|
|
|
 |
|

May 2nd, 2001, 09:01 AM
|
BANNED USER
|
|
Join Date: Mar 2001
Location: Toronto, Canada
Posts: 302
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Bring back SE III Player Tech Levels!
I was just thinking about what SE IV could use...
Remember in Space Empires III when you set up an Empire, you could specify what level of tech they had in any tech area? I really liked that.
I would like to see that feature implemented into Space Empires IV because I think it would add more to the game - especially the AI. Instead of everyone starting at the same tech level, you could give the AI a variety of advanced techs - while you fuddle around with research and such. For example, you could give the "Borg" maximum levels of tractor beams and shield depleters at the start of the game - that would make them all the more challenging.
Also, the tech levels would be saved in the .EMP files and you could even created specialized tech levels for different MODS.
What do you guys think?
I think it would be possible to add in one of the upcoming patches - Aaron already has most of the code from SE III, he would just have to modify it somewhat to be compatible with SE IV and create some new buttons, selections, and a window or two.
------------------
Visit the Spoogy Federation at:
http://spoogyfederation.tripod.com
|

May 2nd, 2001, 09:27 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Dec 2000
Location: USA
Posts: 15,630
Thanks: 0
Thanked 30 Times in 18 Posts
|
|
Re: Bring back SE III Player Tech Levels!
I agree. In fact, it was one of my game inprovement suggestion to Aaron in a previous thread. If you can get him on board with this, you'll be a hero in my book.
------------------
"We've made too many compromises already, too many retreats! They invade our space and we fall back -- they assimilate entire worlds and we fall back! Not again! The line must be drawn here -- this far, no further! And I will make them pay for what they've done!" -- Patrick Stewart as Captain Picard
UCP/TCO Ship Yards
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
|

May 2nd, 2001, 10:22 AM
|
 |
Colonel
|
|
Join Date: Jan 2001
Posts: 1,661
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Bring back SE III Player Tech Levels!
I coudn't agree more and it has been suggested several times before. But if we repeat it from time to time it might be included in a future patch.
|

May 2nd, 2001, 02:14 PM
|
Sergeant
|
|
Join Date: Dec 2000
Location: Des Moines, IA
Posts: 257
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Bring back SE III Player Tech Levels!
Not having starting tech levels is ok if you are just playing against the computer. You can mod whatever you want and not necessarily give yourself an advantage over the computer. However, the lack of starting tech levels is what is keeping my co-workers from buying the game and playing at work. The game is a lot more fun and challenging against human players because you just don't know what they are coming at you with.
__________________
Technological advancement is like an axe in the hands of a pathological criminal. --A. Einstein
|

May 2nd, 2001, 02:21 PM
|
 |
General
|
|
Join Date: Mar 2001
Location: UK
Posts: 4,245
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Bring back SE III Player Tech Levels!
This feature would be especially good if you could use it with the map editor - for example you could have an empire with their home system(s) behind a whole string of nebulae. Give them advanced propulsion and supply storage from the start and they would have an interesting defensive advantage.
Or how about an ancient race in the centre of a map with no warp points? All the human players start with diplomatic contact with the ancients, who have warp point creation tech. You have to persuade the ancients (one way or another) to open a warp point to your system so that you can explore beyond your home wihout researching stellar manip. Either that or steal the tech from them=-)
You could also use neutral empires a bit like the "ruins" planets - give a neutral some huge tech level or other so that other empires can race to assimilate them for the tech.
------------------
"Pinky, are you pondering what I'm pondering?"
"Uh, I think so Brain, but how are we gonna teach a goat to dance with flippers on? "
|

May 2nd, 2001, 06:19 PM
|
Sergeant
|
|
Join Date: Aug 2000
Location: Greenville, SC
Posts: 377
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Bring back SE III Player Tech Levels!
If it is done, a change should be made. In SE III you simply got a certain number of levels instead of research points. The problem was that everything was counted evenly. You could get 5 levels of ship construction for the same price as 1 level of 5 different weapon techs while in terms of the amount of RP's needed, the 5 levels of ship construction cost like ten times more.
What would be great would be to have like a mini research window. For each .emp file, you would open it up and then start adding levels. The form would sequentially add up each increasing level you chose just like you were researching it in the game so essentially, the costs of starting game tech is exactly that of the tech troughout the rest of the game. It would be kind of like the first turn (when everyone blows there research wad), but you would have alot more points and be able to get multiple levels.
[This message has been edited by nerfman (edited 02 May 2001).]
[This message has been edited by nerfman (edited 02 May 2001).]
[This message has been edited by nerfman (edited 02 May 2001).]
|

May 2nd, 2001, 06:40 PM
|
First Lieutenant
|
|
Join Date: Jan 2001
Location: Randallstown, Maryland, USA
Posts: 779
Thanks: 8
Thanked 0 Times in 0 Posts
|
|
Re: Bring back SE III Player Tech Levels!
This is an excellent idea to add uncertainty and variety to the game. I'd vote for it!
|

May 2nd, 2001, 06:48 PM
|
 |
Corporal
|
|
Join Date: Nov 2000
Location: Bergamo Italy
Posts: 75
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Bring back SE III Player Tech Levels!
God suggestion, I definitely vote for it.
|

May 2nd, 2001, 07:01 PM
|
Second Lieutenant
|
|
Join Date: Mar 2001
Posts: 539
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Bring back SE III Player Tech Levels!
Put me down as a 10 
|

May 2nd, 2001, 08:15 PM
|
 |
Captain
|
|
Join Date: Sep 2000
Location: USA
Posts: 806
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Bring back SE III Player Tech Levels!
What you REALLY want is a SaveGameFile Editor. This would allow you to do everything that the map editor does, PLUS edit ships, techs, pops, facilities -- in other words, everything.
You could make an enemy with low tech but a big empire. Or an enemy with high tech but a small empire. Or an enemy with sparsely-populated planets with horrible conditions (due to their recent civil war). Or a galactic invader with huge ships and no planet at all (to begin with).
And you could make your own scenarios, such as:
A galaxy-wide catastrophe (roll for it each turn); or
No warp points at first, then someone discovers them, then the knowledge gets transmitted every time first contact is made; or
Natural warp points gradually wink out; or
A race is taken over by its own robots; or
Your mega-empire has a civil war and splits into two.
AND you could merge SEIV with other games. For instance, if you want more hands-on control of space or ground combat, just use your favorite tactical or first-person combat game to determine the results of an SEIV combat. Then use the Editor to override the default SEIV results.
[This message has been edited by dmm (edited 02 May 2001).]
__________________
Give me a scenario editor, or give me death! Pretty please???
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|