.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old March 6th, 2001, 10:54 PM

DirkHowitzer DirkHowitzer is offline
Corporal
 
Join Date: Jan 2001
Location: PA
Posts: 82
Thanks: 0
Thanked 0 Times in 0 Posts
DirkHowitzer is on a distinguished road
Default New Features You Would Like to See That Would Have to Be Hard Coded

I am posting this to see what kind of interest there is in features that can't be modded, only hard coded by Aaron. Features such as vagabond space races, natives, etc...

------------------

"He's dead, Jim."-- Lt. Commander Leonard "Bones" McCoy |Chief Medical Officer / USS Enterprise (NCC-1701)
__________________

He's dead, Jim.-- Lt. Commander Leonard Bones McCoy |Chief Medical Officer / USS Enterprise (NCC-1701)
Reply With Quote
  #2  
Old March 6th, 2001, 11:20 PM
DirectorTsaarx's Avatar

DirectorTsaarx DirectorTsaarx is offline
Major
 
Join Date: Dec 2000
Location: Northern Virginia, USA
Posts: 1,048
Thanks: 0
Thanked 0 Times in 0 Posts
DirectorTsaarx is on a distinguished road
Default Re: New Features You Would Like to See That Would Have to Be Hard Coded

Components that can produce resources; the various elements required for making a nomadic race (i.e., population growth on a starship; maybe special super-sized hulls, with requirement for 50% population storage components; high-yield remote miners; resupply base component; resource storage components). Maybe a special cargo component that can ONLY hold population (I'm mostly certain this requires hard-coding, not just modding). Obviously, there'd also have to be a way for them NOT to start on planets, but on the special starship hulls.

Some of the above would also be nice for the generic races...

DRONES!!! Whatever they are, they sound interesting...

More options for ruins - maybe this is where "natives" belong...

TCP/IP multiplayer - to at least allow play across a LAN without having to send files to a server & restart SE4.exe...

More flexibility in cargo transfer and resource transfer menu selections - I dislike clicking the "Move 5" button 50 times to move 250M population.

Also more flexibility in number of units to build. Maybe I only need 7 fighters to fill a carrier, and have no more cargo space on the planet; I want to build just 7 fighters in the most efficient way. Building 5, then spending a turn building 1, and yet another turn building 1, is horribly inefficient and wastes mouse clicks. Building 10 would waste resources as the Last 3 fighters aren't completed due to lack of storage...
__________________
L++ Se+++ GdY $++ Fr C+++ Csc Sf Ai AuO M+ MpTM S Ss RRSHP+ Pw- Fq->Fq+ Nd+++ Rp G++ Mm++ Bb---
Reply With Quote
  #3  
Old March 6th, 2001, 11:55 PM
Taqwus's Avatar

Taqwus Taqwus is offline
Major General
 
Join Date: Aug 2000
Location: Mountain View, CA
Posts: 2,162
Thanks: 2
Thanked 4 Times in 4 Posts
Taqwus is on a distinguished road
Default Re: New Features You Would Like to See That Would Have to Be Hard Coded

1. Interface improvements. None of these
change the game, just how it is played
(intent: reduce micromanagement,
repetition, and resulting sanity loss.
I usually play 255-system quadrants,
in case it's not obvious from below...)

Things like --

* Better information access.
* Allowing for a custom filter for, say,
listing colonies with idle queues and
facility space left. Or, just idle
spaceyards.
* System summary reports.
Is there a System Robotoid Factory here?
How many units, total, are in this
system?
* Searches.
Which planet in this system has my
fighters?
* Log bookmarks.
Re-opening the log file and scrolling
to find each event that I've "processed"
is repetitive, and should be easy to
avoid.
* Better, and more, log Messages.
If something (say, a random event)
destroyed a facility of mine, tell me
*what type*, for instance. If a queue
is now empty, *tell me* -- so I know
whether or not I need to update an idle
build queue.

And so forth.

Incidentally, if there were a way to generate a text dump of the Empire (listing, say, ship designs, whatever) it'd be simple Perl scripting to design arbitrary filters, and these could be hacked into XForms/Tk/whatever fairly quickly. But organizing all that data would be non-trivial.


* Better information entry.
* Letting me enter numbers, directly,
wherever numbers apply.
* Specifying a quantity for facilities;
e.g. "Build 200 Monolith IIIs" for a
Sphereworld, rather than clicking 200
times. Perhaps with a 'Change Qty'
button.
* Perhaps, allowing user notes on a per-
planet basis; or simply making the
per-system notes visible just by clicking
the system background.

