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Things we\'d like to see in the next patch
So what are somethings we'd like to see in the next patch. Here is my two cents:
-Palaces (may be under developement) -Anger levels against player defined empires |
Re: Things we\'d like to see in the next patch
facility ability to add (or subtract) facility space from a planet.
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Re: Things we\'d like to see in the next patch
1.) Starting technology levels for each race individually in the game setup.
2.) Race specific anger modification in the AI anger.txt file. |
Re: Things we\'d like to see in the next patch
Patch
- research and intell comp - able to put ships in other ships, like carrier and fighter SEV - Script Language ex: if then - http://forum.shrapnelgames.com/images/icons/icon10.gif Mouse wheel support http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: Things we\'d like to see in the next patch
My thoughts:
1) ability to save default game settings for subsequent single-player games -- a) racial points b) system: good, average, number of planets, etc 2) don't show un-researched ship designs from previous games in design list or gray them out. a) perhaps able to toggle them on or off 3) option to save upgraded designs under same name if not in build queue or already built a) as we now can with Edits. This would allow an upgraded edit without having to strip out all the 'obsolete' stuff 4) for those of us compulsives who name each ship - a drop-down list of names when the Name button is clicked on a) read from shipname.txt list More at 11. http://forum.shrapnelgames.com/images/icons/icon7.gif |
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Re: Things we\'d like to see in the next patch
I'd like more 'Mount Options' http://forum.shrapnelgames.com/images/icons/tongue.gif
Like: 1) Ability to affect Armor Regen, Emissive Armor ability, 2) Add different types of damage (quad shield, boarding parties only, etc) so the weapon does normal damage as well as the new type. 3) Rate of Fire (mounts that add/subtract to it) 4) Engine speed (ie, maybe add a 'Combat Movement' option) Other stuff: Line in the 'Anger.txt' so that races could be naturally 'hateful' of differnt races. (ie, race A always hates race B) 'Saved' game options (ie, points etc) so you can start a game without massive set up every time. |
Re: Things we\'d like to see in the next patch
More ...
5) external build queue files so that they don't disappear when you start a new game along with editable names of the queues. 6) ability to rename/edit Waypoint names without them disappearing when the Rename button is clicked. |
Re: Things we\'d like to see in the next patch
About the racial hate. You are talking about just in Mods right? It's kinda hard to have a hate against someone you never seen before as the stander game seems to show. Just my two cents of course.
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Re: Things we\'d like to see in the next patch
no, out of game too. i personally oppress every Texruk i meet. I say "hey, tuskey, why dont you go chew some cud out in that medow, like the rest of your flea-bitten kind!"
and they say, "hey, thats a good idea. thanks!" and when i work with one, i make sure it keeps under the glass ceiling. "sorry, pal. xenomorphs aint allowed to be employed here above a mailroom level. and stop chewing on that evelope. and creatures with MORE THAN ONE STOMACH are not allowed to participate at the buffet line!" |
Re: Things we\'d like to see in the next patch
1.)UI change of build queues to mirror/mimick the UI of Research Projects and Intel Projects; this would include
... one, tracking roll-over from one "build project" to another; ... two, allowing a "distribute evenly" WRT that queue's Rate limits, permitting simultaneous build of multiple items; ... three, would unify the mechancis and feel of the three "queue" type UI points. 2.) As stated earlier in ths thread, the ability to affect Rate Of Fire in weapons. 3.) NEGATIVE shield regeneration -- so we could, for example, make shield components which produce HUGE shields for their size (11 shield hp per kT of component, say), but, which will eventually burn out themselves and the entire rest of thats hip's shield network, in a few turns. EXAMPLE: a 100kT "Hyper Shield Generator" which produces 10,000 shield points, and "self-depletes" at 2500 points per round. Without weapons fire, and without supplemental sources of shield regeneration ... in four turns, *pffft* no shields. With ~3000 points of weapons fire, the shield s will fail partway through the seocnd round's portion of incoming fire. 4.) Ship and Base components that produce Research and Intel points, given directly to the Empire-wide stockpile -- or at least, the option to MOD for them. 5.) Base components that allow bases to act, in a limited way, like Resupply Bases -- say, a certain # of ships, and/or a certain limit of supplies produced each turn (for handling fleets). Since we apparently cannot pop ships into a fleet with the Base any more v1.78 and later ... 