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

This Month's Specials

BCT Commander- Save $6.00
World Supremacy- Save $10.00

   







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

Reply
 
Thread Tools Display Modes
  #1  
Old May 3rd, 2003, 06:14 PM

Cyrien Cyrien is offline
First Lieutenant
 
Join Date: Sep 2000
Location: Texas
Posts: 626
Thanks: 0
Thanked 0 Times in 0 Posts
Cyrien is on a distinguished road
Default Re: What new abilities would you like to see?

To clarify a little more. I would recommend very general abilities.
Example:
Can colonize
Can cloak
Can damage
Can block damage (armor)
Can block damage (shield)
Can regenerate

with specifics in each one not being hardcoded but instead being moddable in specific txt files.
__________________
Oh hush, or I'm not going to let you alter social structures on a planetary scale with me anymore. -Doggy!
Reply With Quote
  #2  
Old May 4th, 2003, 04:06 PM

JLS JLS is offline
Lieutenant Colonel
 
Join Date: Feb 2003
Location: RI. USA
Posts: 1,470
Thanks: 0
Thanked 0 Times in 0 Posts
JLS is on a distinguished road
Default Re: What new abilities would you like to see?

Does any one know a work around for this?

I would like to add small amounts of Space Yard Rates to Towns, Cities thru Culture Center, in that way it may represent the Industrial might of a well infurstrtured planet.

I can do this on the Home World because the Game will load a Space Yard Facility and all the starting Cultures Centers even having SY abilities. They are cumulative and all will work fine

But after the game starts, se4 will not let me have any two facilities with SY abilities to be built on the same planet

Is there a work around; so we may have two or more Facilities with Space Yard Ability be Built on a planet?

[ May 04, 2003, 15:40: Message edited by: JLS ]
__________________
>~~~~~~AI CAMPAIGN -NEW-v4.191a AIC ~~~~~~<

