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Most bang-for-the-buck hard code changes
OK, we have wish lists a mile long for hard code changes. My question is: What ONE hard code change do you think would give the most-bang-for-the-buck, and WHY? (MBFTB = the greatest improvement to the game for a given amount of effort.) Since some people won't be able to stop at ONE, I will allow THREE effort categories: trivial (a few hours of programming), small (a few days), and medium (a few weeks).
[Realistically, it's probably not fair to ask for a large (few months of programming) effort for your pet idea. The returns would have to be huge, and that's SEV.] My nominations: Trivial: Add a third combat option, which would allow you to manually enter the result of the combat. Players could then use ANY program of their choice to play out combat. This gets around a lot of gripes that people have with the game's combat, many of which are conflicting or difficult to implement. Don't like SEIV's combat? Use Panzer-Blitz or another Shrapnel game. Or D&D or Pong or strip poker, for all that Aaron will care -- it'll be totally your choice. Small: Save/Load game to/from ASCII. Would allow 3rd parties to make game editors for use by scenario authors. It staggers the imagination. Medium: Not sure yet. http://www.shrapnelgames.com/ubb/ima...ons/icon10.gif |
Re: Most bang-for-the-buck hard code changes
Be sure to add an option to disable those ascii save/load and manual combat for PBW & stuff to prevent cheating.
Trivial: -Add new ability: Explodes when destroyed. Component will do an additional X pts of damage when destroyed. Useful for Ramming warheads & StarTrek-esqe Reactor Cores You could also make Temporal "Damage Delay Armor", which will absorb 1000 damage, but then release it all back into your ship when you crack it http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif. Major (SEV): -Weapon damage as an ability Then you can have multiple damage types per component, and make polaron beams do 50 pts shield skipping, 50 pts normal, and cool stuff like that http://www.shrapnelgames.com/ubb/images/icons/icon7.gif. You get Trekish partial shield skipping, you can have WMG beams push a ship away from you, even a SuperMissile launcher with a small warhead effect, so you take damage when firing it! [This message has been edited by suicide_junkie (edited 22 August 2001).] |
Re: Most bang-for-the-buck hard code changes
ok. here we go.
Off the top of my head := trivial : colony sizes from SE3 small-medium : ability to pick starting tech levels (as in SE3) large-huge : fully 3d interactive tactical combat with options to save battle as movie file for use in a mini-TV series http://www.shrapnelgames.com/ubb/images/icons/icon7.gif |
Re: Most bang-for-the-buck hard code changes
Med change: the ability to RETREAT from combat, ship will leave tactical/strat combat after a 1 combat turn delay, and then go back upon the route it just came from with any remaining movement points....
------------------ "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'. |
Re: Most bang-for-the-buck hard code changes
Red dwarf:
A way to queue up a 'Destroy Building' command, that takes zero time but waits until it's top o' the queue. For 'upgrading' buildings that aren't true upgrades, such as Mineral III -> Monolith III. G-class star: Better list handling/filtering -- namely, bookmarks and that sort of thing. Again, sanity reasons. Supergiant: Text I/O -- exporting known information (colony status, ships, et al) in some nicely parseable file(s), and allowing the importing of orders in text form (e.g. "fleet NNN move to system NNN, coords NNN,NNN". Scripter's paradise. http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif ------------------ -- The thing that goes bump in the night |
Re: Most bang-for-the-buck hard code changes
Larger than 255 galaxy.
[This message has been edited by Atrocities (edited 24 August 2001).] |
Re: Most bang-for-the-buck hard code changes
My suggetion would be for more vehicle types. Have 99 ship vehicle types, and many fighter/base/sat/troop/weap plat types. What the hech start with 99 for each.
Components are specified for a vehicle type and by having many more vehicle types we can make vehicle sized specific components. Imagine being able to have cruiser sized engines, life support, bridges, weapons, armor, shield generators versus dreadnaught sized components. ------------------ Never Give up, Never Surrender! |
Re: Most bang-for-the-buck hard code changes
1. The name of the mod after the Version number on the main screen. This would save some headaches.
2. Better missiles/ fighters or weaker point defence. Missiles and fighters just get wasted by fleets with even modest point defence capability. 3. That annoying "Free VW Beetle!" ad that flashes green and white to be ditched. I know ads pays for sites, and I even click on one every now and then but this ad is just plain offensive. 4. Better treaty options. I may want my ally to resupply but not necessarily give him research. I don't mind trade but don't want his ships flying past my defences. That sort of stuff. Askan |
Re: Most bang-for-the-buck hard code changes
"2. Better missiles/ fighters or weaker point defence. Missiles and fighters just get wasted by fleets with even modest point defence capability."