6.) The ability to mod-create components, or mounts, which expand SYS' build rates, and counterpart facilities for planets. IOW, if I want to double or treble the physical size of my spaceyard, I should be able to do so, and see -some- return on the investment. Doesn't have to produce another Queue for the ship or planet ... just more CAPACITY for the sole queue of the spaceyard-capable ship or planet. 7.) The ability to create components that give build capacity to a Ship, but do NOT include full spaceyard capacity. JUST UNITS. Thus oen might be able to build a large ship that builds sattelites, and ONLY sattelites, and then directly deploys them. Or mines. Or Weapon Platforms, and delivers them. And so on, while NOT orbiting a planet and UNABLE to build *ships* (making the component cheaper, and probably SMALLER). |
Re: Things we\'d like to see in the next patch
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Problems: 1). Like you said everyone is just starting to explore space and shouldn't have met as yet 2). The Drushoka don't use energy draining weapons, their weapon choice seems to be going as fast as they can for High Energy Weapons. There aren't even energy draining weapons in the game. Well, shield depleters, but they don't kill the Eee. 3). IMHO, people(dinosaurs,crystal shards,organic energy blobs) ought to be able to get along if circumstances warrant. If they're losing the war, met a worse opponent. 4). The AI often gets mad and declares war anyway. The goal I guess is to prevent the Eee and Drushoka from ever having better then nonintercourse treaty or something Seems to me the fastest way to fix this "bug" would be to remove text from the description. Once in a while, someone reads the self destruct description "Overloads engines to destroy ship and boarding ship". Then, dutifully destroys the engines, trys to board, and gets blown up. And wnat's to know what they did wrong. Another text block fix the game needs. |
Re: Things we\'d like to see in the next patch
enforced racial requirements and restrictions in RacialTraits.txt
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Re: Things we\'d like to see in the next patch
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Re: Things we\'d like to see in the next patch
My two cents:
1) an AI that recognizes more types of colonies (it only recongnizes the default ones)so we can edit the AI files so the AI use better the planets that it colonizes... (could be optional). 2) re-activate the Restricions field in the facilities .txt files, so we can set facilities dependent of population, that some "bigger" facilities (like Space Yards) can only be constructed in higly populated planets... (could be optional also). Makinus |
Re: Things we\'d like to see in the next patch
whhel mouse support (just to shut everyone else up=-)
Alter route finding to auto-divert ships and fleets to resupply depot if they can do so at no extra movement cost. |
Re: Things we\'d like to see in the next patch
I think there's a difference between most wanted and most needed additions to the game. http://forum.shrapnelgames.com/images/icons/icon7.gif
Most wanted is probably new features and abilities. The 'exploding' component that does additional damage when destroyed is a good example. Discussed but never implemented. Also, planetary cloaks, planetary engines, warp gates, research/intel generation from components (for nomads), restore the ability to colonize asteroids (like SE III), restore the chlorine atmosphere type, more political functions like a 'capital' facility and some real need for it to control your empire... the list is endless. MM will have no trouble at all coming up with ambitious ideas for SE V! http://forum.shrapnelgames.com/images/icons/icon7.gif Most needed is a bit different, although many of the most needed features are also wanted. We really, really need those 'arbitary' ability tags for components so people can stop using facility or stellar abilities just to foolthe AI into doing what they want in ship design. We also really need an ability for the AI to make 'either-or' choices in ship design (either a Quantum Reactor OR a Solar Panel, but NOT BOTH!) in misc. abilities. Currently the only 'hierarchical' choices the AI can make are for weapons. We need more options for the AI to use in choosing how to colonize planets and how to construct it's colonies once it has founded them. And it needs to 'rethink' it's colony types once in a while and be able to CHANGE the type of a colony if it would be really helpful to do so. Some sort of controls to influence the policy of the Intelligence Minister would go a long way towards making AI intel usage actually make sense. http://forum.shrapnelgames.com/images/icons/icon7.gif And some way to specify how many ships of what type go into a fleet, especially if it understood more than just 'attack' and 'defense' fleets, would help make the AI more effective strategically. In short, the AI needs LOTS more options to make it more sophisticated. The AI is the weakest part of the game at present. [ August 21, 2002, 23:40: Message edited by: Baron Munchausen ] |
