to see in the next patch., no real particular order xcept for the first three, which are (IMO) manditory:

1. Command Line options not working for multi correctly (PBW would rock even more with all the available mod options, like modpack AI's).
2. 'AI do nothing during simil' line, does NOT work, tired of missing a turn in pbw/pbem and having the AI screw up royaly.
3. Counter/Intell BUG!!!! (big squishy one!)
4. Cloaking/AI use of, esp with minesweeping and shipyards...
5. Retrofitting...STILL not working right during multi play.
6. Re-Balance the Crystal Torp, to little damage!!! (x2 damage please, or ROF of 1 would be nice).
7. The 'included as 'defense' or 'attack' for fleets' line that is in the Design_Creations.txt, would like to see that added/worked in.
8. DRONES!!!!

Nuff said for now......

------------------
"And what the hell would you know about sanity?" demanded Beatrice. "There are depressed lemmings on the edge of cliffs who've got a better grasp on reality than you have. And more common sense."--Simon R. Green 'Deathstalker Rebellion'.

"We are all...the sum of our scars"....(paraphrased) Matt. R. Stover-'Blade of Tyshalle'.

BeeDee10 August 14th, 2001 08:41 AM

Re: Next Patch wishes....
 
Drones too!!

Some hardcode tweaks to make life easier for the Pirates and Nomads modders and the Space Monster modders would probably be quite well recieved too, and Aaron wouldn't have to do any of the work of creating the mods himself. Just provide a few tools in the parts of the program the modders can't reach. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

Q August 14th, 2001 10:39 AM

Re: Next Patch wishes....
 
Drones are very high on my wish list too.
Any news when the next patch will come??

PsychoTechFreak August 14th, 2001 11:53 AM

Re: Next Patch wishes....
 
... nature shrines should get back their system wide abilities, pleeeaaase. http://www.shrapnelgames.com/ubb/images/icons/icon9.gif

Atraikius August 14th, 2001 12:31 PM

Re: Next Patch wishes....
 
#1. A text file with settings to allow customizing of what conditions are required for the AI to go into the various states, and a short synopsis of how the states effect the ministers.

#2. Option of calling out either the Design Name or Design type in the ConstructVehicle file.

#3. Boolian fields for including a design in attack fleets and defense fleets in the DesignCreation file, so that the AI knows wether it should include each design in attack fleets, defense fleets, both or none.

#4. Ability to declare new Design Types, and designate which minister they are to be used by.

#5. Drones - I'd be happy with them being a missile that allowed you to design them like a fighter, and haveing thier own bays like sts, mines, and fighters.

Atraikius August 14th, 2001 12:41 PM

Re: Next Patch wishes....
 
#6. A data file allowing us to define the functions of the ministers for each AI and indicate which minister has senority. Also, the ability to define new ministers to be used by the specific AI. (tie in with my #1 below)

[This message has been edited by Atraikius (edited 14 August 2001).]

#7. AI lauch/use mines and satellites in combat. (or True/False option to designate wether they do or not).

[This message has been edited by Atraikius (edited 14 August 2001).]

#8. Ability to create layered strategies using if-then statements for the presence of different hostile design types, planets, enemies weapon type, etc...

[This message has been edited by Atraikius (edited 14 August 2001).]

dogscoff August 14th, 2001 03:01 PM

Re: Next Patch wishes....
 
Tactical combat- "resolve combat peacefully" buttton.

Ship orders - "Wait X turns" option.


I have are plenty more but there's no point crying for all of them at once=-)

------------------
"Pinky, are you pondering what I'm pondering?"
"I think so Brain but, if you replace the P with an O, my name would be Oinky, wouldn't it?"

Rollo August 14th, 2001 04:06 PM

Re: Next Patch wishes....
 
Most of the improvements I would like to see involve the AI. In order of importance:<UL TYPE=SQUARE><LI> Captured planets and ships should be used by the Ministers.
<LI> The AI should analyze/scrap captured ships.
<LI> The bug in the research file should be fixed. So that the AI does not ignore the parameters anymore.
<LI> The AI should stick to the research file and not make changes "of its own will" (i.e. research higher level of mines). At least the "mines override" should be limited to levels 2 or 3.
<LI> The ability to construct a specific Ship type in the constructoin_vehicles file. Not just attack ship, but Attack Ship (A), Missile Ship, PD Ship etc. these types could be defined in the designcreation file.
<LI> A new AI file that tells the AI how to put fleets together. For example: 2 Attack Ships (A), 3 PD ships, 5 missile ships, 2 carriers, 4 tankers.
<LI> "Beware of strange warp points!" maybe the AI should heed its own advice a little better http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif. [/list]
Rollo
[edit]: forgot something

[This message has been edited by Rollo (edited 14 August 2001).]

PsychoTechFreak August 14th, 2001 04:25 PM

Re: Next Patch wishes....
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by suicide_junkie:
Quote:

nature shrines should get back their system wide abilities, pleeeaaase<HR></BLOCKQUOTE>Um, they do have system wide abilities... at least AFAIK (v1.35) ...

