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-   -   A wishlist for SEIV 1.42 (http://forum.shrapnelgames.com/showthread.php?t=4082)

CW September 7th, 2001 03:49 PM

A wishlist for SEIV 1.42
 
I'd like to see a new component called "Quick Refuel Kit" or something like that. Right now if you want to refuel a ship from another ship you have to add them into a fleet and wait a turn, which is quite troublesome (those lazy ship crews take ONE WHOLE MONTH to refuel a ship?!?). This Quick Refuel Kit acts like a planetary resupply depot, very useful if you are far out to the front with no nearby colonies. Of cause there must be an on/off switch for the component (like the stealth armour) just in case you don't have a quantum reactor.

dogscoff September 7th, 2001 04:31 PM

Re: A wishlist for SEIV 1.42
 
You're right, this is annoying. I'd like to see supplies handled in the same way as cargo (ie transfer as much as you want from one location to another) but I doubt that will happen soon.

Ah well, we can post and dream...


--

Dogscoff: hungry.

CW September 7th, 2001 05:04 PM

Re: A wishlist for SEIV 1.42
 
Oh yea! Handling supply like cargo is even better, I've never thought of that.

Joss21 September 7th, 2001 05:51 PM

Re: A wishlist for SEIV 1.42
 
Regarding 1.42 Patch
I would like to see more / different options of replaying ships movement/combat.
I even think the present replay is bugged, since it keep playing in an endless loop.

It could be options for replay only on one system, or only your ships, or only alien ships...

I dont know...


------------------
"Never argue with an idiot. They drag you down tho their level, then beat you with experience".

capnq September 7th, 2001 06:01 PM

Re: A wishlist for SEIV 1.42
 
Here's something I've just noticed recently that could use improvement, but I don't know how hard it would be to implement:

When an empire is eliminated from the game, all of its designs disappear from the Enemy Ship Designs list (of course). If that empire surrendered to another player, the new empire inherits all the surviving ships, but they never show up on the enemy list again, even if you go into combat against them.As a result, you can't use the simulator to plan for battles, because you can't select these designs.

It would be good if captured ship designs were added to the list of the capturing empire's designs, as long as they were still in service.

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

rdouglass September 7th, 2001 07:31 PM

Re: A wishlist for SEIV 1.42
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by CW:
[b]I'd like to see a new component called "Quick Refuel Kit" or something like that. Right now if you want to refuel a ship from another ship you have to add them into a fleet and wait a turn, ...{/B]<HR></BLOCKQUOTE>


I think that is what the Emergency Supply Pod is for. Then you just need a Repair Bay / Space Yard component in the sector. If you didn't need to use the ESP or wait a turn, it would drastically reduce the importance / value of the QR IMHO....

tesco samoa September 7th, 2001 08:03 PM

Re: A wishlist for SEIV 1.42
 
I modded in a Fuel Efficency Tech tree and I have the engines from that tech have reduced supply usage and as a bonus as they go up in level they generate supplies each turn.

I made them hard to get. But they work great.

Name := Fuel Efficency
Group := Applied Science
Description := The use of ions to propel a starship through space while reducing supply usage.
Maximum Level := 6
Level Cost := 100000
Start Level := 0
Raise Level := 0
Racial Area := 0
Unique Area := 0
Can Be Removed := True
Number of Tech Req := 2
Tech Area Req 1 := Chemistry
Tech Level Req 1 := 2
Tech Area Req 2 := Astrophysics
Tech Level Req 2 := 1

