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SE IV Beta Testers Please Read
I will of course email this to Aaron as well, but he mentioned in the Chat the other day that only items voted on by the Beta Testers would be given priority in the next patch for the game. (The Last patch)
Please consider these items for the short list of must need fixes and modifications to SE IV. 1. Please remove or allow us to set a specific image to be displayed during race set up. Currently we must include an entire ship set in our mods in the off chance that the game will require a random image from one of the sets during this process of game set up. (Displays is next to the Player Setup window during player set up) By eliminating this or allowing us to set a specific image to be displayed, we modders can be freed up to include only the ships we want in our sets for our mods. This will help us in size and complexity of the mod. 2. Please fix the Counter Intel ability. This facility is currently a Religious Facility, but the ability is a must have for other uses. Currently it does not seem to work. 3. Please fix the system for selecting the number of Random Neutral Player in a game. No matter what we do in the Settings text all we can get is about 5 neutral AI's in one game at a time. I would like this addressed because I would like to have a game with 15 neutral AI's and 5 Main Races. I hope that I have explained these items clearly but if I need to be more specific I can be. I sincerely hope that you all will support these fix requests for the next patch of the game. Thank you. |
Re: SE IV Beta Testers Please Read
Only one of those was actually a bug, you know. The Race Picture thing would be nice, and I think that Counter Intel is just whacky - but if you dont like how you get the facility, then mod it. As for the number of neutrals, yeah, that should be fixed.
I understand from SJ, that there is a bug with how fighters share supplies with a fleet, which should probably come first. Another bug, is that Small Graviton Beams have the wrong technology requirement. very easy to tweak in the data file. I dont know if the Time Distortion Burst thing was fixed, where they did quad-damage to all, i have not played temporal in ages. I think it was. Are there any other actual BUGS, in this Version? |
Re: SE IV Beta Testers Please Read
I agree with Puke - fix bugs first.
Second, I'd like to see the Top Ten Balance Problems addressed (or however many it was) that was discussed a while back in some thread (by SJ, I think). Quote:
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- Gifts or trades that are accepted but never get through - Ships in a fleet with "Don't hurt me" orders revert to their class strategies. - Ships get stuck behind a planet in strategic combat. (especially annoying when your massive fleet pulls back from the main planet you are attacking while your troop transport sits in indecission behind a moon) |
Re: SE IV Beta Testers Please Read
not a bug, and i'm not a beta tester, but i think it would add a lot, so if one of you could send it in?
increase the max. number of systems to 65355, the max ship size to 16 mill., the max planet pop to 16 mill., the max facilities to 65355. in other words, bump the varaibles that's stopping truly huge maps or 'real space' maps and allow more realistic ring and sphereworlds. bigger ships are not critical, but would be fun...as well as allowing my mod to reach 98 tech levels of ships. http://forum.shrapnelgames.com/images/icons/icon10.gif more people than me, though, have wanted realistic sphereworlds and even faked real space. [ November 13, 2003, 18:45: Message edited by: narf poit chez BOOM ] |
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