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May 21st, 2003, 09:05 PM
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Shrapnel Fanatic
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Re: unit design rant and planet management in SEV
Quote:
3. unit design rant
Maybe I am alone with this opinion, but I liked the units in SEIII much more. In SEIII you had all these handy units with fixed values - no fuzzing around with unneccessary designing.
I see no major tactical advantage in designing troops or mines in SEIV. Unit designing is for me just adding useless micromanagement. My troops are everytime the same (1 or 2 shields and the rest ground cannons - so whats the design?). My mines are always the same (max Warheads - so no tactical design at all, just clicking around) My weapon platforms are the same (main weapon, big mount, shields - no design). My fighters are sometimes a little bit different but the most time not. Only my sats designs are worth the designation design.
So I would suggest for SEV, either reducing units as they was in SEIII to reduce micromanagment or making the game options for units more interesting so that it is REALLY important to have several different Troop, Weapon platform or mine prototypes.
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You just need to try some mods
Take P&N, where units actually use the same components as ships do, just with "Mini" mounts.
It sounds like you have yet to try any advanced unit strategies either...
Try making a bunch of shield-heavy troops to land first and soak up damage, then drop big artillery troops in behind them to bLast the enemy. Lastly, you can have your command troops, with all the combat sensors and ECM support for the rest of the troops.
Then, once the planet is captured, lay down your inexpensive "Police troops" to quell the riots.
In the end, you can just save your designs with your race, and not worry about designing units or even ships anyways
Having the option is good!
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As for the first two points, I agree with Phoenix-D
[ May 21, 2003, 20:08: Message edited by: Suicide Junkie ]
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May 21st, 2003, 09:31 PM
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Re: unit design rant and planet management in SEV
for 3....
Create a default Empire at max tech. Then design the ships and units you want... Then Save the empire.
Now go start another game and use this empire.
All the unit designs and ship designs are there But. The ones that show up in the build que are the ones that you currently have all the tech for.
Not only that but your settings (what you like to see on the maps )is saved as well as your fill ques...
For the auto launch... Do this
Turn 1.
Have Planet build unit ( place on Repeat )
Turn 2.
Order the Planet to launch the unit ( hit the repeat order button )
Thats it
The planet will build and launch...
Can you set it so the units will move to a way point ?????? in that system ?????
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Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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May 21st, 2003, 09:35 PM
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Corporal
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Re: unit design rant and planet management in SEV
phönixd
Quote:
-amount of inhabitants should have somtimes an impact on the number of available facility slots."
Agree here, though the Last might be a bit too much micromangement- what happens if it falls too low and some of the slots would not be available?
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Good argument. Maybe I should overthink this idea.
Quote:
-facilities which generate additional empty facility slots (eg. underwater, subterranean or orbital habitats, or representing just an improved city-infrastructure)
-facilities which need a certain amount of pop to be fully operational (if not they are effective only at a certain %)
-facilities which cost maintenance"
1 maybe, 2..eh..seems odd (*cough* sphereworld with 100 of these), the rest sure.
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I think facility which provides additional facility slots could be a real "hammer" for colony planning. I see not much problems with this. (of course it has to be balanced with costs in production and tech) Eg an empire researches the tech "marine habitats" which enables him to build a underwater facilty (only one per planet) which gives him 2 or so additional facility slots on this planet. In combination with point one (not every facility can be built on every planet) the whole colony planning could be very tricky.
Quote:
"-auto-launch for satellites/mines after building"
With a slight tweak this could be done in SE4- just give planets, ships and bases the ability to take a "launch" order even if they have nothing in their cargo hold, and allow the repeat order button to be selected in sequential games.
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Thanks for the tip, but I would rather like an "official" and easy to handle button.
Quote:
"-Get rid of these population bars over the planets. Better would be say 3 pictures of each planet type. First pic portrays an empty world, second level is a colony with some small structure layouts and third level is a busy hiveworld with traders and orbiting sats etc. I would make the planet pics larger (about 2 times the size or even larger) and the amount of available planetary objects per system smaller. Of course I would add many more systems than 255 to insure real epic games."
Definitely do not like this idea. It reduces the amount of planets in a system for..what? More eye candy.
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Yes its both, some eye candy AND to see at the first glance which importance the planet has. (to avoid clicking at) But even for a TB strategy game this graphical eye candy is rather simple (compared to the real time combat engine of starfury)
Reducing planets in a system is the like reducing ships in SEV because of the new RT engine(yes, starfury - and so SEV - will demand this...)
Quote:
Again I disagree. In one of my games I have five distinct weapon platform designs for different roles, two types of mines (cheap and heavy), ship attack fighters vs interceptor fighters, police troops vs quick defense troops vs assult troops..in addition, simplfing the units would remove many possibilities for modding.
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Well maybe you have some use for different unit types in SEIV. I did not have yet an advanced use. Maybe I am playing the game wrong
But of course I would rather like to have a game where the units have some sense too, instead of getting back to SEIII.
PVK: ditto
Suicide J.
thanks I will try your mod. Maybe designing the units there has some sense.
Guys - thanks for answering so fast and competent
tschüß
KlausD
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May 21st, 2003, 09:46 PM
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Corporal
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Re: unit design rant and planet management in SEV
tesco s.
thanks, but maybe I did not express myself good enough (english is not my parent language) I referred to the SEIII units which have every stat included without designing them. I know there is the possibility in SE4 to save a race and units designs, but this was not my point. I reality I would like to have some real use of different units but up to now I didnt see the full advantage of "designing" units. (contrary to ships/Bases which I love to design in SE4 and which has alot of sense)
For me designing units in SEIV is just a "gimmick" (a some additional tedious mouse clicking) but not really necessary for winning, losing or even enjoying the game. In SEV I think the game rules for units has to be improved alot.
tschüß
KlausD
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May 22nd, 2003, 12:39 AM
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Corporal
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Re: unit design rant and planet management in SEV
What me would like is similar auto queueing when colonizing a planet as it was done in "Stars!".
It would (well, at least _might_) reduce micromangement, if your new colony would automatically start building SY, resupply fac, then few WPs, some 50 fighters and so on ...
And make it possible to add facilities as now is with ships and units, multi add ! That would really make easier to handle 200+ colonies.
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May 22nd, 2003, 05:22 PM
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Brigadier General
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Re: unit design rant and planet management in SEV
Quote:
Originally posted by Me Loonn:
What me would like is similar auto queueing when colonizing a planet as it was done in "Stars!".
It would (well, at least _might_) reduce micromangement, if your new colony would automatically start building SY, resupply fac, then few WPs, some 50 fighters and so on ...
And make it possible to add facilities as now is with ships and units, multi add ! That would really make easier to handle 200+ colonies.
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Well, it isn't automatic, but you can save any number of custom construction queues to be used over and over. See the FAQ for details.
Slick.
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May 22nd, 2003, 06:42 PM
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Shrapnel Fanatic
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Re: unit design rant and planet management in SEV
If you really wanted to, it would be easy to make a mod with fixed stats for the units.
Just make a set of combo cockpit/weapon/armor components to pick from as if they were the entire troop.
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