and here is the components

Name := Ram Scoop I
Description := Standard Ram Scoop for sub-light inter-system travel.
Pic Num := 74
Tonnage Space Taken := 10
Tonnage Structure := 20
Cost Minerals := 160
Cost Organics := 50
Cost Radioactives := 50
Vehicle Type := Ship\Base
Supply Amount Used := 10
Restrictions := None
General Group := Engines
Family := 888
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 3
Tech Area Req 1 := Fuel Efficency
Tech Level Req 1 := 1
Tech Area Req 2 := Stellar Harnessing
Tech Level Req 2 := 1
Tech Area Req 3 := Propulsion
Tech Level Req 3 := 3
Number of Abilities := 4
Ability 1 Type := Standard Ship Movement
Ability 1 Descr := Generates 1 standard movement.
Ability 1 Val 1 := 1
Ability 1 Val 2 := 0
Ability 2 Type := Supply Storage
Ability 2 Descr := Can store 500 units of supply.
Ability 2 Val 1 := 500
Ability 2 Val 2 := 0
Ability 3 Type := Movement Bonus
Ability 3 Descr :=
Ability 3 Val 1 := 0
Ability 3 Val 2 := 0
Ability 4 Type := Solar Supply Generation
Ability 4 Descr := Generates 2 supplies for each star in a system per turn
Ability 4 Val 1 := 2
Ability 4 Val 2 := 0
Weapon Type := None

Name := Ram Scoop II
Description := Anti-Matter Ram Scoop engine suitable for sub-light inter-system travel.
Pic Num := 74
Tonnage Space Taken := 10
Tonnage Structure := 20
Cost Minerals := 260
Cost Organics := 60
Cost Radioactives := 60
Vehicle Type := Ship\Base
Supply Amount Used := 10
Restrictions := None
General Group := Engines
Family := 888
Roman Numeral := 2
Custom Group := 0
Number of Tech Req := 4
Tech Area Req 1 := Fuel Efficency
Tech Level Req 1 := 2
Tech Area Req 2 := Stellar Harnessing
Tech Level Req 2 := 3
Tech Area Req 3 := Propulsion
Tech Level Req 3 := 6
Tech Area Req 4 := Cargo
Tech Level Req 4 := 3
Number of Abilities := 4
Ability 1 Type := Standard Ship Movement
Ability 1 Descr := Generates 1 standard movement.
Ability 1 Val 1 := 1
Ability 1 Val 2 := 0
Ability 2 Type := Supply Storage
Ability 2 Descr := Can store 600 units of supply.
Ability 2 Val 1 := 600
Ability 2 Val 2 := 0
Ability 3 Type := Movement Bonus
Ability 3 Descr := Generates 1 bonus movement point.
Ability 3 Val 1 := 1
Ability 3 Val 2 := 0
Ability 4 Type := Solar Supply Generation
Ability 4 Descr := Generates 4 supplies for each star in a system per turn
Ability 4 Val 1 := 4
Ability 4 Val 2 := 0
Weapon Type := None

Name := Ram Scoop III
Description := Standard Ram Scoop for sub-light inter-system travel.
Pic Num := 74
Tonnage Space Taken := 10
Tonnage Structure := 20
Cost Minerals := 360
Cost Organics := 70
Cost Radioactives := 70
Vehicle Type := Ship\Base
Supply Amount Used := 10
Restrictions := None
General Group := Engines
Family := 888
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 4
Tech Area Req 1 := Fuel Efficency
Tech Level Req 1 := 3
Tech Area Req 2 := Stellar Harnessing
Tech Level Req 2 := 5
Tech Area Req 3 := Propulsion
Tech Level Req 3 := 9
Tech Area Req 4 := Cargo
Tech Level Req 4 := 3
Number of Abilities := 4
Ability 1 Type := Standard Ship Movement
Ability 1 Descr := Generates 1 standard movement.
Ability 1 Val 1 := 1
Ability 1 Val 2 := 0
Ability 2 Type := Supply Storage
Ability 2 Descr := Can store 700 units of supply.
Ability 2 Val 1 := 700
Ability 2 Val 2 := 0
Ability 3 Type := Movement Bonus
Ability 3 Descr := Generates 2 bonus movement point.
Ability 3 Val 1 := 2
Ability 3 Val 2 := 0
Ability 4 Type := Solar Supply Generation
Ability 4 Descr := Generates 6 supplies for each star in a system per turn
Ability 4 Val 1 := 6
Ability 4 Val 2 := 0
Weapon Type := None

