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  #1  
Old August 23rd, 2001, 05:40 PM

Lerchey Lerchey is offline
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Default Re: Most bang-for-the-buck hard code changes

I'm not sure if this is trivial, medium, or huge, but here goes:

Diplomacy. Right now, either you can move safely through ALL of an empires systems, or you can't move safely through ANY of an empires systems. I would like to have an option to make systems as "hostile" or something. That way, if I set up a trade alliance with the Phong, but only want them to be allowed into the first two systems (closest to them), and not go parading through the depths of my empire, I can set up space stations, mines, or whatever, and stop them.

General John
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  #2  
Old August 23rd, 2001, 05:51 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: Most bang-for-the-buck hard code changes

quote:
Small: Straighten out the engines/supplies
It's silly for the same size engines to power escorts and battleships and for an engine to have the same amount of supplies as a supply bin twice its size. My solution would be to have the engines proportional to the hull size in size, cost, supply storage, and supply usage. Also, cut the supplies carried by engines in half, and double the supplies in each supply bin.
See my Pirates & Nomads v2 mod. You will be very happy, and realize that those fixes need no hardcode changes.

------------------
The latest info on Pirates & Nomads (forum thread).
-<Download V2.3>- (just extract to your SE4 folder)
-<Download P&N Classic>- (The final release of P&N v1.x, just extract to your SE4 folder)
-<Download compatible EMPs for P&N v1.2 through v1.7>-
-<Download SJs latest AI Patcher>-
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-<Schlock Mercenary>- (great space-based webcartoon) -<First Strip>-
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  #3  
Old August 23rd, 2001, 05:52 PM

chewy027 chewy027 is offline
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Default Re: Most bang-for-the-buck hard code changes

more than 20 races at a time

and of course the civil war
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  #4  
Old August 23rd, 2001, 06:38 PM
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Default Re: Most bang-for-the-buck hard code changes

The ability to launch ships from other ships and planets.

------------------
Assume you have a 1kg squirrel
E=mc^2
E=1kg(3x10^8m/s)^2=9x10^16J
which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
Fear the squirrel.
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Assume you have a 1kg squirrel
E=mc^2
E=1kg(3x10^8m/s)^2=9x10^16J
which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
Fear the squirrel.
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  #5  
Old August 23rd, 2001, 07:01 PM
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mac5732 mac5732 is offline
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Default Re: Most bang-for-the-buck hard code changes

For us non-modders (some of us don't like to tinker remember)

small AI to use & invade planets w/troops not just glazing all of them & build base-ships (I know baseships is moddable, but remember not all of us like to tinker)

med Do something on missle vs planet. Give wp's weapons that can reach ships that just sit off and hit your planet with missles. It should not be this easy to take out a planet. Increase range & mounts for planet based weapons or have specific tech to build them & have AI build & use more Starbases at wormholes and over planets.

Major Ai to use and upgrade research better,
have ai upgrade buildings, storage, etc, also have ai use different ships for different things, ie; close attack support, wormhole defense, etc, currenly almost always use same weapons on each ship, very seldom defends a wormhole with exception of a small amount of mines, never puts mines over its planets, Increase amt of ftrs they put in Groups, currently only in 5's. This includes AI using Wormhole open & close weapons more often, (now very seldom if ever)
this would add nice touch and make things a little more interesting later in the games

just some ideas mac



[This message has been edited by mac5732 (edited 23 August 2001).]
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just some ideas Mac

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Old August 23rd, 2001, 07:38 PM

Lerchey Lerchey is offline
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Default Re: Most bang-for-the-buck hard code changes

Mac,

One of the easy things to do with missiles vs planets is to build weapons platforms and satellites armed with PDCs. The PCCs, when in range, will stop missiles. That makes it much harder to just stand off and blaze away successfully.

General John
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  #7  
Old August 23rd, 2001, 08:06 PM
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Default Re: Most bang-for-the-buck hard code changes

Lerchey, Your point is well taken, I just feel that there should be some weapon you could put on wp's and make it harder for ships to glaze away especially in hotseat games. with sats you could send in swarms of ftrs or smaller ships to take out the sats while your missles go after the planet, therefore you could nollify the pd's on the sats at cheap cost. It should be harder to take out a planet then it now is especially later in the game with higher tech. The tiny, small and some medium planets just don't have capacity for numerous wp's therefore the ones they do have should cost any invading fleet something before its parking lot time. Oh well, I apoligize for getting off topic and rambling on, I guess I'm shell shocked since the hotseat game I'm playing and seeing good planets go down the tubes with little return

just some ideas mac
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