
January 8th, 2003, 02:25 AM
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General
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Join Date: Nov 2000
Posts: 3,013
Thanks: 17
Thanked 25 Times in 22 Posts
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Re: Next Upgrade/patch
For starters, the current released Version is 1.78, which is a large number of patches away from the demo.
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Originally posted by couslee:
1. Enemy units warp past SAT defended wormholes. I had a wormhole defended of the enemy side with some SATs.
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The ships would have appeared right on top of the warppoint, and right next to your satellittes. If they couldn't destroy it before they ran away, then yes, they would be able to get into your system, because those satellittes aren't going to chase them around.
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2. I wouyld like to see the option to force a ship in combat to break formation and not auto move around when the lead ship is moved.
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Go into your strategies menu under empire options. Select the strategy that you want your fleet to use. Select launching, and pick ships to break formation. They will then follow their individual design type strategies instead of the fleet strategy.
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4. you get ripped off if you mix engine types. Say I can put 6 engines on a design. The first engine added is a photon type (+2 movement).
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That's +2 bonus movement, not +2 movement. Otherwise ships with 6 quantum engines would be running around at speeds of 20+ which is game-breakingly fast.
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All the rest of the photon engines added do not give additional movement. That is fine, but if for the 2nd through 6th engine I place Ion3 engines, I lose the extra movement points.
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Part of the movement rules is that all engines must be the same type for engine bonus movement to be applied.
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6. Allow editing of prototype designs even if some are already in the queues.
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This would probably break simultaneous movement games.
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7. On the ship "design detail", show the total maintenance cost. It might be a factor in the design (duh, guys).
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The maintenance cost can be seen after you click create design, but it would be nice to see it before hand.
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10. When your using the empire queue list(f7), have the main screen re-center on the planet that you selected. Similar to the way it works when you click on a planet from the "colonies" screen (f5).
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I would definetly not want this. I want my currently selected ship to stay selected through almost anything.
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14. Limit the technology list to offer the AI to items they don't have. IE, if they HAVE rock colonization, then don't list that when making your offer. Also, on the want tech list, don't show tech I already have.
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For offers, that's far too much intelligence information to give someone for no effort.
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It would be acceptable if the supplies from the pool were evenly divided between the ships being removed from the fleet and the number of ships remaining in the fleet.
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They are.
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19. Allow one engine on space stations. Since it is listed as a ship, why not? Being able to move it one square per turn makes more sence than having to build a construction ship and move that to where you want to build one and then building it there.
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Why exactly? There's no reason for a construction yard to require an immobile station, which is what bases are treated as in the game. You could always just add a vehicle with the same stats as a base and the ability to add engines.
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Like some little ship could carry enough material to completly build a space station without having to make multiple trips. yeah, right.
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Civilian transport is completely automated in this game. A ship does not need to carry resources because they are delivered to it.
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22. No construction surplus rollover? It does for reasearch, why not construction.
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I'd like an option for this in the settings.txt file. I want to be able to set ships to be built more than one per yard in my mod.
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23. have some picture options for your designs. say a choice of 3 or 4 pictures for each ship size.
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\races\pictures has every picture available to be changed if you want to.
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