Name := Ram Scoop IV
Description := Harnessed Ram Scoop engine suitable for sub-light inter-system travel.
Pic Num := 74
Tonnage Space Taken := 10
Tonnage Structure := 20
Cost Minerals := 460
Cost Organics := 80
Cost Radioactives := 80
Vehicle Type := Ship\Base
Supply Amount Used := 10
Restrictions := None
General Group := Engines
Family := 888
Roman Numeral := 3
Custom Group := 0
Number of Tech Req := 4
Tech Area Req 1 := Fuel Efficency
Tech Level Req 1 := 4
Tech Area Req 2 := Stellar Harnessing
Tech Level Req 2 := 6
Tech Area Req 3 := Propulsion
Tech Level Req 3 := 12
Tech Area Req 4 := Cargo
Tech Level Req 4 := 4
Number of Abilities := 4
Ability 1 Type := Standard Ship Movement
Ability 1 Descr := Generates 1 standard movement.
Ability 1 Val 1 := 1
Ability 1 Val 2 := 0
Ability 2 Type := Supply Storage
Ability 2 Descr := Can store 800 units of supply.
Ability 2 Val 1 := 800
Ability 2 Val 2 := 0
Ability 3 Type := Movement Bonus
Ability 3 Descr := Generates 3 bonus movement point.
Ability 3 Val 1 := 3
Ability 3 Val 2 := 0
Ability 4 Type := Solar Supply Generation
Ability 4 Descr := Generates 8 supplies for each star in a system per turn
Ability 4 Val 1 := 8
Ability 4 Val 2 := 0
Weapon Type := None

Name := Ram Scoop V
Description := Harnessed Ram Scoop engine suitable for sub-light inter-system travel.
Pic Num := 74
Tonnage Space Taken := 10
Tonnage Structure := 20
Cost Minerals := 560
Cost Organics := 90
Cost Radioactives := 90
Vehicle Type := Ship\Base
Supply Amount Used := 10
Restrictions := None
General Group := Engines
Family := 888
Roman Numeral := 5
Custom Group := 0
Number of Tech Req := 4
Tech Area Req 1 := Fuel Efficency
Tech Level Req 1 := 5
Tech Area Req 2 := Stellar Harnessing
Tech Level Req 2 := 6
Tech Area Req 3 := Propulsion
Tech Level Req 3 := 12
Tech Area Req 4 := Cargo
Tech Level Req 4 := 5
Number of Abilities := 4
Ability 1 Type := Standard Ship Movement
Ability 1 Descr := Generates 1 standard movement.
Ability 1 Val 1 := 1
Ability 1 Val 2 := 0
Ability 2 Type := Supply Storage
Ability 2 Descr := Can store 900 units of supply.
Ability 2 Val 1 := 900
Ability 2 Val 2 := 0
Ability 3 Type := Movement Bonus
Ability 3 Descr := Generates 3 bonus movement point.
Ability 3 Val 1 := 3
Ability 3 Val 2 := 0
Ability 4 Type := Solar Supply Generation
Ability 4 Descr := Generates 10 supplies for each star in a system per turn
Ability 4 Val 1 := 10
Ability 4 Val 2 := 0
Weapon Type := None

Name := Ram Scoop VI
Description := Harnessed Ram Scoop engine suitable for sub-light inter-system travel that use no supplies.
Pic Num := 74
Tonnage Space Taken := 10
Tonnage Structure := 20
Cost Minerals := 560
Cost Organics := 0
Cost Radioactives := 50
Vehicle Type := Ship\Base
Supply Amount Used := 0
Restrictions := None
General Group := Engines
Family := 888
Roman Numeral := 6
Custom Group := 0
Number of Tech Req := 4
Tech Area Req 1 := Fuel Efficency
Tech Level Req 1 := 6
Tech Area Req 2 := Stellar Harnessing
Tech Level Req 2 := 6
Tech Area Req 3 := Propulsion
Tech Level Req 3 := 12
Tech Area Req 4 := Cargo
Tech Level Req 4 := 5
Number of Abilities := 4
Ability 1 Type := Standard Ship Movement
Ability 1 Descr := Generates 1 standard movement.
Ability 1 Val 1 := 1
Ability 1 Val 2 := 0
Ability 2 Type := Supply Storage
Ability 2 Descr := Can store 1000 units of supply.
Ability 2 Val 1 := 1000
Ability 2 Val 2 := 0
Ability 3 Type := Movement Bonus
Ability 3 Descr := Generates 3 bonus movement point.
Ability 3 Val 1 := 3
Ability 3 Val 2 := 0
Ability 4 Type := Solar Supply Generation
Ability 4 Descr := Generates 15 supplies for each star in a system per turn
Ability 4 Val 1 := 15
Ability 4 Val 2 := 0
Weapon Type := None



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

Sean92 September 7th, 2001 11:15 PM

Re: A wishlist for SEIV 1.42
 
How about a Space Station/Battle Station with the ability to re-fuel ships? Transfer of supply, is what it would be called, I believe.