...try it with v1.41 ...I was surprised also.


[This message has been edited by PsychoTechFreak (edited 14 August 2001).]

Taqwus August 14th, 2001 04:56 PM

Re: Next Patch wishes....
 
AI diplomacy is still a bit odd.

For instance, an irritated AI might refuse a trade treaty -- even if it's subjugated right now. It's a touch odd, since the trade treaty is strictly better from its POV (at least, when the ratio is so large that the trade it would get dwarfs the resources that it produces by itself).

I'm tempted to think that as a measure of scorn, instead of refusing a gift, they could accept it and then discard it... or simply accept it, but basically ignore it for the purposes of relations.

The player should probably be told when one of his allies declares war, or has war declared on him.

AIs that are willing to surrender should be willing to enter into other treaties, as well, to end the war -- especially non-aggression and non-intercourse. Unless, of course, one wants to make an AI with a massive self-esteem problem... "Rule us! Rule us!"

AIs doing poorly in a war could consider asking their allies for help, specifying whether they need resources, or ships, or a DOW...

The state of war isn't particularly distinct from having no treaty/war. Possibly --

- aggression outside of war should hurt relations with everybody
- losses outside of war should have higher happiness penalties (especially, loss of colonies)
- a long war, perhaps, should cause happiness penalties (war fatigue)?
- increased maintenance costs during war



------------------
-- The thing that goes bump in the night

Suicide Junkie August 14th, 2001 05:20 PM

Re: Next Patch wishes....
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Um, they do have system wide abilities... at least AFAIK (v1.35) ...

...try it with v1.41 ...I was surprised also.
<HR></BLOCKQUOTE>
I can't.

Thus, one big bug that needs fixing:

Communication Logs crash the game under WinME

Note: if I install 1.41 under Win98, SE4 works perfectly fine. WinME chokes every time.

EDIT: to fix quote

[This message has been edited by suicide_junkie (edited 14 August 2001).]

tesco samoa August 14th, 2001 05:50 PM

Re: Next Patch wishes....
 
My wishes are

1. the ability to filter reports ( all of them, Scrolling sucks )

2. All system wide abilities show up on the system map if the option is turned on.

IS there a way to create your own hot keys ???

tesco samoa August 14th, 2001 05:52 PM

Re: Next Patch wishes....
 
2 wishes

1. the ability to filter reports ( all of the different reports )
2. The ability to show all system wide facilities on the sytem map.


tesco samoa August 14th, 2001 05:53 PM

Re: Next Patch wishes....
 
sorry about the double post. I thought the first one was lost.

Quikngruvn August 14th, 2001 08:13 PM

Re: Next Patch wishes....
 
In addition to all that has been suggested already (no need to rehash), I'd like to see

--the ability to manually set the order of individual ships within a fleet. (If this can be doen already, someone please tell me how!)

--the "Enter" key work like expected (like CW's suggestion for "Esc").

--under the Planets button, the ability to sort by planet type (R/I/G). Also a button under Planets to filter out planets in systems colonized by others.

That's all I can think of for now. So who's gonna volunteer to package all these and e-mail 'em to MM?

SJ: a shot in the dark but... have you tried disabling Active Desktop under WinME? SEIV under 98 SE was giving me fits till I realized Active Desktop had been enabled accidentally (probably by my son's random clicking).

Quikngruvn

------------------
Stay alert. Trust no one. Keep your laser handy.
--from the RPG Paranoia, now my PBW mantra

Sinapus August 14th, 2001 10:54 PM

Re: Next Patch wishes....
 
Satellite Groups and fighter Groups should be counted as fleets, in that you can set a formation and strategy for them. Fighter Groups should use the "launch x number of units" as the number of fighters in each position.

Satellites should spread themselves around the formation evenly. (I.e, if there are 20 satellites and ten positions in a formation, then each position has two satellites.)

The AI should periodically jettison/scrap weapon platforms and satellites and replace them with updated Versions.



------------------
--
"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?"

Sinapus August 14th, 2001 10:57 PM

Re: Next Patch wishes....
 
Ah, forgot to add another:

The design minister should assign armor by amount of protection per 10kt, not per components. So they stop using Scattering armor and use my armor IV, V and VI components. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

Mad_Lear August 14th, 2001 11:08 PM

Re: Next Patch wishes....
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Sinapus:
The AI should periodically jettison/scrap weapon platforms and satellites and replace them with updated Versions.
<HR></BLOCKQUOTE>


Yeah, thats always been an annoying AI limitation for me. Especially when in comes to storming the AI homeworld- homeworld battles should be memorable and bloody affairs, full of high drama and tactical finess, as the best, most elite ships and units with the latest technology duke it out in an absolute battle royal. A homeworld full of platforms with DUC-1's and a batch of 20 year old satelites fall way short of this. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
Of course, if the AI did periodically scrap/jettison old units and build new ones, chances are that it would choose the worst times to do so, such as when a huge fleet is bearing down on the world in question. Still, the DUC-1 thing is annoying.
Love most of the suggestions in this post, and really hope to see some of them in the next patch!