Re: Things we\'d like to see in the next patch
"1.)UI change of build queues to mirror/mimick the UI of Research Projects and Intel Projects; this would include
... two, allowing a "distribute evenly" WRT that queue's Rate limits, permitting simultaneous build of multiple items" This idea I like. Also to go along with this idea is to make the Space Yard facility sort of like Repair Bays. What I mean by this is Repair Bays have a set amount of how many components it can repair per turn. Maximum of 8 if I'm not mistaken. It'd be nice if the Space Yard facilities were like this. So for instance: Space Yard I would have a maximum of one ship being worked on per turn. Space Yard II would be three, Space Yard III would be five. Temperal Space Yards would have something along the lines of: I = 2 ships, II = 5 ships, and III would be able to work on 8 ships per turn. Then as was in the other idea be able to devide points evenly or all in one ship. This is just what I'd like to see. "Restore the ability to colonize asteroids (like SE III)" I like this idea as well. I didn't play SEIII, but this was the case in SEII. But if it was added again make it so you can't build facilities to the asteroid fields. But only be able to put like a few robot miners there. It could be made so it could be a facility but only asteroids could be able to build them and that's the ONLY facilities it could build. Don't know how hard this would be to add but would be interesting to see. |
Re: Things we\'d like to see in the next patch
If we go back to the poll I did a fairly long time ago (and then after doing all that work never forwarded it to MM http://forum.shrapnelgames.com/image...s/rolleyes.gif ), a good 13% of votes (of 205 total) were for less predictability as to where the satelites are when combat happens (opinions ranged from randomly place at one of the corners around the planet to actual orbital movement).
And 9% voted for mouse wheel support. I think these should be included in the next patch. It was nice to see that many of the community's wants were included in 1.78. The number of possibilities with the mounts is quite impressive (yah MM!) [ August 22, 2002, 00:46: Message edited by: jimbob ] |
Re: Things we\'d like to see in the next patch
i dunno. i dont think that i would go about italicizing want and need like they are some kind of absolute truth. i think your needs are about as important as many of other peoples wants, in the grand scheme of things.
to me, they are infinetly less important: i dont play against the AI. the only thing the game "needs" are bug fixes. and i have not noticed any since the Last few patches. actually scratch that, i never checked if the UI bug i noticed with gold regarding drone cargo moving was fixed. and i may or may not have found a bug with ships tracking targets that cloak after they are ordered to intercept them. DocShane wont tell me. |
Re: Things we\'d like to see in the next patch
My suggestions would also ask MM to focus on the human/computer interface to make things easier for us.
1) Make the windows resizable and moveable. 2) In the Ship/Units menu (F6), list the ships under the fleet name. 3) For something really innovative (and possibly difficult to program), allow us to create our own style of window by permitting us to add or remove components of the windows. I frequently find myself switching between windows to a) find the information I need and then b) to implement the changes I want based on the information found in the other window. 4) If 3) above is difficult/impossible, then we should be able to highlight a planet in one window and when we move to another window, we are directly taken to the highlighted planet in the new window. 5) Mouse wheel support. 6) Changing the discription of the buttons to show the default state as a positive statement. (See the thread "Understanding Battle Strategies...Newbie question" My $.02 worth from a newbie |
Re: Things we\'d like to see in the next patch
1. Reports... and sortable ones
2. the ability to name ships what ever you want without fear of someone else beating you to the punch... Yep dups on ship names... associated with the empire. 3.The ability to turn off all the information that the other empires see about a race... and what they name their systems and planets. 4. a map maker that is easier to use.. 5. mod everything http://forum.shrapnelgames.com/images/icons/icon7.gif 6. reports that are sortable 7. hot seat via tcpip... |
Re: Things we\'d like to see in the next patch
oh yea... the ability for empires to write scrips... Ie... if i have this and this build this and this on a new planet...