* Other interface foo.
* Search and delete/replace for
construction orders would be nice --
replacing orders to construct old designs
with orders to create new ones, for
instance.
* Allowing the queueing of an order to
scrap something (taking zero time, just
delaying it until then) would be sweet --
Sometimes, I'd like to queue

* Scrap (1) mineral facility.
* Build (1) monolith III.

several times in order to replace
facilities with a minimum production
hit, and minimum repetitive micro.

A 'wait X turns' command would be
even sweeter, since we could
auto-scrap atmosphere modifiers
when they're no longer
needed.

* Per-planet unit auto-launch toggle.

2. Ministers that aren't high quite as often.
* Ministers sometimes try things they
cannot do, like create stars in SW
systems, or trying to drop people on a
world another M-controlled transport
just filled.
* Ministers that aren't afraid to resupply
if their path would cause them to run out
of supply...
* More configurable ministers; e.g. allow
me to specify maximum mine size, or what
sort of features I want to mine (my
stars, warp points between my systems,
'frontier' warp points, my planets,
all planets...). Default pop count for
Colonization minister. Option to NOT
use damaging warp points.


3. Funky stuff.
* Allowing components to have facility
abilities. I suspect that this may
add a fair bit of computational cost,
depending on how he set things up;
hopefully, it wouldn't have to iterate
over every ship component in every
ship on every turn.

* Mobile habitats. Needed for truly
vagabond races.

* Derelict ships; can happen if life
support, or MC, is entirely
destroyed. Board, repair and
analyze.

* Option for BAD things to happen from
mucking around in ruins. "A Fire Upon
the Deep", anyone? ;-)

* Multiple spaceyards on one big
project <sigh>.

* Option for e-build penalty to be
resource waste, not down time.

* AIs that instead of surrendering to me,
possibly surrender to each other.
Remember MoO2 when you rejected the
Council (even if *you* were the one
elected, heh)?

* Option to have assimilated populations
*not* automatically take on your racial
traits (probably fairly nasty to do).

* Saner blockade rules. An unarmed moon
colony, for instance, should not be able
to blockade.

* A more configurable start. For instance,
spending race points for better starting
tech, or for primitive ships.

* More configurable race abilities, like
a higher default or higher maximum
experience level.

* Negative racial traits, like not handling
overpopulation well (ala Moties in
_The Mote in God's Eye_ and sequel).

* Option to make warp points cost more
than one MP, possibly with an amount of
'free' MP that you can use if you can't
meet the first cost (e.g. 1/0 means it
costs 1 always; 2/0 means if you only
have 1, you need to wait until you have
2; 99/98 means it'll eat ALL your
movement, but you only really need 1).

* Variable warp-point limit, if one has to
be there at all (currently, 10).

* Option to base refit cost limits on
original cost (to stop refit chains).

Uh-oh. Netscape's thrashing; better post now before it crashes.

------------------
-- The thing that goes bump in the night
__________________
Are we insane yet? Are we insane yet? Aiiieeeeee...
Reply With Quote
  #4  
Old March 6th, 2001, 11:58 PM

jdjackson99 jdjackson99 is offline
Private
 
Join Date: Mar 2001
Location: Winchester, Ohio, United States
Posts: 7
Thanks: 0
Thanked 0 Times in 0 Posts
jdjackson99 is on a distinguished road
Default Re: New Features You Would Like to See That Would Have to Be Hard Coded

HOw about some good random events?

Drones or space probe type ships.

Warp capable missiles (a la Starfire).

I agree...some way to build the exact number of ships or units you want (ex. if you want 7 right now you have to build 5, then 1, then 1 again, as DirectorTsaarx said)

Well, others have probably already suggested these but I just wanted to get my 2 cents in!
Reply With Quote
  #5  
Old March 6th, 2001, 11:59 PM

shmily_dana shmily_dana is offline
Private
 
Join Date: Feb 2001
Location: Tucson, AZ USA
Posts: 5
Thanks: 0
Thanked 0 Times in 0 Posts
shmily_dana is on a distinguished road
Default Re: New Features You Would Like to See That Would Have to Be Hard Coded

An intelligence project like "PROPAGANDA". Points are applied to make planets happier. Supplements happiness facilities.

Reply With Quote
  #6  
Old March 7th, 2001, 12:06 AM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: New Features You Would Like to See That Would Have to Be Hard Coded

1) Launch extra units that won't fit in storage into orbit instead of wasting resources.

2) Repeat build repeats the LAST item. Then I can add one item to the queue, and not have to disable/enable repeat build after it finishes.

The repeat build LAST would give you a "Keep building nuke sats, but before you do that, finish your mineral miners"

Either that, or repeat build works like Research and Intel repeat. ie. when complete, move it to the bottom of the list. Then I could have 2 nukesat, 2 PDCsat, 2 nuke, 2 PDC, etc.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 05:53 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.