[This message has been edited by Mad_Lear (edited 14 August 2001).]

AJC August 14th, 2001 11:31 PM

Re: Next Patch wishes....
 
1. Revamp Intelligence- It needs an overhaul. Eliminate the research type window.

2. Get the AI to use troops

3. Allow for ship(s) to be assigned as wingman to another ship inside a fleet.

4. Ability to Assign fighters as defensive and Attack. So that some fighters can be reserved to provide cover for the fleet.

5. Ability to multiselect several build queues to build a common item. Having to select one planet at a time is tedious.

6. Ability to designate what and how many units are launched in a simultaneous game.

7. Ability to switch into Strategic combat mode from Tactical combat.

8. Increase missile speeds again (perhaps double them?).

9. Add range bonus to weapon mounts for weapon platforms

10. Revamp AI races that exclusively use seeker weapons. Add direct fire weapons to ship designs.

11. When switching off intelligence in a game - deactivate cunning in the characteristics window.

12. show crew experience on ship Schematic during tactical combat.

13. Move the Minister option : Ai should not make changes to empire during simultaneous game: into the empire set up window.

14. During repair indicate which ship is being repaired first.

15. Allow player to designate what ships are repaired first - A repair queue.

16. The ability to show all system wide facilities on the sytem map and in the build queue window.

17. Ability to select and deselect weapon types in Groups in tactical combat on the ships weapons listing. I.e. select All seekers, deselect all seekers.

18. A blockade strategy - so that ships wont go within range of the planetary defenses but will stay together and defend themselves.

[This message has been edited by AJC (edited 14 August 2001).]

Atraikius August 15th, 2001 01:47 AM

Re: Next Patch wishes....
 
#8a. Ability to associate formations with stratagies to provide the AI with a better ability to adapt to its enemy.

#9. Ability to declare wether formations are to be maintained in repect to: The Fleet Leader position and orientation, The Fleet Leader position and orientation ignorine facing changed of X degrees or less, The Fleet Leader position only, Enemy ships, or map edge. This could help the AI by reducing the formations vulnerability when the fleet leader changes its orientation.

#10. Ability to declare if a fleet should use a tight formation, in which all ships attempt to maintain thier exact position within the fleet, or a loose formation in which all ships use thier ship default strategy, but attempt to maintain thier fleet position within X squares. And also, the ability to indicate wether the ships in a fleet should maintain thier at start postion, or if they should close formation on losses (i.e. - position number shifts when lower position ship is destroyed).

CW August 15th, 2001 01:50 AM

Re: Next Patch wishes....
 
Atraikius beated me to it. I also want to see a much improved combat and ship building AI. The current one is so stupid that it would charge head first into a cloud of murdering hot plasma thrown up by the enemy. I would like to see my AI admiral knowning things like:

If the defense on a planet is too tough, then stay out of range, move in - shoot - move out.

If there is a self-destruct device on an enemy ship then don't try to board it until it is destroyed unless ordered otherwise.

Other things that I would like to see is a ship building minister that is responsive to enemy designs; AI that doesn't keep sending single ships through known defended chock points; and most of all, if possible, a script language for AI modders.

One more thing, interface improvement. All of my friends who tried their hands on this game think the game interface needs extra work. The first thing that comes to mind is setting colony type. I can never figure out why this function can't be directly accessed on the star map, instead we have to click "colony" -&gt; find the planet -&gt; click "set colony type" -&gt; find the planet AGAIN -&gt; choose one from the list. Why not just make the "Colony Type" entry on the main screen (in the planet info that appears when you click on a planet) a choose box?

The other thing is to make the Esc key on the keyboard do what is expected. Let's say you clicked on the "move" button, but then you decide against it. Currently to cancel the select destination prompt you have to either click on the originating planet or click on a button that opens a window. Most people would expect that a simple push on the Esc key should do it.


[This message has been edited by CW (edited 14 August 2001).]

Atraikius August 15th, 2001 01:53 AM

Re: Next Patch wishes....
 
Thought of another one - inclusion of formations in the xxx_AI_files, with making the position type work in restricting that formation position to certian types.

And, making the AI demand surrender/subjugation/etc... work, and enableing the pop. required for operating facilities.

Suicide Junkie August 15th, 2001 01:53 AM

Re: Next Patch wishes....
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>nature shrines should get back their system wide abilities, pleeeaaase<HR></BLOCKQUOTE>Um, they do have system wide abilities... at least AFAIK (v1.35). I'm playing a "finite" resources game, and with a nature shrine in my home system I get the bonus to all planets.

In fact, with a nature shrine III, my homeworld gets 3,000 *0.03 = 90K resources per year. I dig only 13K out each turn with a monolith & mineral miner, so my homeworld's value is quickly rising to infinity http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
In fact, it's even better than that, since I've got a pair of Value improvement plants 2. 3,000 * 0.07 = 210,000 of each resource each year.
And my resource increase goes up (ie. resource acceleration) by 15,000 each year! The power of compound interest is staggering...
But, that's even more off-topic.