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Re: Things we\'d like to see in the next patch
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Re: Things we\'d like to see in the next patch
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Like many others, I'd like to see the game save my favorite setup options... Suicide Junkie has posted a mod for adding facilities that increase a planet's construction rate; but, as Pax mentioned, I'd like to have a similar option for ships/bases. Other random options (most of which have already been mentioned): Research/Intel production by components Component that provides ability to build units only Activate restrictions on racial techs, so choosing, say, Organic means you can't use Crystalline. Most useful for things like P&N mod so you can't choose both normal & nomad techs... Warp gates A "move to" command for drones Simulate trade routes by imposing a production penalty on resource production based on distance from nearest space port; if the palace facility is implemented, maybe a second penalty based on distance between palace and space ports. This could be expanded to allow "secondary" palace facilities to be built nearer fringe colonies, which would reduce the penalty imposed. Another expansion would be a component that could be installed on bases that would reduce the penalty, based on the idea of providing a "rest stop" on trade routes (for those pesky nebula/storm/organic infestation/etc. systems). Tugs - ships that can tow other ships/bases, carry specialized modules (remote mining pallet, carrier pallet, combat pallet, base expansion pallet, supply pallet, etc.). That should be enough for now... http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: Things we\'d like to see in the next patch
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[ August 22, 2002, 16:47: Message edited by: Arkcon ] |
Re: Things we\'d like to see in the next patch
Fix the Crystaline Racial Tech.
Make it desireable. Poll Results: Racial Tech Trait Poll (60 votes, up to to votes each) Crystalline 12% (7) Temporal 23% (14) Psychic 40% (24) Religious 53% (32) Organic 43% (26) |
Re: Things we\'d like to see in the next patch
i think we need flowers in this game or maybe narcotics i think drugging the enemy is far more easier
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Re: Things we\'d like to see in the next patch
I would like most of all:
The ability to load a submitted turn in a simultaneous mode game and edit the turn and resubmit. Nothing more frustrating than saving your turn and remembering you forgot to do something so you must either submit what you have or start totally from scratch. Or your ally send you an email proposing to do something just after you did your turn. Other enhancments that I would like: </font>
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Re: Things we\'d like to see in the next patch
a small thing, the ability to put the planets names above the planet so the the Y,P,S, etc letters could be underneathe or vica versa, Currenly they become intermingled,
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Re: Things we\'d like to see in the next patch
yes a save the game in sim would be really good
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Re: Things we\'d like to see in the next patch
The #1 thing I want is fix for the AI issue regarding claims of systems and colonization. If I make a treaty that prevents me from shooting them and lets them through my minefields, I want it understood that for the duration of the treaty they will not colonize in a system which I claim but they don't, and will not claim a system I already claim (or reclaim it if they "give" it to me).
I realize that something has to be done about conflicting claims when the treaty is established. I favor making resolutrion of conflicting claims a requirement for the treaty offer - in any diplomatic message requesting a treaty higher than NI every contested system has to be covered as part of the deal package (either the side sending the message offers to "give" it or the requests that the recipient of the message "give" it). |
Re: Things we\'d like to see in the next patch
I'd like a filter to hide weapon mounts that aren't allowed on the selected ship size.
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Re: Things we\'d like to see in the next patch
Another thing I'd like to see on the next patch. Is for Temp Space Yard facilities be in the same family number as normal Space Yards. In patch one it was like this and you'd just press "Upgrade" and it'd jump to the best Temp Space Yard you had. But not anymore. This can be modded but I'd rather see it as part of the normal game.
Same is true of monoliths and regular miners. |
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Re: Things we\'d like to see in the next patch
In the next patch I would like to see the ability to repair allied ships. So I could repair racial tech I gave my partner if it was damaged and he didn't have the ability. Maybe even the ability to build joint ship. An organic tech on a Temporal races warship http://forum.shrapnelgames.com/images/icons/icon6.gif for ex.