Err, that doesn't need a hard-code change. Just change a few values in components.txt, and you're set.. Phoenix-D |
Re: Most bang-for-the-buck hard code changes
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>1. Name Of The mod blah blah<HR></BLOCKQUOTE>
You could just use my Mod Launcher http://www.shrapnelgames.com/ubb/images/icons/icon7.gif Also, Mods could include their own startup screen by placing a modified intro.bmp in <se4directory>\<modname>\Pictures\Game \Screens\1024X768 and 800X600 ------------------ The Unofficial Space Empires 4 Mod Utility V2.0 ------------------ Download as a .ZIP <HERE> Download as a .RAR <HERE> Download as a .ACE <HERE> Check a Screenshot of it<HERE> Check an Alpha Shot of my Mod Editor (Unreleased) <HERE> My Geekcode : RNmPeOr MpPi2!+ Rp++ Tcp+ Fq+++!@ M+++ Fr= P+? A+++ Sf= T++-- Checkout your Geekcode :- .Zip <HERE> .Rar <HERE> .Ace <HERE> |
Re: Most bang-for-the-buck hard code changes
Well, I’m a Modder so my wishes are in this area:
1.) Give me a file like the AI_Construction_Facilities.txt for their cargo space. This way I could tell the AI exactly what units to build on a planet and how many. 2.) Let me call ship names in the AI_Construction_Vehicles.txt, not classes. 3.) A switch in the ship design file to determine if a ship is used defensively and in what fleets it should be included. 4.) Let the AI do some scrapping of buildings and old units. I already sent MM some suggestions in this area. 5.) Teach the AI how to use a medical ship. 6.) Teach the AI to scrap all research building once the tech tree is done and build intelligence instead. With these changes I could make some cool tricks with the AI. And I really think these changes are not that much of programming work. P.S.: Ups, that were more then 3 wishes. Anyway... |
Re: Most bang-for-the-buck hard code changes
Small : ability to show where all system wide abilities are on the system map.
Med : The ability to filter reports ( all of them ) Large : The ability to chose stragetic or tatical combat in multi player games on different computers |
Re: Most bang-for-the-buck hard code changes
Trivial: Seeing enemy movement in your system
If I have a presence in a system, and an enemy ship moves in that system, I should be able to see it. Currently, an enemy ship suddenly appears in a system, and the following turn it disappears. You don't know where it came from or where it went. You should be able to see enemy movement during that enemy's turn in your systems. Small: Straighten out the engines/supplies It's silly for the same size engines to power escorts and battleships and for an engine to have the same amount of supplies as a supply bin twice its size. My solution would be to have the engines proportional to the hull size in size, cost, supply storage, and supply usage. Also, cut the supplies carried by engines in half, and double the supplies in each supply bin. Medium: Fix the ministers The reason the AI's aren't any better is that they have to use all the ministers. This includes the exploration minister that keeps sending ships through damaging warp points and the resupply minister that jerks your fleet back just before it reaches its objective. (Add your favorite minister stupidity here.) |
Re: Most bang-for-the-buck hard code changes
Good responses so far, but keep in mind the criteria for the effort categories: trivial (a few hours of programming), small (a few days), and medium (a few weeks).
Also remember that we're discussing HARD CODE changes -- stuff that can't possibly be modded. Lastly remember that we're discussing "most-bang-for-the-buck", not pet peeves. (E.g., fixing Enter and Escape in dialog boxes would be nice but would not give a substantial "return on investment" in terms of improving the game.) |
Re: Most bang-for-the-buck hard code changes
I'm not sure if this is trivial, medium, or huge, but here goes:
Diplomacy. Right now, either you can move safely through ALL of an empires systems, or you can't move safely through ANY of an empires systems. I would like to have an option to make systems as "hostile" or something. That way, if I set up a trade alliance with the Phong, but only want them to be allowed into the first two systems (closest to them), and not go parading through the depths of my empire, I can set up space stations, mines, or whatever, and stop them. General John |
Re: Most bang-for-the-buck hard code changes
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Small: Straighten out the engines/supplies
It's silly for the same size engines to power escorts and battleships and for an engine to have the same amount of supplies as a supply bin twice its size. My solution would be to have the engines proportional to the hull size in size, cost, supply storage, and supply usage. Also, cut the supplies carried by engines in half, and double the supplies in each supply bin.<HR></BLOCKQUOTE>See my Pirates & Nomads v2 mod. You will be very happy, and realize that those fixes need no hardcode changes. ------------------ The latest info on Pirates & Nomads (forum thread). -<Download V2.3>- (just extract to your SE4 folder) -<Download P&N Classic>- (The final release of P&N v1.x, just extract to your SE4 folder) -<Download compatible EMPs for P&N v1.2 through v1.7>- -<Download SJs latest AI Patcher>- Visit My Homepage Other Links: -<Play By Web>- -<Schlock Mercenary>- (great space-based webcartoon) -<First Strip>- -<8-bit Theater>- (fun comic with the pixellated FF1 characters) <SE4Code> MpN R*-A RM(L) RP+ TCP- Fq++ FR!++ P? A+/- Sf+ Nd- L $ M++++ Pw!+ </SE4Code> |
Re: Most bang-for-the-buck hard code changes
more than 20 races at a time
and of course the civil war http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif |
Re: Most bang-for-the-buck hard code changes
The ability to launch ships from other ships and planets.