Baron Munchausen August 15th, 2001 02:56 AM

Re: Next Patch wishes....
 
There are a bunch of small interface fixes that would make the game so much easier to play and be far less work in programming terms than all the new abilities that we all want so badly.

- Keep the 'place' you are at in a scroll box, like the planets or colonies lists.

- Make [Enter] and [Escape] operate like the [OK] and [Cancel] buttons. This is Windows standard behavior but MM had to write all custom interface for the game for some unguessable reason.

- Make it possible to jettison a SELECTED amount of a given cargo type, rather than all or none of each type.

Oh, and let's add the ability to SCRAP stuff in a planet's cargo area so we can recover something from our obsolete WPs and troops.

- Add a "global weapons toggle" to the combat interface so you can turn ALL of the usable weapons of a ship/base/satgroup/ftrgroup on or off at once instead of having to scroll through them and click each one. This is a HUGE pain with large sat and ftr Groups!

- Seperate options for automatic movement and automatic targetting in combat so you can have one when you don't need both under manual control. This would save some work in combat, too.

- Allow formations to be turned ON or OFF without losing the settings. So, you could de-activate formations and fight a melee with a group of ships without getting your maneuvers screwed by automatic movement, then reactivate and move your ships to engage another group of ships or bases or a planet or whatever.

- Increased range for all weapons would be cool since mounts can make large base/WP weapons nearly as long ranged as missiles. Could a second row of 'boxes" be added and max range for seekers extended to 40? This might require major changes to combat code. But seekers are much less valuable now with direct-fire weapons able to approach their range.

Oh, at present there's a bug with the 20 range anyway. If you fill a weapon's reange out to 20 the Last box will be blank. I'm not able to figure out if this is a damage bug (the range 20 damage doesn't occur) or just a display bug. I only use the full range 20 with Plasma Missiles. There's a general problem with seekers at max range, too, and this confuses the issue. Guess I'll have to make a range 20 direct-fire weapon and test it. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

Anyway, I'd expand the size of the combat box again if possible. Probably double the width/height (4 times the area) and then double weapon ranges as well. Then it would be much harder for "hit and run" tactics to be used with the proportion of ship speed to weapon range changed. You'd have to play in a much more 'naval' fashion, really committing your ships to take fire if you want to get into a fight.

Suicide Junkie August 15th, 2001 03:22 AM

Re: Next Patch wishes....
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>- Allow formations to be turned ON or OFF without losing the settings. So, you could de-activate formations and fight a melee with a group of ships without getting your maneuvers screwed by automatic movement, then reactivate and move your ships to engage another group of ships or bases or a planet or whatever.<HR></BLOCKQUOTE>This can be simulated by removing the fleet leader from the fleet, then giving it back the title.

Stage 1) Fleet is normal, and follows the leader.
Stage 2) Select the leader and hit CTRL-0 (zero), or use Orders-&gt;Clear group assignment.
The fleet leader is now a nobody, and everybody will do their own thing as if there was never a fleet.
Stage 3) Select the Ex-Leader, and choose Orders-&gt;Set Group Leader-&gt; etc.
Now, when the leader moves, all his minions will fall into line. You may need to move slowly for a turn or two in order to allow individual members to find their position in the formation again.

I often use a quick Version of this to fix my fleet formation whenever I forget to change it from the default before going into battle.

Sinapus August 15th, 2001 05:26 AM

Re: Next Patch wishes....
 
Have the AI go over the facilities built on a planet and if something new (like a robotoid factory, etc.) becomes available that is listed higher on the priority list then scrap a facility that is on the end of the list for that planet type and build that new facility. When it has filled out everything on the priority list to the maximum level, *then* the AI can ignore the list for that particular planet.

Especially domed colonies, so they can build the atmosphere converter and have the planet become something useable when the atmosphere converts. Actually, domed colonies should build a research center or intelligence center first, then follow the script. So tiny domed colonies won't build the space port and cripple a system if the AI did scrap something on that colony to make room for the converter.

(I tend to build extra research centers on worlds in anticipation of future expansion when I get the right tech level. Amount is dependent on the size of the planet.)

Hm. If the AI can be made to do this correctly, then it might be able to juggle things easier than a human can. I tend to build research centers on intelligence compounds until I get applied intelligence and make contact with a spacefaring race. Then I scrap all the research centers on those planets and start building intelligence centers. Manually going to each planet, scrapping 1 facility and building another one would be difficult for me, but the AI might be able to do that.

I'm also hoping this might help the AI with homeworlds somewhat. Or at least have it rebuild the spaceyard facility on the homeworld if it ever gets destroyed.

------------------
--
"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 15 August 2001).]

CW August 15th, 2001 08:32 AM

Re: Next Patch wishes....
 