Optimized for[i] Solitaire Play!
With or without all Warp points, Finite resources, same starts and Simultaneous movement


~~~ CLICK ON &gt;&gt;&gt; (((&gt; <font color="green"> AI CAMPAIGN v4.191 </font> &lt)) &lt;&lt;&lt; To Get ~~~
Reply With Quote
  #3  
Old May 4th, 2003, 05:00 PM
Me Loonn's Avatar

Me Loonn Me Loonn is offline
Corporal
 
Join Date: Feb 2003
Location: Syntax Err
Posts: 86
Thanks: 0
Thanked 0 Times in 0 Posts
Me Loonn is on a distinguished road
Default Re: What new abilities would you like to see?

Quote:
Originally posted by Aloofim:

-The ability to limit cloaking to a maximum size. If cloacking could be limited to small hulls the life of such hulls will not only be enlarged, but we could simulate submarine warfare with cloakers capable of launching spies, virus and nuclear bombs on planets without being detected unless the right sensor was in the sector. A cloaked vessel in combat should be detected only when it fires its guns, and then for a brief moment. And the best anti cloacker defense should be another cloaker.
-Exploration: Systems shouldn't be explored by just jumping to it. Visiting a system should only reveal the number of planets, size and location, but not resorce value or ruins. To explore a planet a vessel should visit the planet, and have a planet scanner component or explorer party on board.
-Ruins: should only be a random event happening some time after a colony have been stablished. (to simulate buried ruins that need to be excavated after found by chance by farmers or something)
-Diplomacy: First contact shouldn't mean combat! The lack of treaty shouldn't mean war. To attack a vessel there should be first an state of war, and if not, attacking that vessel would be a declaration of war.
Heh, those were about same what i was gonna post here, but ahwell ...

Anyway, about them:
- Cloaking, especial hull should be added, somekind of "Space Submarine" ship that gets +1 level to cloaking. With lvl 1 cloaking devise it gets lvl 3 cloaking and not just normal 2. Or another way; larger hulls get -1, or even -2 penalty to cloakin.

This way you cant detect "sub" with lvl 3 cloaking device, unless its 3 sectors or less away from lvl 3 scanner.

Example:
You got lvl 1 scanner (u scan at lvl 2) and enemy has lvl 3 cloaking devise (cloacks at lvl 4).

With formula like this:
"base + scan lvl - cloak lvl = scan distance"
you get :
3 + 2 - 4 = 1,
you can spot enemy from 1 sector away.

But if you got lvl 2 scanner :
3 + 3 - 4 = 2,
you can spot enemy from 2 sectors away.

And with lvl 3 scanner :
3 + 4 - 4 = 3,
you can spot enemy from 3 sectors away;

This should also apply to exploration, only few sectors should be "mapped"; better the sensors, farther it could see. Only huge things such as black hole systems, nebulae etc. could be explored just by entering that system.

[ May 04, 2003, 16:20: Message edited by: Me Loonn ]
__________________
Reality is merely an illusion, albeit a very persistent one.
Reply With Quote
  #4  
Old May 5th, 2003, 01:01 AM

HEMAN HEMAN is offline
Corporal
 
Join Date: Sep 2001
Location: PALMDALE ,CA ,US
Posts: 162
Thanks: 0
Thanked 0 Times in 0 Posts
HEMAN is on a distinguished road
Default Re: What new abilities would you like to see?

What new abilities would you like to see?
1)INTELL > Add % to field on the (active intell project) menu.
2)INTELL > Wouldnt it be a good idea to give them flat percentage of success in case of counterintel?.
3)INTELL > Expand Ais Intell reponses trade solutions/ treaty.

4)INTELL > I'd like to see PPP give some sort of warning as the political movement builds towards declaring independence. Surely you would notice the political movement even if there is a 'hidden hand' guiding it that you cannot see?.

5) Plague on planet/Planet will explode ,I would like a tab for all planets with this to identify. Because after 1 turn that message dose not reapear.
All these for se4gold. Whata guys think of these ideas?.
Reply With Quote
  #5  
Old May 6th, 2003, 06:32 PM

kalthalior kalthalior is offline
Corporal
 
Join Date: Dec 2001
Location: Omaha, NE
Posts: 131
Thanks: 0
Thanked 0 Times in 0 Posts
kalthalior is on a distinguished road
Default Re: What new abilities would you like to see?

edit: This topic has gone quite a ways since I started to reply to Aloofi -- sorry for the delay.

Aloofi said:
No Battleship have been built after WW2. The Last american Battleships comisioned during WW2 were scrapped and the hulls used for Carriers. The largest warship in any fleet today its a Cruiser size.

Actually, no US WW II era BB was converted to a CV, but 2 WWI era BC were ( Lexington & Satatoga ) and served with distinction in the Pacific. Most BB were either scrapped or are floating museums today. There is an initiative to reactivate 1 or 2 Iowa class, primarily driven by the US Marine Corps' desire for a larger fire support platform for Naval landings. I would also note that 2 modernized BB fired over 1000 rounds of 16" shells in Gulf War 1 -- basically destroying 5 Iraqi army divisions in the process. The missile capability is an ADDED feature, not the primary rationale for the modernization of the 1980's.

More BB info

[ May 06, 2003, 17:37: Message edited by: kalthalior ]
Reply With Quote
  #6  
Old May 6th, 2003, 06:46 PM

Loser Loser is offline
Colonel
 
Join Date: Mar 2002
Location: Colorado
Posts: 1,727
Thanks: 0
Thanked 0 Times in 0 Posts
Loser is on a distinguished road
Default Re: What new abilities would you like to see?

I would like to see added the capacity for a component to require certain cargo to work, with the option of destroying that cargo.

"This is the Soul Render, a immensely powerful weapon that requires 30 million souls to power it. These are the newest additions to our empire, the Phong, 30 million of them."
Reply With Quote
  #7  
Old May 7th, 2003, 02:19 AM
Dingocat85's Avatar

Dingocat85 Dingocat85 is offline
Corporal
 
Join Date: Apr 2003
Posts: 78
Thanks: 0
Thanked 0 Times in 0 Posts
Dingocat85 is on a distinguished road
Default Re: What new abilities would you like to see?

Quote:
Originally posted by Baron Munchausen:
9) Warp gates (artificial warp points)
...Can't you already make Warp Points with Stellar Manipulation?

Quote:
Originally posted by Loser:
I would like to see added the capacity for a component to require certain cargo to work, with the option of destroying that cargo.
Quote:
Originally posted by orev_saara:
Please, please implement the 'can drop troops' ability!! I want to have drop pods!!!
How about a Missile Weapon - Small, Medium, and Large Drop pods? Require 50, 100, or 200 Troops to launch, have lousy range (so you have to orbit a planet to deploy them), very high damage resistance (so any punk with some PDCs can't shoot 'em down before they "land"), and are relatively small - so you could fire, say, 10 Large Drop Pods, if you wanted to deploy 2000 Troops.
__________________
Do it, or I'll do something mean & unexpected.
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

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 05:01 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.