------------------ Assume you have a 1kg squirrel E=mc^2 E=1kg(3x10^8m/s)^2=9x10^16J which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb. Fear the squirrel. |
Re: Most bang-for-the-buck hard code changes
For us non-modders (some of us don't like to tinker remember)
small AI to use & invade planets w/troops not just glazing all of them & build base-ships (I know baseships is moddable, but remember not all of us like to tinker) med Do something on missle vs planet. Give wp's weapons that can reach ships that just sit off and hit your planet with missles. It should not be this easy to take out a planet. Increase range & mounts for planet based weapons or have specific tech to build them & have AI build & use more Starbases at wormholes and over planets. Major Ai to use and upgrade research better, have ai upgrade buildings, storage, etc, also have ai use different ships for different things, ie; close attack support, wormhole defense, etc, currenly almost always use same weapons on each ship, very seldom defends a wormhole with exception of a small amount of mines, never puts mines over its planets, Increase amt of ftrs they put in Groups, currently only in 5's. This includes AI using Wormhole open & close weapons more often, (now very seldom if ever) this would add nice touch and make things a little more interesting later in the games just some ideas mac [This message has been edited by mac5732 (edited 23 August 2001).] |
Re: Most bang-for-the-buck hard code changes
Mac,
One of the easy things to do with missiles vs planets is to build weapons platforms and satellites armed with PDCs. The PCCs, when in range, will stop missiles. That makes it much harder to just stand off and blaze away successfully. General John |
Re: Most bang-for-the-buck hard code changes
Lerchey, Your point is well taken, I just feel that there should be some weapon you could put on wp's and make it harder for ships to glaze away especially in hotseat games. with sats you could send in swarms of ftrs or smaller ships to take out the sats while your missles go after the planet, therefore you could nollify the pd's on the sats at cheap cost. It should be harder to take out a planet then it now is especially later in the game with higher tech. The tiny, small and some medium planets just don't have capacity for numerous wp's therefore the ones they do have should cost any invading fleet something before its parking lot time. Oh well, I apoligize for getting off topic and rambling on, I guess I'm shell shocked since the hotseat game I'm playing and seeing good planets go down the tubes with little return
just some ideas mac |
Re: Most bang-for-the-buck hard code changes
For me, I would like the AI and ministers to actually avoid entering the Black Hole systems whenever it encounters them.
At present it ruins the game somewhat for me as I have to edit the map to change the black hole systems to nubulas and of course it takes away the fun of exploring the galaxy. Ciao Shonae |
Re: Most bang-for-the-buck hard code changes
shonae,
I have a quick solution for you. Replace the current QuadrantTypes.txt file in your data folder of SEIV or the mod you are using with the one I posted (make sure you have a backup of the old file). Have fun exploring a black hole free mid-life galaxy http://www.shrapnelgames.com/ubb/images/icons/icon7.gif. Rollo PS: Sorry for getting off topic. I'll post my ideas later. |
Re: Most bang-for-the-buck hard code changes
1. Fix Intelligence - perhaps make it like SE3, get rid of the current projects format. Include detailed descriptions of what happened as a result of friendly or enemy intel operations - (like stolen resources- How Much was lost/gained?, movement loss etc).