Launching units - current there is no way to to launch or recover a portion of the satellites/fighters/mines carried by a ship, it is either all or nothing. This is really anonying not to mention it doesn't make any sense. Same thing goes for transfering cargo, we can't queue up an order like "transfer 5 out of the 10 troops on board to the destination planet".

dogscoff August 15th, 2001 10:39 AM

Re: Next Patch wishes....
 
QUOTE:
- Make it possible to jettison a SELECTED amount of a given cargo type, rather than all or none of each type.
/QUOTE

Good idea. I nice way to implement it would be on the cargo transfer screen. Just put in an extra cargo location called "jettison". To get rid of units, just move them into "jettison" in the same way you move things from planet to ship.

------------------
"Pinky, are you pondering what I'm pondering?"
"I think so Brain but, if you replace the P with an O, my name would be Oinky, wouldn't it?"

[This message has been edited by dogscoff (edited 15 August 2001).]

Atrocities August 15th, 2001 10:40 AM

Re: Next Patch wishes....
 
From a thread a long time ago about the same thing.


<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>1) What about an extra technology to cover personnel training. Much like Fleet/ship training this could be used to train individual captains for ships depending on what you want to use them for e.g. tactics, warfare, exploration, trading. The result would be trained pilots that could be placed in a ship and would add to the ship in some way. This could also personalize your favorite ships or fleets.

2) There are a few things wrong with the battle viewer in my opinion:
There is no way to skip a tactical battle mid way and get to a strategic battle, this would be really useful when you get into a battle you don't want to bother playing all the way through.

2a) Also its difficult to arrange new formations for ships whilst in a battle, you have to keep reassigning all the positions every time. I'm sure theirs a better way this could be implemented. Can you not introduce an auto new formation command where all ships are automatically reassigned positions in the formation based on strength and value? Or can't you set up formations for various types of ships e.g. one for front line ships, another for escorts and traders etc.

3) What about introducing non-static backdrops. E.g. if you fight in an asteroid field what about having asteroids moving around you as you fight? Also in map views what about moving planets and moons? Should be simple enough to do in a turn-based environment like this and would really add to the game.

4) I would like to see stars larger than one sector in map view e.g. red giants. Also gravity should have an effect in the battle view much like the black holes in the maps. Your ships should have to fight against gravity in battle when near planets or stars etc.

5) What about unmanned probes to be able to be sent out to the further systems in the map view.

6) Other ideas for the battle viewer screen include:
1. Decoys to be launched to redirect missiles as missiles are far too deadly at the moment; being able to paralyze ships temporarily to board them using energy sapping weapons or the like;
2. Mines in the battle view are useless why not change them to effect a radius right around your ship instead of placing them on a square. This could in effect keep ships away from you.

7) A nice idea for the map view would be being able to run your ships or fleets silent using a special command similar to cloaking. Similarly being around a planet you should be slightly less detectable. Such running silent effects would effectively mean you could leave ship fleets in a system, using fewer supplies in wait for passing pirates or enemies. The down side would be that it would take a few turns to get into the silent running mode.

8) Allow me to break up Groups of units! Having all of my SATs in one pile sucks big time. Launching Fighters with different speeds?

9) Another wish, "Add Computer Controlled Race" in the players menu. I hate forgetting to edit to computer control the races I have chosen for a game.

10) How about remembering preferences for starting a game, so I don't have to re-pick '5000 race points', 'low bonus' etc at the start of every game. Gets tedious looking for the exact random system to start a 'perfect' game in. Like Moo2 I usually start about 5-8 games to find a setup I like. Eagerly awaiting the map editor

11) I'd like to see active sensors disabled in cloak, passive sensors should be unaffected.

12) Lets get a civil war going

13) I would love to have a real time feature.
What I mean by that is, the game does not require me to conduct a turn. It does it automatically.
From what I gather, the game's date indicator is set up for this feature, but it has not been implanted yet.

The benefits to this added feature are great. The game would continue even if you walked away. Everything would progress as you have ordered, and the game would take on a more real time feel.

Games with such a feature:
Rebellion
AOK
AOE

14) The ability to set the starting Tech level for each individual race.

15) The ability to set the exact number of Computer players. Right now it's low, medium, hi.

16) The ability to TURN off Quantum Reactor in the Exclude Tech function. (If there, please omit.)

17) A new facility that prevents new warp points from being opened within the system its has been constructed in.

18) A feature in the construction Que. that will add, "build this" on all planets. (This feature would allow you to build troops on all planets at once without having to select each individual planet and add it to that planets construction Que.)

19) Added feature that allows the player to select that they want all their planets for the empire they are going to play to start within one system.

20) The ability to set up allied play. (Example: in set up, the player can establish that player 1 and player 6 are allies. Player 2 and Player 4 are enemies.)

21) A bribe feature to the Diplomacy control. Set BRIBE type. Would effect other races willingness to improve relations.

22) A feature that would allow you to TELL the ships of a specific class to UPGRADE class at nearest shipyard.