Phoenix-D September 7th, 2001 11:50 PM

Re: A wishlist for SEIV 1.42
 
That's easy. Just stick the base in a fleet with the other ships.

Phoenix-D

Suicide Junkie September 7th, 2001 11:56 PM

Re: A wishlist for SEIV 1.42
 
If you have a SpaceYard in your fleet, you can stop for two turns, build a base, fleet with it, get supplied, then scrap it and continue on.

tesco samoa September 8th, 2001 02:57 AM

Re: A wishlist for SEIV 1.42
 
I just noticed how long my Last post was.

Sorry about that.

A little off topic from the thread.

But my wish list for 1.42 is tatical combat in multiplayer games. And the ability to sort reports.

Intel would be nice as well

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

Phoenix-D September 8th, 2001 03:30 AM

Re: A wishlist for SEIV 1.42
 
"But my wish list for 1.42 is tatical combat in multiplayer games."

Aieeeeeeeeeeeeee. TCP/IP needed first. BADLY. Conducting tactical combat, even by PBW..

Phoenix-D

Suicide Junkie September 8th, 2001 03:55 AM

Re: A wishlist for SEIV 1.42
 
Does anybody want to write a quickie program that monitors a shared drive for new turn files, then launches SE4 with the new file?

If not, I'll have to do it myself.

Suicide Junkie September 8th, 2001 07:21 AM

Re: A wishlist for SEIV 1.42
 
OK, fine, I've done it myself.

This program will monitor a folder/directory for new SE4 savegames, and prompt you to run SE4 with any samegames that appear.
If you click yes to the query, SE4 will automatically be run, loading the savegame, and using your player # and password.

This only works under 1.41 or higher, so I had quite a time testing it http://www.shrapnelgames.com/ubb/images/icons/icon7.gif. (I've got 1.35 installed, since it dosen't crash under WinME)

Atrocities September 8th, 2001 07:28 AM

Re: A wishlist for SEIV 1.42
 
Just add wheel mouse support,
Add a feature that will allow you to add an item to every construction que.
Postive Random Events
A DO NOT ENGAGE in combat option (so you can run if you want.)


------------------
New Age Ship Yards

[i]"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
Borg Breen Species 8472 Cardassian Dominion STNG Ferengi Klingon Romulan Trek Movie era
TOS Illuminati
Starwolf

[This message has been edited by Atrocities (edited 08 September 2001).]

CyC September 9th, 2001 06:08 AM

Re: A wishlist for SEIV 1.42
 
In the ships units screen there should be away to not show ships that are part of a fleet, or better yet to have it so that it looks like explorer where fleets are similar tp sub directories that can be expanded and minimised to show what they contain.

this way i can get my list of 6000 ships down to something manageable.



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

Magus38 September 9th, 2001 08:07 AM

Re: A wishlist for SEIV 1.42
 
My wishlist would include:

1) Make Warp Points unstable the turn of their creation. See forum thread:
www.shrapnelgames.com/ubb/Forum23/HTML/003647.html

2) Fix Diplomacy so that the AI follows through on its' commitments.

3) Fix the Counter Intelligence bug. This is a big one as right now I will not play with intel it is getting so bad. One of my current games I was losing a ship a turn to crew mutinies instigated by a single empire. All his attacks were unstoppable despite my CI projects simply because he had more than one attack "maturing" per turn against me. (check for threads on this well known feature-breaking bug).



[This message has been edited by Magus38 (edited 09 September 2001).]

capnq September 9th, 2001 06:24 PM

Re: A wishlist for SEIV 1.42
 
A little thing would be less cryptic error warnings in the Map Editor. "Value out of bounds [0]" isn't very informative; it took me a couple minutes to figure out that I hadn't selected an object first when I hit the Edit button.