2. Starting Tech selection like SE3 3. Make the AI use all possible abilities in the game, for instance ;troops. At the same time change the AI so that it can adapt to situations as the game progresses. |
Re: Most bang-for-the-buck hard code changes
My three biggies would be:
1) Inclusion of a file detailing what determines the AI's state, and how the ministers are effected by the state that the AI is in, so that the AI's can be modified to take advantage of the AI state they are in. 2) Ability to call out either a Design Type or a Design name in the Construct vehicle file. 3) Inclusion of AI data files for change of state requirements, minister athorities and precidents, and fleet formation additions (such as maintaining formation based on leader positions, facings, map edges, enemy ships; and use of different formations and strategies based on varios conditions of the enemy fleet abilities). |
Re: Most bang-for-the-buck hard code changes
Although it will echo what others have already said, and what has been sent repeatedly to MM. . .
(1) Ability to call ships/units based on design name instead of design type in Construction file. This will not effect that current AI since their design names already = their design types. (2) A field in which we can designate a ship as eligible for the AI to add it to a defense fleet, attack fleet or either. (3) Allow negative/positive anger adjustment in the Anger file based on race name. This will allow historical enemies and allies. |
Re: Most bang-for-the-buck hard code changes
Make HUGH improvement on the AI! The current Artificial Idiot is very inadequate and gets me really mad at times, especially in strategic combat. Most of the time I don't even think it is fighting on my side!
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Re: Most bang-for-the-buck hard code changes
1. The ability to set starting points when setting up the game.
2. The ability to set different tech levels for each player at start up. 3. Positive random events. 4. Larger than 255 system limit. (500+) 5. Use a star feild instead of the grid. Represent each system by the color of its star. 6. Add component that allows a ship to travel to different systems without the use of warp points. (make very very expensive) 7. The ability to set the EXACT amount of minors / random empires to be used in a game. 8. Increase the level of minors that can be used in a game from 6 to 12. ------------------ "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 |
Re: Most bang-for-the-buck hard code changes
Just a few from things from the top of my head. I have no idea how hard they would be to do.
1. "Beware of strange warp points!" Considering how often the AI uses that phrase it really should know better. An AI starting next to a black hole is likely never to get its foot of the ground. 2. If the AI captures ships, they should be analysed for better tech. Or scrapped, because they are outdated. 3. The AI should make better use of sats and weapon platforms. Replace old Wps with new ones, distribute them better among planets and also put sats on warp points. Rollo PS: I have seen some people request that they want the AI to use troops. Check out the Aquilaeian, the Orks and the Vikings. All three use troops and capture planets. |
Re: Most bang-for-the-buck hard code changes
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Rollo:
2. If the AI captures ships, they should be analysed for better tech. Or scrapped, because they are outdated.<HR></BLOCKQUOTE> Scrapped? Never EVER scrap a captured ship, at least I think you shouldn't. Why not refit it? Saves you money and time to build a new ship. |
Re: Most bang-for-the-buck hard code changes
Yes, you are right CW. Forgive me, it was 2 am in the morning when I typed this. Also I was playing P&N lately, so I guess scrapping ships for resources became a routine http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif.
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Re: Most bang-for-the-buck hard code changes
What I would like to see (in addition to several of the ideas below).
When playing a saved Empire. Ships not showing up from the previous game in the ship design screen until they can be built. Or some way to toggle Don't show ships you can't build. It is the # one reason I start a new Empire each game rather than play an old one with all the ships designed already. |
Re: Most bang-for-the-buck hard code changes
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>When playing a saved Empire. Ships not showing up from the previous game in the ship design screen until they can be built. Or some way to toggle Don't show ships you can't build. It is the # one reason I start a new Empire each game rather than play an old one with all the ships designed already.<HR></BLOCKQUOTE>Save/Load ship designs seperately from races! Just like SE III!
------------------ The latest info on Pirates & Nomads (forum thread). -<Download V2.3>- (just extract to your SE4 folder) -<Download P&N Classic>- (The final release of P&N v1.x, just extract to your SE4 folder) -<Download compatible EMPs for P&N v1.2 through v1.7>- -<Download SJs latest AI Patcher>- Visit My Homepage Other Links: -<Play By Web>- -<Schlock Mercenary>- (great space-based webcartoon) -<First Strip>- -<8-bit Theater>- (fun comic with the pixellated FF1 characters) <SE4Code> MpN R*-A RM(L) RP+ TCP- Fq++ FR!++ P? A+/- Sf+ Nd- L $ M++++ Pw!+ </SE4Code> |
Re: Most bang-for-the-buck hard code changes
I agree with you there SJ. SE3 did have a better method. You could just load a ship file and only the ships you have the tech for are loaded. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
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Re: Most bang-for-the-buck hard code changes
I would like to see a new tick box in the strategies screen: "fire until all engines destroyed". Mightily useful for my scouts armed only with ionic dispersers and wormhole beams.