[ August 22, 2002, 22:40: Message edited by: overminder ] |
Re: Things we\'d like to see in the next patch
My patch wishlist (2 cents worth http://forum.shrapnelgames.com/images/icons/icon7.gif )
1. I know others have mentioned it, but I'd really like to be able to save default settings for new SP games... maybe we should start a letter-writing campaign http://forum.shrapnelgames.com/images/icons/icon7.gif 2. Useful satellites (on sectors with planets). Even if the game put 1/4 of the sector's satellite pool at each 'corner' of the planet involved... *anything's* got to be better that parking them in a single lump. 3. The ability to prioritise resource allocation (when you're running at a loss) even on a really coarse level, say between ships facilities and units. If I'm gasping for minerals, I want to get new mining facs Online ASAP. 4. Empire flags on enemy and allied ships. Sometimes it's really hard to spot little teeny grey ships. 5. Mutually exclusive tech trees. This could have all sorts of applications... particularly when giving empires a bit of character, but also as way to add some variation to the endgame. |
Re: Things we\'d like to see in the next patch
My tuppence worth'
1 I really want the ability to put fleets into other fleets as per my 'fleets within fleets within fleets' post 2 I really want the ability to make up 'armies' with troop units |
Re: Things we\'d like to see in the next patch
Oh, just something approaching the complexity of Nethack would be nice. http://forum.shrapnelgames.com/images/icons/tongue.gif Actually, it would be nice if populations kept their own characteristics, etc., when captured (instead of just atmosphere type).
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Re: Things we\'d like to see in the next patch
Gentlemen,
I would like to see improved ground combat. Currently it seems like a default assualt setting where the attacker alwyas wins. (At least that is the state of affiars in my AI games.) The poor AI is never prepared for ground assualts. Having this be an option (ie tactical or strategic just like the space combat) would be interesting. I miss being able to Fleet bases. I used to fleet them around critical planets and worm holes. It made tracking them much easier. I don't really care about the supply issue, so if they could find some way for us to fleet bases again I would be very happy. Cheers! Trajan |
Re: Things we\'d like to see in the next patch
I believe in the SETTING.TXT you can make it so you can add bases. The line is something like this add bases to fleet = FLASE. Just change it to true. http://forum.shrapnelgames.com/images/icons/icon10.gif
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Re: Things we\'d like to see in the next patch
Here is another item I would like that the treaties of Protactor and subjuation would let you use their space yards and supply depots.
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Re: Things we\'d like to see in the next patch
I would like to see Ruin teck tree. Example; your ship discovers a componet on a ruin world, then a teck field pops up on the research menu.So player can research further. whata you guys think?.
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Re: Things we\'d like to see in the next patch
HEMAN: Moddable.
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Re: Things we\'d like to see in the next patch
It is moddable but it might still be worth to be included in "official" SEIV.
I personally want better balance of weapons - just check out many recent discussions on this forum about how ubber-powerfull are PPB and how completely, utterly useless are torpedos and graviton hellbores. Yes, it is all moddable but it is still so much better to have "balanced" default SE. [ August 24, 2002, 05:05: Message edited by: oleg ] |
Re: Things we\'d like to see in the next patch
... and while we're at it, I'd really like the warning box for redundant system-wide (and planetary) facilities to check facilities in other planet's construction queues as well as those that have already been built.
Oh, and self-dismantling atmospheric conVersion facilities would be nice, too http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Things we\'d like to see in the next patch
I am not sure this is hardwired or 'moddable' but I would like to see point defense and mines 'miss' once in a while and also sensors that are not one hundred percent. And the ablity to research a faclity that will let you research a technology or trait that your race does not have access to in the inital setup.
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Re: Things we\'d like to see in the next patch
I'd like to see the ability to 'Remote Launch" using Waypoints instead of having to scroll to planet, warp point, etc.
I'd also like more than 10 way points. Being able to edit the order queue would be nice. Now all you can do is cancel it and start over. Also - when clicking on the "Wrench" (construction queue) I'd like the entire queue to be shown - not an empty list - when using Multi-Add. I know you can see what's being built (a t least 3 somethings) before you hit Multi-Add - but that gets lost because you can't move the Multi-Add dialog. Not being able to move overlapping windows is a pita. There are some API's available to activate that feature. [ August 24, 2002, 07:24: Message edited by: Elowan ] |
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