23) Another feature of SE III I miss is the way counter intelligence works. It was far easier in SE III just to define the percentage of your intelligence points for counter intelligence. If you spend more points for defense than all your enemy spends against you, you are protected otherwise some of the enemy projects will succeed. I really don't see any advantage of the way SE IV handles counter intelligence now. The offensive Intel projects are fine apart from some balance IMO.

24) Just the usual requests for interface improvements -- anything ranging from the ability to import/export text-based command files and data (e.g. it would be NICE to be able to write a Perl script that simply automates putting atmosphere converters on every planet that needs it in a 200-planet empire, including queuing scrap-facility orders when necessary...) to implementing numerical input boxes for more tasks (such as specifying unit production and so forth). ;-)

25) AI to use baseships in game.

26) AI to use troops to invade & capture planets.

27) AI to use captures ship feature.

28) No Range Error's.

29) Add a new Hunter/Killer Race, hates everyone & everything, Super Aggressive, bloodthirsty, Super Xenophobic, small chance of making deals with, Destroys or captures planets, wants to exterminate all life, believe they are the ultimate higher order.
For Category 2 type additions for expansion pack
Pirates
Locust type race
Civil War
No Neutrals (or at least all races to expand)

30) I too would like to see a massively destructive race, one that most AI's hate too.

31) Option for Orbiting planets/asteroids (sectors that are moving on the system map; circulating the star - very much like ships automatically do in a black hole system).

32) For the AI to be smarter when building ship components or facilities that have more than one ability.

For instance, if you tell the AI to build a facility that has the abilities of a PORT and a facility with the abilities of a SHIPYARD, and you have a "multi"-facility with both abilities... it will build TWO of the "multi"-facilities, NOT one!

Same thing happens for components (although care would have to be taken with supply storage and cargo space, perhaps adding new lines for both of these abilities).

33) I just want all abilities to be available for components/facilities/etc

34) Oh, yes and get restrictions (fully) working!

35) 1. Improved AI ship construction: The various races have a good initial ship component list, but no variety. Once you discover a race's ship building weakness it's a piece of cake and they don't adjust. Maybe add a tiered approach to the ship construction. Then an attack ship or fighter could have a primary ship design and at least 2 alternates with a percent set for each design. Then a race could be 40%, 30%, 30% in different attack ship designs with 10 ship increments. Do the same with defensive ship designs and you can get a very could mixture. In the above example, the AI would build 4 primary, then 3 1st alternate, then 3 2nd alternate, and then start again with 4 primary. This would require adding a percentage to the ship construction field. An example would be to have 40% have shields with beam weapons and 30% have armor with beam weapons and 30% have shield with missile; then a PPB would not be a race killer. Other examples would be 40 Organic, 30 missile, and 30 beam. The defensive ship could be PD 80%, smart bomb 10%, and plague bomb 10%. Various AIs could have different percentages and different designs, but the key point is the various ship designs could compensate each other's weakness and build on the strengths making a much more deadly fleet-like what a human does. Do the same with fighters. I think one of the reasons the AI gets easy is because ever ship it builds is the same with the same weakness. A mixture of different ship designs would increase the difficulty of the AI.

36) Improve the ground combat. See previous post.

37) Positive Random Events. Events that benefit the player. IE-new technology discovered by accident. Derelict ship discovered with new technology. An Eco event has IMPROVED the value of a planet.

38) SEIII style starting tech levels would really be nice

39) Along with the Civil War I'd like to be able to play with more than 20 races at a time. At least give me the option to so I can play with all of the great custom races in one big game.

40) I would like to see the AI build troops, and uses them to invade their enemies and defend their planets. I have yet to see it do either at this point

41) I think any of the Intel operations should be able to happen as a random event. That way you aren't sure if another player is messing with you

42) Resolve combat peacefully" option: i.e. like "resolve combat" but without destroying enemy planets / ships which are ripe for takeover.

43) "Wait N turns" command for ships: Very useful for setting up repeat orders.

44) 1. Buttons in the tactical combat window that toggles each types of weapons systems on /off. 4 buttons should do it - I.e. All, PDC only, BEAM only (direct fire), Seekers only.
Being forced to select the weapon states to OFF or ON for weapons is particularly cumbersome when you have multiplex and want to target multiple ships. Some examples: targeting weapon platforms at a ship, large fighter Groups, heavily armed ships, PDC dedicated ships that you are manually firing your PDC at enemy fighters with.

45) An AI that adapts its strategy and ship designs as the game progresses

46) Ability to switch to strategic combat from tactical combat- watching a Resolve combat can be a long wait in large battles.

47) Increase the number of cloak levels and sensor levels (I have created a mod for this - including adjusted AI research files)

48) Increase the number of levels in Advanced Military Science to allow for more levels of hyperoptics and the top level to allow a player to visually detect mine fields. (I have added 6 levels - in part to adjust for the more cloak levels and to allow mine detection at the top level).

49) Allow fleets to be multi-selected when they are not stacked in the same sector - so you can attack from several directions when initiating tactical and strategic combat.