Also fix the boarding parties! They don't work in strategic combat. [This message has been edited by CW (edited 25 August 2001).] |
Re: Most bang-for-the-buck hard code changes
hey guys and girls were losing the trival small and med style of this thread. and yes I did go small med large.
http://www.shrapnelgames.com/ubb/images/icons/icon7.gif- ------------------ L? GdX $ Fr C++ SdT T+ Sf* Tcp+ A M++ MpTM ROTS Pw+ Fq+ Nd Rp++ G+ |
Re: Most bang-for-the-buck hard code changes
Rollo, Thanks for the edited QuadrantTypes.txt file, I must admit I hadn't thought of that.
However the point still stands that you can't have the Black Hole systems without crippling the AI somewhat especially if it starts next to one. I did like the strategic aspects of having an early effective (mostly) defense against enemies until later in the game as well as the potential of hampering your expansion to other systems. Ciao Lee |
Re: Most bang-for-the-buck hard code changes
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>1. The ability to set starting points when setting up the game.<HR></BLOCKQUOTE>I assume you mean setting them before randomly generating the map? Because you can already do this in the Map Editor.
Which gives me another idea: add a toggle for whether a random map has ruins, rather than only allowing them on "blind" maps 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" |
Re: Most bang-for-the-buck hard code changes
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Rollo, Thanks for the edited QuadrantTypes.txt file, I must admit I hadn't thought of that.
However the point still stands that you can't have the Black Hole systems without crippling the AI somewhat especially if it starts next to one. I did like the strategic aspects of having an early effective (mostly) defense against enemies until later in the game as well as the potential of hampering your expansion to other systems.<HR></BLOCKQUOTE> De nada. And I agree with you. I like black holes as well, it's just too bad the ministers don't handle them well. Back to the topic: I have noticed that most suggestions (including my own) are either bug fixes, things that don't require hard code changes or stuff involving the AI (which is very important, but only effects the regular player indirectly). While they are good and valid they don't really apply to the "most bang for the buck" topic. So I have giving it some more thought this time and tried to find something that really would make game more interesting while only requiring little hard code changes (remember: most bang for the buck). To get my point across, please allow me to be a little long winded and sorry for this in advance. I assume that the most commonly played game is a solo game against the AI, either using standard SE4 or one of the various mods and maybe a few new races. Depending on the bonus the AI gets and the skill of the player things only get really interesting when the solo player becomes MEE (Mega Evil Empire: a game condition were one player (usually the human) is far ahead in the game, resulting in all computer players declaring war against him). Btw, if you don't agree with me on this, you can stop reading now, because my suggestion will be pointless to you http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif. Anyway, I like the concept of MEE and the fact that the condition that will trigger MEE can be modded makes it even better. However, and that brings me to my actual point, the condition is known to the player and predictable. Sure, newbies will be surprised the first time they become MEE (I was), but any player with some experience or one that reads the forum knows about it and knows the condition that will trigger it. So me suggestion is: Randomize the condition that triggers MEE. It could still be moddable like putting benchmarks. ----> default suggestion (MEE min :=300, MEE max:=700, MEE score percent min :=130, MEE score percent max :=190). So the effect would be that the player doesn't know when he will turn MEE, it could be as early as 300k score or anytime later. IMHO this would add a lot of excitement and unpredictability to the game. Knowing the exact time one will turn MEE can be exploited. Not knowing might cause some of the more prudent players to worry about defenses earlier and some of bolder expand aggressively longer. Anyway, a certain level of unpredictability would make it a lot more interesting. Just my 0.02. Any takers? I hope so, otherwise I would have typed all this for naught http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif. Rollo |
Re: Most bang-for-the-buck hard code changes
Rollo - I like your random MEE setting idea.
