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August 23rd, 2001, 02:49 AM
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Major General
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Join Date: Aug 2000
Location: Mountain View, CA
Posts: 2,162
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Re: Most bang-for-the-buck hard code changes
Red dwarf:
A way to queue up a 'Destroy Building' command, that takes zero time but waits until it's top o' the queue. For 'upgrading' buildings that aren't true upgrades, such as Mineral III -> Monolith III.
G-class star:
Better list handling/filtering -- namely, bookmarks and that sort of thing. Again, sanity reasons.
Supergiant:
Text I/O -- exporting known information (colony status, ships, et al) in some nicely parseable file(s), and allowing the importing of orders in text form (e.g. "fleet NNN move to system NNN, coords NNN,NNN". Scripter's paradise.
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-- The thing that goes bump in the night
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Are we insane yet? Are we insane yet? Aiiieeeeee...
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August 23rd, 2001, 02:51 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
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Re: Most bang-for-the-buck hard code changes
Larger than 255 galaxy.
[This message has been edited by Atrocities (edited 24 August 2001).]
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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August 23rd, 2001, 03:22 AM
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Corporal
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Join Date: Feb 2001
Location: Ontario, Canada
Posts: 72
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Re: Most bang-for-the-buck hard code changes
My suggetion would be for more vehicle types. Have 99 ship vehicle types, and many fighter/base/sat/troop/weap plat types. What the hech start with 99 for each.
Components are specified for a vehicle type and by having many more vehicle types we can make vehicle sized specific components. Imagine being able to have cruiser sized engines, life support, bridges, weapons, armor, shield generators versus dreadnaught sized components.
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In encircled ground, devise stratagems;
In death ground, fight.
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August 23rd, 2001, 05:52 AM
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Corporal
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Join Date: May 2001
Location: Sydney, Australia (the 3rd island!)
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Re: Most bang-for-the-buck hard code changes
1. The name of the mod after the Version number on the main screen. This would save some headaches.
2. Better missiles/ fighters or weaker point defence. Missiles and fighters just get wasted by fleets with even modest point defence capability.
3. That annoying "Free VW Beetle!" ad that flashes green and white to be ditched. I know ads pays for sites, and I even click on one every now and then but this ad is just plain offensive.
4. Better treaty options. I may want my ally to resupply but not necessarily give him research. I don't mind trade but don't want his ships flying past my defences. That sort of stuff.
Askan
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August 23rd, 2001, 06:07 AM
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National Security Advisor
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Join Date: Nov 2000
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Re: Most bang-for-the-buck hard code changes
"2. Better missiles/ fighters or weaker point defence. Missiles and fighters just get wasted by fleets with even modest point defence capability."
Err, that doesn't need a hard-code change. Just change a few values in components.txt, and you're set..
Phoenix-D
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
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August 23rd, 2001, 09:00 AM
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Sergeant
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Join Date: Apr 2001
Location: London, UK
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Re: Most bang-for-the-buck hard code changes
quote: 1. Name Of The mod blah blah
You could just use my Mod Launcher 
Also, Mods could include their own startup screen by placing a modified intro.bmp in <se4directory>\<modname>\Pictures\Game\Screens\102 4X768 and 800X600
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Download as a .ZIP < HERE>
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My Geekcode : RNmPeOr MpPi2!+ Rp++ Tcp+ Fq+++!@ M+++ Fr= P+? A+++ Sf= T++--
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The Unofficial Space Empires 4 Mod Utility V2.26
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August 23rd, 2001, 09:45 AM
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Brigadier General
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Join Date: Sep 2000
Location: Frankfurt, Germany
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Re: Most bang-for-the-buck hard code changes
Well, I’m a Modder so my wishes are in this area:
1.) Give me a file like the AI_Construction_Facilities.txt for their cargo space. This way I could tell the AI exactly what units to build on a planet and how many.
2.) Let me call ship names in the AI_Construction_Vehicles.txt, not classes.
3.) A switch in the ship design file to determine if a ship is used defensively and in what fleets it should be included.
4.) Let the AI do some scrapping of buildings and old units. I already sent MM some suggestions in this area.
5.) Teach the AI how to use a medical ship.
6.) Teach the AI to scrap all research building once the tech tree is done and build intelligence instead.
With these changes I could make some cool tricks with the AI. And I really think these changes are not that much of programming work.
P.S.: Ups, that were more then 3 wishes. Anyway...
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