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Improtant fixes
Since MM are working what could be the Last patch (http://www.malfador.com/whatsnew.html) I wanted to make a list of the important fixes. These are mostly the exploitable bugs that could ruin a multiplayer game. (In single player you can always decide not to use them).
1) The intelligence stuff is severely broken. 2) The 10 wormhole limit is very serious, as it can completely break the game if a player can lock himself in, causing a stalemate. This can be fixed either by removing the limit altogether, or by only enforcing it on the outgoing side of the wormhole (when created) thus still limiting the total number of wormholes on the map. 3) Non standard ways of producing supplies, i.e. starbases and fighters (see my thread http://www.shrapnelgames.com/ubb/For.../003702.html). 4) Many people complained that the ability to create a new warp point anywhere into enemy territory and use it the same turn without notice is unbalanced. While this should probably be fixed, care must be taken not to create an opportunity for the defender to close the warp point before it can be used, thus again locking himself in causing stalemate. |
Re: Improtant fixes
Fixing the AI Research queue percentages would be nice too.
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Re: Improtant fixes
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by dumbluck:
Fixing the AI Research queue percentages would be nice too.<HR></BLOCKQUOTE> Yes, I second that. and the "mines override" in the research is annoying. Maybe it should stop at mines 2 or 3. Rollo |
Re: Improtant fixes
One thing that is easy to implement is to put a variable that control the number of ships of a determinated design that can be active at the same time, included the ones in the construction queue.
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Re: Improtant fixes
In addition to a fixed number, something to indicate the "preferred percentage" of ships that this design should be used for.
Then you could get more than one attack design to be built. |
Re: Improtant fixes
Many simulgame turn bugs and assorted bugs were fixed in the 1.42 Beta
------------------ HADRIAN T. AVENTINE admin@spaceempires.org Administrator | SpaceEmpires.org |
Re: Improtant fixes
I would like to see MultiPlayer play on a LAN added. Something like the way Stars! works would be fine. The palyers map to one server and load, save turns to the Stars folder. A small program looks for all players to be done then process the turn and updates the files. The players can even get a message that the new turn is waiting.
This works on direct LANs and even dial up LANs. I don't even need tactical combat. Please don't leave this function out !!! |
Re: Improtant fixes
PowerMan, have you tried PBW? It effectively does that, just over the internet.
http://seiv.pbw.cc/ Eric the UI Guy from PBW |
Re: Improtant fixes
I'd like to see the pathfinding logic improved, especially in combat. It's really frustrating to see an entire fleet freeze in place because the leader can't figure out how to move around a planet or warp point.
------------------ 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: Improtant fixes
I'de like to see a new option.
Cannot find or trade colonisation techs. Nothing worse in a multiplayer game than being the poor sucker in the corner who by the time he meets another empire everyone else has already traded colonisation technology like pokemon cards. Plus finding colonisation in an early ruins is such a big advantage too. I like the idea of researching it and being able to colonise other worlds so I don't like turning that can't colonise other worlds on. Askan |
Re: Improtant fixes
askan,
I like your idea. Right now it could probably be modded in some way to get close (but not quite) what you want. 1. Make the starting Colo Tech a racial trait (don't forget to take one). 2. Normal Colo Tech can still be researched. In order not to get it too easily by ruins, it could be "hidden" further down the tech tree. Either by adding lots of levels of Colo Tech (1-9 gives you nothing, but 10 will finally give you the component) or by adding lots of requirements for it (Construction, Physics, Chemisty, Planet Engineering, add a few levels like Geology, Meteorology, Oceanography (Hmm, how come water planets are not in the game?), you get the idea). If you find this tech in ruins it will help you, but doesn't give you the component right away. Of course, this Colo Tech gained by research could still be traded, but I guess this would be okay. Another easy solution : Turn off ruins and trading altogether http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif. Just an idea (and not fully thought out), Rollo |
Re: Improtant fixes
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>I would like to see MultiPlayer play on a LAN added. ... This works on direct LANs and even dial up LANs. <HR></BLOCKQUOTE>
Try -<My LAN Helper>- (Info Thread) Anywhere you can map a drive letter to, you can wait for turnfiles from. Whenever a new .GAM file appears, the LANHelper offers to load it. Right now, it works well, but SE4 has a bug when loading sequential games from the command prompt (you have to re-load the savegame once SE4 launches, or all your ships have zero movement). I could probably come up with a simultaneous game auto-host in a few weeks, if anybody wants it. [This message has been edited by suicide_junkie (edited 19 September 2001).] |
Re: Improtant fixes
Thanks Suicide_Junkie. I will give it a try tonight. I must have missed the original thread.
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