50) Improved Intelligence window, more slots for Intel projects - better explanations of what has happened to your empire when resources are stolen, tech is sabotaged etc. right now the reports in the logs are very ambiguous.

51) More tech types found in ruins

52) Ability to start a new AI controlled empire by granting colonies their independence.

53) Surrender not based on score.
54) Ability to create new ship formations on the fly during the game.

55) The ability to sweep select Groups of ships in tactical combat to reassign their fleet numbers or un-assign them. Instead of one at a time selections or un-assigning all of them. This would be helpful in fleeting large numbers of fighter Groups after launching them in tactical combat.

56) Strategic and Tactical combat - fleets that are larger than 20 ships are haphazardly placed after the first 20 ships. there needs to be better control by the AI on ship placement before a battle. Clean up the ship placement to avoid congestion.

57) Construction queue (f7). Add a button that allows you to select a build item for more than one planet at a time.

58) A button that allows a player to voluntarily slow down the rate of build and resource expenditure at a planet/Shipyard. Instead of only allowing the queue to be put on hold to reduce resource drain in times of economic crisis.

59) I'd like to see Mines, Sats and Fighters automatically launched when produced on a planet that has no spare cargo capacity rather than destroyed.<HR></BLOCKQUOTE>


------------------
"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!" -- Captain Picard STNG
New Age Ship Yards

Quikngruvn August 15th, 2001 04:23 PM

Re: Next Patch wishes....
 
I'd also like to see the Culture modifiers more balanced-- less something for nothing when setting up your .emp.

Other than that, a great big ditto. (No, I'm not a Rush Limbaugh Dittohead, in case you're wondering.)

Quikngruvn

------------------
Stay alert. Trust no one. Keep your laser handy.
--from the RPG Paranoia, now my PBW mantra

capnq August 15th, 2001 04:56 PM

Re: Next Patch wishes....
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>13) I would love to have a real time feature.<HR></BLOCKQUOTE>

Real time BAD. Turn based GOOD.

<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>What I mean by that is, the game does not require me to conduct a turn. It does it automatically. From what I gather, the game's date indicator is set up for this feature, but it has not been implanted yet.

The benefits to this added feature are great. The game would continue even if you walked away. Everything would progress as you have ordered, and the game would take on a more real time feel.<HR></BLOCKQUOTE>

The only benefit I can even imagine for this is testing AI mods in long games. To quote someone else in an old thread I can't find, "Do you want to play a game, or run a sim?"

<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Games with such a feature:

Rebellion
AOK
AOE<HR></BLOCKQUOTE>

I found Star Wars Rebellion to be unplayable because of this feature, and decided not to buy the other two because of it.

Being forced to make decisions in an arbitrary time limit about things that take months in game time is ludicrous.

------------------
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"

Saxon August 18th, 2001 07:24 AM

Re: Next Patch wishes....
 
Only two things upset me, I guess I am easily pleased.

1. If I want to upgrade facilities, I have to go to that list with small print showing all facilities on each planet. I could buy a bigger screen or a we could have a feature that allows you to see all facilities of type x. I don’t trust the ministers to upgrade things properly.

2. As mentioned by others, a way that lists stay where you had scrolled to, rather than always jumping to the top. This would make playing the big galaxies a lot nicer. Right now, I swear my way through the start of every turn as I have to repeatedly scroll through long lists of news from my mighty empire, especially the construction news.

Slaughtermeyer August 19th, 2001 09:37 PM

Re: Next Patch wishes....
 
It would be nice in simultaneous games if you were warned immediately if a retrofit intention exceeded the 50% limit, instead of waiting until next turn to find out that absolutely nothing was done due to exceeding the limit.

Phoenix-D August 19th, 2001 11:36 PM

Re: Next Patch wishes....
 
Saxon, about upgrades:

Just hit "upgrade facilities" from the construction list screen, and any upgrades will be automaticlly added to the construction list. No ministers involved.

Phoenix-D

Fyron August 20th, 2001 07:22 AM

Re: Next Patch wishes....
 
  1. <LI>Allow multiple happiness modifiers to stack together. Purpose: allows things like Forced Labor Camps and Forced Breeding Facilities to lower happiness. A UPC would offset the penalty somewhat. Currently, a UPC completely nullifies it.

    <LI>Allow negative happiness modifiers from facilities to cause anger and riots. Currently, negative modifiers lower happiness level to Indifferent and then stop.

    <LI>Allow negative population growth modifiers to work. Purpose: an Inquisition facility. Increases happiness in conquered territory very rapidly (8-10%, instead of 3%, and only takes a turn to build), at the cost of a few (100) million dissidents.

Saxon August 20th, 2001 08:05 AM

Re: Next Patch wishes....
 
Phoenix-D,

There are reasons I am still a Private First Class! Thanks for the tip on upgrades, I will give it a try.

capnq August 20th, 2001 08:55 AM

Re: Next Patch wishes....
 
On (F4) Colonies screen, it would be nice if clicking on the Pics column header sorted the entries from largest to smallest the same way the resource value columns do, instead of the opposite as it does now.

