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Old August 16th, 2002, 12:51 PM
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Default New ideias / concepts / problems in / for SE4 GOLD after 1.78

New ideias / concepts / problems in / for SE4 GOLD after 1.78

This is a sum of ideas i get around the forums...

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

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
Maximun 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)

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

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

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)

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 ?

Is possible to add 'netmouse' support ?

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

The destrutction of ion stroms is still not reported in the log.

Sometimes, the ministers add itens ti queues of shipyards under human control (example: i use some space stations with huge cargo capability to build units in a loop, not minister controled of course, and sometimes appear ships/etc added to the queue.

If the Intelligence make a ship turn to us, in the log they report it but the go button take us to the place it appenned and not to the ship itself.
I think need to be fixed.
I think racial anger modifiers would be great - something that would allow you to represent long standing hatred between races!!
Would also be nice if you could set anger modifiers for use of certain weapons or actions - so you can set an AI to react negatively to a race that uses a planet killer.

Number of race specific modifiers : 2
Race specific modifier race 1 : Terran
Race specific modifier amount 1 : 20
Race specific modifier race 2 : Phong
Race specific modifier amount 2 : -20

The race with this politic file would react very hostile to the Terrans but be very friendly against the Phongs. You could specify as many races as you want. This would prevent the alliance of "mortal enemies" like Eee and Drushoka that we see now. It would also allow you to reduce conflicts between AI's in a solo human player game without making them all declare war on you when you select the "team player mode".

It would be nice if we could get the AI to build defensive capabilities on a newly colonized planet before building facilities just as we human players do. If the newly colonized planet is breathable/huge, it can be 30+ turns before defenses go up, making it an easy target to capture/destroy.

Allow Troops to have a chance stop intelligence against a planet. Chance should never go to zero, more troops should be a diminishing return.

Allow Security Stations and Boarding Parties to inhibit intelligence operations against a ship. I think that to use intelligence against a ship, you have to have some way to establish a contact against that ship when it is visiting a planet. (Hard to infilitrate a ship when it stays away from a port).

It would be nice in the tactical combat mode if the satellites were evenly distributed around the four corners of the warp point or planet "picture"... rather like the traditional symbol for a castle .. a square with a tower at each of the four corners. In this way you would have 360 degree coverage, instead of the 120 or so you get now.
This would help the AI & occasionally the human player.
One of the things I would like to see, (I don't know how everyone else feels) in regards to jammers.
If a ship has a jammer and you clik on it you are not allowed to see what it has, ok, However,

In tactical combat, you can still clik on any enemy ship and see its contents whether they have a jammer or not.
I would like to see, if a ship has a jammer, even in tactical combat, nothing is revealed until the jammer unit is destroyed at which point, everything would be open to view.

AI must have a history of relations and evolve based in that, because is stupid to offer a treaty one turn and declare war next.
if a ship have a destination and not enough supplies to go, select the nearest supply depot, refuel and stay on course
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