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  #11  
Old April 23rd, 2005, 02:21 PM
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Default Re: Suggestions for Space Empires V

SJ converted them into ships instead of bases to eliminate the infinite supply aspect. In the IRC chats, Aaron made references to moddable hull definitions, which could allow all sorts of crazy ideas to be implemented.
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  #12  
Old April 23rd, 2005, 04:03 PM
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Default Re: Suggestions for Space Empires V

Moddable vehicle types are a modder's best friend..... well, at least where eccentric ideas or other sci-fi universes are concerned no but really, if this is an actual function in SEV I'd be overjoyed.
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  #13  
Old April 23rd, 2005, 04:32 PM

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Default Re: Suggestions for Space Empires V

As long as I can create starbases/space stations that can open wormholes/warp points to other systems my modding wishes are fullfilled.
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  #14  
Old April 23rd, 2005, 06:58 PM

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Default Re: Suggestions for Space Empires V

Warp gates rather an or in addition to warp points? Yeah, that'd be good.

What _I_ want is to be able to build a border control station on a wap point so that nobody else can use it without authorization or going through with force, or possibly stealth.
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  #15  
Old April 24th, 2005, 12:31 AM
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Default Re: Suggestions for Space Empires V

I would like to see the component list scroll when I hold down the mouse. All the clicking is getting to me.
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  #16  
Old April 24th, 2005, 01:12 AM
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Default Re: Suggestions for Space Empires V

Quote:
Kid said:
I would like to see the component list scroll when I hold down the mouse. All the clicking is getting to me.
Once you satisfy all the requirements of the design (bridge, CQ/LS, cargo/colony/fighter bay requirement, etc.), the mouse wheel scrolls the component list in SEIV.
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  #17  
Old April 25th, 2005, 05:30 AM
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Default Re: Suggestions for Space Empires V

I did some thinking about intelligence projects, I don't really like how they work in SEIV, it seems to be too much of a all or nothing situation. Either you can not breach the enemy defenses and nothing will happen, or you can breach them and there's nothing the enemy can do.

So I tried to come up with a solution in the form of a new class of intelligence projects that could be added to the existing ones: tactical or combat espionage. This project would send spies out to study enemy combat tactics, and learn from them. When completed this project would give a small(1%)permanent combat bonus against the race that was spied upon, the project could be completed multiple times and the bonus would stack. there would be NO DEFENSE against this project, other than doing combat espionage on that enemy yourself, to get your own combat bonus. maybe the cost of the project should increase depending on how many times it has already been completed

This would make intelligence far more interesting, having a race that specializes in intelligence could be a viable alternative to a race with a high natural combat bonus, races that would be the victim of such intelligence would still have a change to win, if they compensate with more research and better sensor technology..

any oppinions?

Henk
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  #18  
Old April 25th, 2005, 01:44 PM
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Default Re: Suggestions for Space Empires V

Check out the "Leaky Intel" for SE4.

The idea there, is you delete the counter-intel projects.
You make all of the projects relatively expensive, except for the "intel sabotage", which you make very cheap.

Suddenly, intel is dynamic.
You have to actively target an enemy race to defend against, and even with constant counter-intel, they can slip projects through (especially the cheap ones).

The more expensive projects are more likely to be stopped by counter intel, since they take longer to complete, and the defender gets more chances to discover and sabotage the project before it is launched.

You can team up for defense or attack, and you can't defend without the target knowing that they are under suspicion
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  #19  
Old April 25th, 2005, 07:16 PM
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Default Re: Suggestions for Space Empires V

Quote:
douglas said:
Quote:
Kid said:
I would like to see the component list scroll when I hold down the mouse. All the clicking is getting to me.
Once you satisfy all the requirements of the design (bridge, CQ/LS, cargo/colony/fighter bay requirement, etc.), the mouse wheel scrolls the component list in SEIV.
So it does. Thanks!
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  #20  
Old April 25th, 2005, 07:19 PM
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Default Re: Suggestions for Space Empires V

henk brouwer
I like your idea. I think it could work.
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