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-   -   20 suggestions for SE IV (http://forum.shrapnelgames.com/showthread.php?t=3333)

Q June 9th, 2001 08:37 AM

20 suggestions for SE IV
 
I made a list of currently 20 suggestions for SE IV. Most of them have been posted on this forum already and e-mailed to MM. Unfortunately I did not get any confirmation of MM, that they received it. So if anyone (Richard, Beta-testers) who has a direct approach to MM and finds these suggestions reasonable, could forward them, I would be very grateful.

Atrocities June 9th, 2001 10:40 AM

Re: 20 suggestions for SE IV
 
Good idea putting them into a read-me. Makes it easier to view without all the BS. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

I like what you have. Please mail to MM.

Q June 9th, 2001 11:03 AM

Re: 20 suggestions for SE IV
 
Thank you Atrocities for your positive comment. As said, I already mailed it to MM (in several divided mails), but I am not sure that they received/read it. That's the reason I posted it here: I hope that someone with more direct contact to MM will pick it up and bring it to their attention.

Possum June 10th, 2001 08:01 AM

Re: 20 suggestions for SE IV
 
Yeah, Q, I'm with Atro on this.

You got a good collection of ideas, by all means send them to Aaron http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

Dr Strangelove June 11th, 2001 01:28 AM

Re: 20 suggestions for SE IV
 
Something I'd like to see is a "quit combat" button. If a player has destroyed everything that the enemy can throw at him. but chooses not to completely eliminate the enemy it would be nice to be able to bypass having to click through the remaining combat turns. Sometimes I have a spare fleet not accompanied by a troop ship. I'll use the fleet to knock down enemy planetary defenses, but I'll leave the planet intact because it will be worth more when I take it. It's tedious to click on "End Turn" twenty times.
I also wonder if there is anything that can be done to teach the AI to have enough common sense to avoid black holes.

Otherwise the list is quite good.

[This message has been edited by Dr Strangelove (edited 11 June 2001).]

Suicide Junkie June 11th, 2001 01:38 AM

Re: 20 suggestions for SE IV
 
I really like #20, but you need to add "units" to that list. Currently, things like shield regeneration and boarding parties do not work on fighters.

Emperor Zodd June 11th, 2001 05:12 AM

Re: 20 suggestions for SE IV
 
I suggested #16 to Aaron Last year.
It would be a great help against crew insurrection.

Dravis June 11th, 2001 12:54 PM

Re: 20 suggestions for SE IV
 
#9 already is in the game(though you have to use the data files to creat warp points that have those properties).

Suicide Junkie June 11th, 2001 02:42 PM

Re: 20 suggestions for SE IV
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR> Another thing that I wish was in SE4 is the ability to split fighter groupes. <HR></BLOCKQUOTE>Sattelite Groups too!
In fact, any group of units except mines should be formed into squads of X units, with X being set by the player.

[This message has been edited by suicide_junkie (edited 11 June 2001).]

Atraikius June 11th, 2001 04:05 PM

Re: 20 suggestions for SE IV
 
I had e-mailed a suggestion to MM to change the Master computer to have the Ship Bridge, Crew, and Life Support abilities instead of the Master computer ability as the AI with then place the master computers on the design, but it would also require a programming change to change the min number on life support and crew to percentage (about 2%) like transports/carrier otherwise the AI will replace each of the components with a master computer.

#17 - Last week I happened to observe the pyrochette demand a planet as a gift from the orks as I checked in on them - orks got pissed and declared war though.


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