------------------
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"

Quikngruvn August 21st, 2001 06:23 AM

Re: Next Patch wishes....
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by capnq:
On (F4) Colonies screen, it would be nice if clicking on the Pics column header sorted the entries from largest to smallest the same way the resource value columns do, instead of the opposite as it does now.
<HR></BLOCKQUOTE>

Or, to sort either way. Click a column once to sort ascending, click it again to sort descending.

Quikngruvn

Arc.Smiloid August 21st, 2001 07:55 AM

Re: Next Patch wishes....
 
please excuse me while I vent off some frustration. It seems to apply here.

While preparing to begin my own mod for the game I was reminded of some of SEIV's infelxibilities as far as modding a different game mechanic. I looked at methods at working around it, but doing so would completely ruin my intended idea.

Seeing how MM has his hands full finishing the game, Its probably only a matter of time until I get what I wish for. But by that time, will I be too busy playing other games like MOO3 to care?

Still, I admire his dedication and hard work. I still enjoy playing the game as is, but I still want to engineer my own mechanics.

Thanks for tolerating my rave.

------------------

tesco samoa August 28th, 2001 09:29 PM

Re: Next Patch wishes....
 
Ok after playing some SIM games as opposed to straight turn based games. here are the fixes I would like to see.

1. fix the bug with colony ships. Pain in the $%^ ( send colony ship from the planet window) ( how they lose commands at random)
2. Make all lists and reports sortable.
3. completely rewrite the combat part of the game. what is there right now does not work (simulators and actual tat combat)


Another question where does the unused movement points of a ship go??

You know like the scout ship finds a new system and then wastes the rest of its movement for that turn.

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L? GdX $ Fr C++ SdT T+ Sf* Tcp+ A M++ MpTM ROTS Pw+ Fq+ Nd Rp++ G+

Deathstalker August 28th, 2001 09:55 PM

Re: Next Patch wishes....
 

Quote: "You know like the scout ship finds a new system and then wastes the rest of its movement for that turn."

That, I believe, is the orders it has as default under the 'empires options' button, orders are erased when encountering a system with another (non-allied) race. Just remove this order and they will happily sail thru the system.....

------------------
"And what the hell would you know about sanity?" demanded Beatrice. "There are depressed lemmings on the edge of cliffs who've got a better grasp on reality than you have. And more common sense."--Simon R. Green 'Deathstalker Rebellion'.

"We are all...the sum of our scars"....(paraphrased) Matt. R. Stover-'Blade of Tyshalle'.

"Memory," the old man said softly, "is tricky. I have learned two things from it. One: That without meaningful memories, there is no life. Two: that we are desperate for our lives to make sense, to have meaning,--and at a great enough remove , all memory is malleable." -Michelle West 'Sea of Sorrows', SunSword book IV.

CyC August 29th, 2001 05:06 AM

Re: Next Patch wishes....
 
I am too lazy to read all the Posts but one thing I want in the next patch is the ability for fleets to use the "Use Component" button if all ships in the fleet have a similar component they can use for instance all ships have the emergency propulsion component.

I apologise if this has already been mentioned. http://www.shrapnelgames.com/ubb/images/icons/icon6.gif

------------------
CyC
L+++ GdX $!+ Fr+ C--- Sd T!- Sf++ Tcp++ A? M++ MpM RV Pw+ Fq++ Nd+++++ Rp++ G

Suicide Junkie August 29th, 2001 05:47 AM

Re: Next Patch wishes....
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Another question where does the unused movement points of a ship go??

You know like the scout ship finds a new system and then wastes the rest of its movement for that turn.<HR></BLOCKQUOTE>If a ship with 10 MP was ordered to move 1 sector & warp, I would describe it as:
- The ship travels full speed & warps, (taking ~6 days), then waits and guards/patrols the sector for the rest of the month. As per orders.

Your ship's standing orders are to detect & engage any hostile forces entering the sector where they currently reside.

EDIT:
In the case of simultaneous movement, where you can't give orders to move around a system you haven't explored yet, they are spending the time scanning the system and compiling maps as well as doing their duty guarding the sector until their next orders come through.

You could always order the scout to jump in, and immediately leave to explore elsewhere.
You can then see the system & send your colonizers on the next turn.

[This message has been edited by suicide_junkie (edited 29 August 2001).]

liga August 29th, 2001 09:44 AM

Re: Next Patch wishes....
 
Was already fixed in the Last patch the problem in SIM games about the initiative in the strategic combat ?

Otherwise it is a things that I really want to see resolved ...

bye bye
Liga

tesco samoa August 29th, 2001 02:54 PM

Re: Next Patch wishes....
 
Thanks suicide_junkie

That makes sense.

Guess I was used to the turn based one where you just explore and then cut across the system.

So how does emergancy propulsion work in sim games ????

------------------
L? GdX $ Fr C++ SdT T+ Sf* Tcp+ A M++ MpTM ROTS Pw+ Fq+ Nd Rp++ G+


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