View Single Post
  #1072  
Old June 13th, 2004, 10:04 PM
psimancer's Avatar

psimancer psimancer is offline
Corporal
 
Join Date: Jun 2004
Location: texas
Posts: 159
Thanks: 0
Thanked 0 Times in 0 Posts
psimancer is on a distinguished road
Default Re: SE5, Tell Aaron what\'s on your Wish List

i suggest the following

1. scriptable command sequences
2. remote load/launch type and number selection

implementation
1.add to the view command box edit

2. when select launch remote i have to choose how many of each type to launch
and with a save package command like construction ques

example
item one i just set up a multi system cargo run Last turn but this turn i lost a system
all i really need to do is remove that system and maybe insert a move to command
since the editor is text i better know what system and what location for the move to
such as
moveto eurul (6,11)
simple stuff

item two
sample command script with launch selection
moveto eurul (4,6)
load fighters (erul IV,"charger v1.0",60)
load fighters (erul IV,"hawkeye v1.7",6)
load population (erul IV,oxygen,100)
load population (erul IV,methane,100)
moveto atuil (8,9)
drop population (atuil II,oxygen,50)
moveto atuil (4,5)
drop population (some planet,methane,100)
launch fighters ("hawkeye v1.7",1)
launch fighters ("charger v1.0",10)
moveto atuil (5,5)
launch fighters ("hawkeye v1.7",1)
launch fighters ("charger v1.0",10)
moveto atuil (5,6)
launch fighters ("hawkeye v1.7",1)
launch fighters ("charger v1.0",10)
moveto atuil (4,6)
launch fighters ("hawkeye v1.7",1)
launch fighters ("charger v1.0",10)
moveto atuil (3,6)
launch fighters ("hawkeye v1.7",1)
launch fighters ("charger v1.0",10)


this script would ring a planet with 5 fighter Groups each containing 10 combat fighters and 1 electronic warfare shield ship

until you can create multiple fighter Groups in the same sector by choice instead of movement this would be the procedure on a cargo movement run

oh and error checking is classic idiot proof if it cant perform an action it clears all orders and sits there

though i wish i could set an alarm in the script
example being

message ("awaiting orders")

which would show up in my end of turn Messages log
this being a user typed message not automatic
but if a error occured in clearing orders it would check for that command and execute it then clear command list

ps ii know command for load and drop could have location as parameters bu heyy im trying to keep this as simple as possible for demo purposes
heck you only need
7 commands total of all options about 40

moveto,warp,transfer,launch fight-sats-mines-drones,recover fight-sat,
load f/s/m/d/pop/wp,drop f/s/m/d/pop/wp,[begin repeat],[end repeat]

the attack stellar manip etc are all upper lvl decision commands
these guy suggested just allow for the creation of automated trade and migration routes

[ June 13, 2004, 21:15: Message edited by: psimancer ]
__________________
Laaanndd!!!! ---lex luthor
se4 code
L+++ GDY $!+ Fr! C+++ SDS T+hot SF* TCP A&++ M++lrn Mp* RO!V Pw++ Fq Nd** RP+ G++ Au Mm+
Reply With Quote