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

Neo September 9th, 2001 08:56 PM

Re: A wishlist for SEIV 1.42
 
I just got this game about two weeks ago and I have been keeping a running list of ideas and suggestions and wishes:

1. When I give a ship a series of orders to travel through a string of systems, each time I click on something in a sytem the ship currently is not in, but is going to be, the Main Window jumps back to the sytem where the ship is, and then I need to manually click back to the sytem in the galaxy window to give the ship the next order in that system. I think it would be better if the window stayed on the system where I clicked. Also a possible enhancement to this would be to somehow add a live view of the orders list to the Ship Report window as you are giving them, with the ability to delete them in reverse order in case you got the Last order wrong (instead of having to delete the whole orders list and start over). This could be another tab in this window along with Detail, Comps, Cargo, and Ability. (Maybe this is already possible and I am just doing it wrong?)

2. In the System section of the Main Window, for planets with moons, the only way to see if any of the moons are inhabited is to click on each planet and see the moons displayed in the Objects list. A possible enhancement would be to slightly modify the use of the little "total planets and moons" number (I've never seen over 3) to the lower left of the planets with moons as so:
a. Instead of the number indicating the total planets AND moons, just use the number to indicate the number of moons. After all the main planet is obvious because it is displayed in the Main Window.
b. Then to indicate whether the moons are colonized, color the "moons" number the race color of the race that inhabits the moons
c. If there are two moons, and if they are inhabited by two different races, or if only one of the two are inhabited, then have two different color "1"s instead of the single "2" to show this (uninhabited color can still be white).
d. I've never seen more than two moons for a single planet, but if this is possible, this can still work for any number of moons.

3. When attacking a planet, and all the defensive ships and facilities on and around the planet have been destroyed, and you just want to blockade it, or you plan to invade it later but you didn't bring any troops along yet, it would be nice to have an order added to the Tactical Combat Window - Orders list called "Blockade" that would immediately end the combat without having to keep clicking the End Turn button until the 30 turns have elapsed. Along with this it would be nice to have the Blockade option immedately upon moving your ships into the grid with the planet (and it's moons, if any) in it in the Main System window, without having to go to the combat window at all, if there are no defensive ships or facilities there in the first place.

4. I think a little color coding could add some useful enhancements to the lists in the Colonies Window:
a. In the General list, you could color code:
i. Atmospheres - None:White, Hydrogen:Orange (or red), CO2:Green (or yellow), Methane:Purple, Oxygen:Blue, the same way the atmospheres tend to color the planets.
ii. The Conditions and the Mood could both be color coded in a Red-Yellow-Green bad to good progression to indicate that you might want to do something to improve them.
iii. The Population could be color coded to indicate whether the planet is at it max population (which is useful for deciding to transport some population off elsewhere to allow for more population growth). Or this might be better used on the Races list (see below)
b. in the Facilities list you could color code:
i. The Num could be color coded three ways: Green if the Num is less than the Max and less than the allowed number of facilities (or none) are currently in the construction queue (to indicate you need to add some to the queue); white (or maybe yellow) if Num is less than Max but the construction queue currently contains all the rest of the allowed facilities; or red if the Num equals or is greater than Max (to indicate you need to scrap some if you want to build).
c. The Cargo list you could color code:
i. The Space could be colored green if there is space available and no cargo is under construction, white (or yellow) if there is space available and cargo is under construction, or red if there is no space available
ii. Cargo items could be colored red if they are obsolete (so you might want to replace them), and some other color if they are captured items from another race.
d. In the Construction list you could color code:
i. For Time Remaining you could color the Never red, to make it easier to see (although you already can sort for it if you remember to).
e. The Races list as it exists is not very useful as far as I can tell. What would make it useful I think is to make it help you decide what populations to move to native atmospheres. So I would add an indicator of whether it the colony is domed or not here (like it is on the Status list) and also a column for the Max population.

