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  #191  
Old September 23rd, 2002, 03:28 PM

Sinapus Sinapus is offline
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Default Re: Things we\'d like to see in the next patch

How about an ability to allow a facility to increase the max population of a planet?

(It's probably too much to make a component that can act as a 'planet' and have facility#/population# abilities so you can put it on a base hull and build space colonies and such.)

[ September 23, 2002, 14:28: Message edited by: Sinapus ]
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  #192  
Old September 23rd, 2002, 03:40 PM
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Default Re: Things we\'d like to see in the next patch

Unless population bonuses are changed (10% for an extra 1 billion?) then I really don't see the point in allowing extra population through a facility. If you just want the population without the production bonus, you can "harvest" excess population from the planet with a cargo ship.
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  #193  
Old September 23rd, 2002, 05:10 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: Things we\'d like to see in the next patch

Quote:
Refer back the post in part A. I said it was for Non-Armor. I didn't test armor since it will always get hit first and I wasn't concerned with the order in which it was. It sure does not sound like the same process goes on for armor. Umm?

SJ you always get in such a rush when you read. Take your time.
That WAS non-armor (internals).

The components were called armor, since that was their main function, but they did not have the armor ability.

This "armor" was designed to be leaky, so some shots will get through, and damage the critical components.
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  #194  
Old September 23rd, 2002, 05:22 PM
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geoschmo geoschmo is offline
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Default Re: Things we\'d like to see in the next patch

Quote:
Originally posted by Suicide Junkie:
geoschmo: Bigger internals, smaller armors get hit first.
Right, and that's what I meant to say. I remeber you saying the smaller armor goes first. But what I saw in my tests was an almost randomly even distribution of armor damage between armor I's and Armor III's. No advantage to either. Or when you say smaller for armor do you actually mean tonnage? Are armor components destroyed by size while internals are destroyed by structure?

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  #195  
Old September 24th, 2002, 09:54 AM
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Dragon of the void Dragon of the void is offline
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Default Re: Things we\'d like to see in the next patch

Very interesting tests, and thanks to you for taking the time AND telling us the result, so we can understand SE4 dynamics better.

Just one question:
When you do your tests, what kind of weapoon are you using ???

If, for example, you use a weapon that can not destroy the big component in one hit (or the left over damage from a hit after destoying a component is not enough to destroy another big component), you get the following result:

Comp. A (big) is hit, but not destroyed. Points are stored. Next hit, another random component is selected. Stored points are added.

Comp. B (small) is hit, and destroyed.

This has nothing to do with what component is selected randomly more often than the other, but with the viewable result you get (destroyed component). Or do you have a way to tell what component was hit, but not destroyed ???
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  #196  
Old September 24th, 2002, 04:42 PM
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Default Re: Things we\'d like to see in the next patch

Here is a thought. What about making population used in ship/base building. say 0.1 for the smallest size then incressing as the ship size did. It would make older, more heavly pop worlds all the more importen. maybe even for troops. A single troop could be a 0.001 pop. It would make smaller ships a lower drain on worlds to build but give organics a new plus.
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  #197  
Old September 24th, 2002, 06:06 PM

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Default Re: Things we\'d like to see in the next patch

Fix the ship movement and ship combat initative. From being one empire goes first then the other.

And as always... Fix that one on one relationship with names...
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  #198  
Old September 27th, 2002, 03:04 AM

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Default Re: Things we\'d like to see in the next patch

How about this one.

When you are in the colonize window... ANd you have scrolled down near the bottom of the list... Select the colonize button...

The list stays where it is and does not reset to the top of the list
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Hey GUTB where did you go...???

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  #199  
Old September 27th, 2002, 05:56 PM

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Default Re: Things we\'d like to see in the next patch

Here's one...
When I start my turn, for example, let's say I've built 5 colonizers, so I have 5 identical Messages in my turn log. I go to the 2nd one, and click "goto", which takes me to the ship, so I do my things with that ship. I bring the log back up, but the list is "reset" with the "cursor" on the first entry in the log...so I can't remember now...did I just handle the message for the 2nd colonizer? the third? I think when it comes up, the "current" item should be remembered from the Last time I had it open.
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  #200  
Old September 27th, 2002, 06:03 PM
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Default Re: Things we\'d like to see in the next patch

Quote:
Originally posted by ckotchey:
Here's one...
When I start my turn, for example, let's say I've built 5 colonizers, so I have 5 identical Messages in my turn log. I go to the 2nd one, and click "goto", which takes me to the ship, so I do my things with that ship. I bring the log back up, but the list is "reset" with the "cursor" on the first entry in the log...so I can't remember now...did I just handle the message for the 2nd colonizer? the third? I think when it comes up, the "current" item should be remembered from the Last time I had it open.
Yes, I sumbitted something similar to MM requesting "goto next[previous] log entry" HOTKEYS which would send you to the next[previous] location and show you the appropriate log entry. That way you could quickly go through the log and take actions on any entry as required.

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