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  #1  
Old June 1st, 2001, 10:15 PM
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Default New ideias / concepts / problems in / for SE4 (1.35):

New ideias / concepts / problems in / for SE4 (1.35):

In the creation of galaxy:

random size and type

New tech:

Stabilize planet core
Restore Star nucleus
Expand Warp (remove problems that damage ships)
Universal colony (much more costly and bigger).
bigger colony ship (for universal colony)
MineFactory (to place in a ship and make mines)
FighterFactory
SatliteFactory
planetary shields (phased)
planetary recharge shields

New Keys

All the windows must have a key to each option
example strategic/tactical (S/T)

In the tactical combat

if you start with fighters outside carriers they are reported, otherwise not ->fix

In the Empire options, add the directives for ministers:

minimum nº troops p/planet (ships don't remove above that number, and the minister try to build up to it)
type of ship priority to build (attack / colony / etc)
mines in all waypoints
satellites in all waypoints
create defense stations

In the Ship designs menu add:

Info about the maintenance of the design
Ship / unit can be build by minister
Maximum number in service of this design (the minister don't build more)

In the ships/units menu add:

Ships of class xxx

upgrade to class yyy
mothball
unmothball
scrap

All Ships AI controled (on/off)

If units, units of class xxx scrap

In the planets menu add:
change all planets type xxx to type yyy

Change the Ship Construction minister :

Generic Ship
Colony Ship
Units


If you have the flag 'Automatically use Individual Ministers for newly built vehicles',
it must include the ships captured or that join you (race surrender / crew insurrection)

If a race surrender to you and have techs that you can't (cristal) you can't research it but
can build the itens that they have discovered (if surrender to you, they give you the blueprints)
Also, the blueprints of units/ships they have designed must be acessible (surrender disigns window)

Add the system's Minister

Manage the creation of system's wide facilities (like urban pacification center)
If exist duplications of SWF in a system, remove redundant.
If a planet in the system is rioting / angry, call / build troops or UPC.

The troops minister must have the capability to send troops to rioting planets

When you are asked about enter in combat, show info about your/enemy forces for better call.

If you have one (or more) colonies whitout pop, send the pop transporters to drop in that colonies.

Don't send mov orders to construction ships that are building, this generate desnecessary error windows.

In the construction queue, add a check if you try to build more units than the planet can get.
Also add the line 'up to max cargo avaiable' (like the one 'one turn worth').
The minister responsible to build units must have a check control before trying to build more units in
a planet than is possible.

If i send order to 10 ships to retrofit on a planet and in that turn only can retrofit 3 the others forget the order.

The retrofit rotine, must take in consideration that exist ships with cargo and add the
capability of removing it temporary (if exist avaiable space in the sector)

In the retrofit rotine, only do that for the same type (retofit one attack ship only for new models of at.ship)

Add the capability of the Ships that can close warp points to only do it to
warps with possibility to damage ships (else is too dangerous to asign a minister).

If you put a fighter bay in a ship (you can put it in all), it only have use if the ship is
of design type carrier, otherwise the ministers igore it.

If i put a cargo bay in a carrier (to add more fighters), the minister start to load generic
cargo. Is possible to stop this ?

If i build a ship that have minelayer capability / large cargo / shipyard , is possible to
add a flag for that shipyard only build mines ?

If i build a ship that have satlayer capability / large cargo / shipyard , is possible to
add a flag for that shipyard only build satellites ?

Is possible to add 'netmouse / scrollmouse' support ?

In some games, the minister insist in building small / older models of weapons platforms (even obsolet ones).

Add the capability for the AI to build Starbases at warppoints.

Make the counters for units independent ones.
maximum xxx fighters
maximum xxx sats
maximum xxx mines

Because is strange to not be possible to launch fighters for too many sats / mines deployed.

Add the capacity (exist in SE3) to change the beavior of the ministers.
Also add the capacity to change the max numbers in the middle of the game.
Add the capability to turn on and off the building of sat's / mines (that exist in SE3).

In the inteligence side, if you have alredy research everything, why the minister continue to order tech espionage ?

Capability to get new tech if you capure an enemy planet.

If i get (capture / analise / spy) some tech that normaly is out of my race limits (ex organic), possibility to use /build it,
but not research.

Still exist some memory leaks.

If a colony ship is near a planet of the enemy it must don't try to go to that position, stop asking about that.
If unarmed ships (not in company of warships) detect enemy ships on is traject try to change it and don't go and ask about it.
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  #2  
Old June 1st, 2001, 10:28 PM
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Default Re: New ideias / concepts / problems in / for SE4 (1.35):

Have you sent this to Aaron yet? I think you have some awsome ideas here that would really improve game play.
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  #3  
Old June 1st, 2001, 11:21 PM
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Default Re: New ideias / concepts / problems in / for SE4 (1.35):

Definitly send this. Esp like the suggestion that any ship with fighter bays will load fighers. Not just carrier class.

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  #4  
Old June 2nd, 2001, 12:25 AM

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Default Re: New ideias / concepts / problems in / for SE4 (1.35):

quote:
Originally posted by Crazy_Dog:

Capability to get new tech if you capure an enemy planet.



Yes ! That was a major source of tech in MOO ! It would really reduce the amount of planet glassing if something worthwhile could be learned...
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Old June 2nd, 2001, 12:37 AM

Baron Munchausen Baron Munchausen is offline
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Default Re: New ideias / concepts / problems in / for SE4 (1.35):

quote:
Originally posted by LCC:
Yes ! That was a major source of tech in MOO ! It would really reduce the amount of planet glassing if something worthwhile could be learned...


According to the FAQ on Malfador's web site, capturing a planet with a facility on it 'improves your chances' of getting the tech. I wish I knew what that meant. Does that mean it gives a bonus for the chance of getting a tech when you analyze a ship with the same tech? Does it mean that it adds research points to your total if you are researching that field?

Q&A #89:

You can also gain technology by capturing enemy planets. Any facilities which you capture give you a bonus towards learning that technology.

[This message has been edited by Baron Munchausen (edited 02 June 2001).]
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Old June 2nd, 2001, 01:11 AM
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Default Re: New ideias / concepts / problems in / for SE4 (1.35):

Sending to MM right now......
Done.
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