5. You could also color code the different categories of items in the Turn Log (in addition to the filter buttons that are already there)

6. Make all lists stay at the place where you left them when you close the window and open them back up again, so you don't need to continually hunt for where you left off when you going down the list. Then add a double up arrow and a double down arrow to instantly go to the top or bottom of the list.

7. Make all list columns alternate sort ascending and sort descending on successive clicks (I think I already saw someone post this one before).

8. Have some way to save and load ship designs, according to what components you have researched. I always have basicly the same designs when I play the same races again, so this would save me from having to create the same ship designs over and over again. (Is this already possible?)

9. Have some way to manually switch the CD music track (that one dissonant chord song gets annoying during long turns, but I don't want to turn the music off altogether) or maybe even replace them with my own mp3s.

10. Have a fleet formation editor screen, where you can just drag and drop ships already in a fleet. The text file method is a little cryptic for me, and it doesn't allow you to position exact ships exactly how you want. I'm not sure how you could save formations and share them with this though. Could use a little more thought.

11. When entering combat, have unarmed fleet members a positioned a little bit apart from or behind the armed ones that are actually going to be doing the fighting, so I don't have to spend all that time untangling them so my formation can actually move.

That's all I can think of right now.


Suicide Junkie September 9th, 2001 09:05 PM

Re: A wishlist for SEIV 1.42
 
One little thing I disagree on:
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>i. The Num could be color coded three ways: Green if the Num is less than the Max and less than the allowed number of facilities (or none) are currently in the construction queue (to indicate you need to add some to the queue); white (or maybe yellow) if Num is less than Max but the construction queue currently contains all the rest of the allowed facilities; or red if the Num equals or is greater than Max (to indicate you need to scrap some if you want to build).<HR></BLOCKQUOTE>
I would have:
Green: # of facilities is equal or greater than the max.
Yellow: # of facilities PLUS # in queue is equal (or greater than) max.
Orange: # of facilities PLUS # in queue is less than max
Red: # of facilities is less than max, and there are ZERO facilities in the queue.

Basically, the reverse color order, making green = good, plus an extra step.

arthurtuxedo September 10th, 2001 01:50 AM

Re: A wishlist for SEIV 1.42
 
See "Weapon modifiers need fixing". It's on page 3 right now.

capnq September 10th, 2001 02:19 AM

Re: A wishlist for SEIV 1.42
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>(...)color the "moons" number the race color of the race that inhabits the moons(...)I think a little color coding could add some useful enhancements to the lists in the Colonies Window : (...)<HR></BLOCKQUOTE>I don't agree that this would be an improvement. That itty bitty type is hard enough to read as white on black; a number of the race colors are nearly illegible as fleet counts. <BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>8. Have some way to save and load ship designs, according to what components you have researched. I always have basicly the same designs when I play the same races again, so this would save me from having to create the same ship designs over and over again. (Is this already possible?)
<HR></BLOCKQUOTE>Yes, but it's a pain to manage currently. (F2) Options/Save Empire will save all your current ship designs and strategies; you can then use the same empire with the Add Existing button on Game Set-Up/Players. The problem is that the Design Window will list all the designs, with a dim "insufficent technology" label only in the details box. There needs to be a "Hide Insuff. Tech" button added, similar to Hide Obsolete. <BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>9. Have some way to manually switch the CD music track (that one dissonant chord song gets annoying during long turns, but I don't want to turn the music off altogether) or maybe even replace them with my own mp3s.<HR></BLOCKQUOTE>There's a set of entries near the bottom of Settings.txt where you can reprogram the music tracks. You could experiment to figure out which entry to cut to get rid of the dissonant chord, or just rewrite it to match your custom set on another CD. <BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>10. Have a fleet formation editor screen, where you can just drag and drop ships already in a fleet. The text file method is a little cryptic for me, and it doesn't allow you to position exact ships exactly how you want. I'm not sure how you could save formations and share them with this though.<HR></BLOCKQUOTE>ISTR that someone did a Formation Editor, but it's not something you can use on the fly in mid-game.


------------------
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 10 September 2001).]

tesco samoa September 10th, 2001 09:20 PM

Re: A wishlist for SEIV 1.42
 
And don't forget that we need to see the location off all system wide fac.'s on the sys map.

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


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