[This message has been edited by Tampa_Gamer (edited 25 August 2001).] |
Re: Most bang-for-the-buck hard code changes
MME
But semi-random MEE surely isn't a change that gives the most bang-for-the-buck .. declare war on all AIs you encounter, and you'll have a likewsie enjoyable game http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif My 0,02 EUR of thoughts: small change (?) fix the ministers medium change fix the rest of the AI really big change give ua SEV, with all the good stuff from SE3 back, e.g. right-click, loadable ship styles, inteligence etc. etc. A. |
Re: Most bang-for-the-buck hard code changes
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Arralen:
... declare war on all AIs you encounter, and you'll have a likewsie enjoyable game http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif<HR></BLOCKQUOTE> I agree with you that this would make a challenging game. I am not so sure about enjoyable, though, because it completely gets rid of one of the aspects of the game (diplomacy) and leaves no place for roleplaying. You can't play a "nice" race this way http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif. Rollo |
Re: Most bang-for-the-buck hard code changes
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Arralen:
really big change give ua SEV, with all the good stuff from SE3 back, e.g. right-click, loadable ship styles, inteligence etc. etc. <HR></BLOCKQUOTE> And the ship repair/construction queues! I loved how ship construction and repair worked in SEIII, and really wish that approach had been retained. So controllable and it made so much sense. I hate not being able to build ships and facilities at the same time... |
Re: Most bang-for-the-buck hard code changes
Well, I don't know if this is a "most bang for the buck" kind of thing, but I've always thought that the Physical Strength characteristic should affect boarding. So if you have a 110% Physical Strength characteristic you lvl 1 boarding party counts as 22 guys insteads of 20. A pretty small and meaningless change, I guess, but physically tough races should be powerful boarders too, gosh darn it http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
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Re: Most bang-for-the-buck hard code changes
Rollo your idea about the incertainty of the MEE level is certainly interesting. But you can have a similar effect already now if you chose in the game setting "player can only view his score". Then you only will know that you are number 1, but not if you are near or far away from the MEE percentage level because you don't see the score of number 2.
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Re: Most bang-for-the-buck hard code changes
I got one: Allow more abilities for components and facilities.
i.e. a missle that has a repulsor beam built in to simulate the ship that was hit recoiling. or a facility that reduces population while producing organics and lowering happiness (someone else already mentioned this) - - - - - - Another idea: Allow facilities to be built on a certain hull. Lets you have true nomads w/ no planets. It would be a sort of ship-planet hibred. ------------------ Assume you have a 1kg squirrel E=mc^2 E=1kg(3x10^8m/s)^2=9x10^16J which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb. Fear the squirrel. |
Re: Most bang-for-the-buck hard code changes
OK, I thought of my medium (several weeks of programming) most-bang-for-the-buck change:
Put in tons of keyboard shortcuts. You wouldn't think that they'd be necessary for a non-RTS game, but I'm getting carpal tunnel syndrome from mousing all day at work. And stuff like user-definable hot "systems", so you could go between systems 0 to 9 by pressing Ctrl-# (or something like that). Along with this would go interface changes to save clicks/keystrokes, and simple changes people have suggested to "smarten up" the ministers. For instance, a single button to upgrade facilities empire-wide, as resources permit, without scrapping anything, starting with the most-productive facilities. Things like that would save a LOT of clicks! HOWEVER: I don't think ANYONE (including myself) has yet come CLOSE to my trivial and small hard-code changes (see beginning of thread) in terms of bang-for-the-buck (BFTB = increase in value / required programming time). Although, admittedly, those changes wouldn't help PBW/PBM unless the people really trusted one another or had a game-master. But that doesn't matter, because it's all about ME! http://www.shrapnelgames.com/ubb/ima...s/rolleyes.gif |
Re: Most bang-for-the-buck hard code changes
IMHO ....
biggest bang for the buck ?? FIX COMBAT!!!!! I don't see how we or MM can ever build an AI that will challenge a Human, so I would think that for longevity of the game and expanding the customer base, you have to make the mutli-player extensions BETTER.... "net play" would be excellent (MAJOR) the current PBEM works quite well, but where the game really seems to fall down is the Strategic Combat concept. If the expectation is that you have to use Strategic Combat for PBEM, then it needs a complete overhaul and ALOT of attention (MAJOR? MEDIUM?) |
Re: Most bang-for-the-buck hard code changes
Probably medium-lvl coding:
Remember what colonies you saw in a system and put a datestamp for the Last time a ship of yours or one of your allies was in there. Maybe that will help the AI a bit on choosing planetary targets. Do NOT have it memorize ships spotted. Doing that would derange the AI and probably throw off some human players as well. Have seekers move when launched. Either a default set to represent them being ejected from the launchers or whatever that seeker's speed is. ------------------ -- "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?" |
Re: Most bang-for-the-buck hard code changes
I forget, does the program beep at you when the computer is done processing? I don't think it does. If not, then that's my nomination for super-trivial hard-code change. It would allow people to play SEIV all night, and still get in some sleep while the AI moves are processed.
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