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August 24th, 2001, 12:56 AM
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Brigadier General
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Join Date: Jul 2001
Location: Kiel, Germany
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Re: Most bang-for-the-buck hard code changes
shonae,
I have a quick solution for you. Replace the current QuadrantTypes.txt file in your data folder of SEIV or the mod you are using with the one I posted (make sure you have a backup of the old file).
Have fun exploring a black hole free mid-life galaxy  .
Rollo
PS: Sorry for getting off topic. I'll post my ideas later.
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August 24th, 2001, 01:00 AM
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Second Lieutenant
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Join Date: Nov 2000
Location: West Coast - USA
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Re: Most bang-for-the-buck hard code changes
1. Fix Intelligence - perhaps make it like SE3, get rid of the current projects format. Include detailed descriptions of what happened as a result of friendly or enemy intel operations - (like stolen resources- How Much was lost/gained?, movement loss etc).
2. Starting Tech selection like SE3
3. Make the AI use all possible abilities in the game, for instance ;troops. At the same time change the AI so that it can adapt to situations as the game progresses.
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AJC
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August 24th, 2001, 01:45 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
1. The ability to set starting points when setting up the game.
2. The ability to set different tech levels for each player at start up.
3. Positive random events.
4. Larger than 255 system limit. (500+)
5. Use a star feild instead of the grid. Represent each system by the color of its star.
6. Add component that allows a ship to travel to different systems without the use of warp points. (make very very expensive)
7. The ability to set the EXACT amount of minors / random empires to be used in a game.
8. Increase the level of minors that can be used in a game from 6 to 12.
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"We've made too many compromises already, too many retreats! They invade our space and we fall back -- they assimilate entire worlds and we fall back! Not again! The line must be drawn here -- this far, no further! And I will make them pay for what they've done!" -- Captain Picard STNG
New Age Ship Yards
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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 24th, 2001, 01:49 AM
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Brigadier General
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Join Date: Jul 2001
Location: Kiel, Germany
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Re: Most bang-for-the-buck hard code changes
Just a few from things from the top of my head. I have no idea how hard they would be to do.
1. "Beware of strange warp points!" Considering how often the AI uses that phrase it really should know better. An AI starting next to a black hole is likely never to get its foot of the ground.
2. If the AI captures ships, they should be analysed for better tech. Or scrapped, because they are outdated.
3. The AI should make better use of sats and weapon platforms. Replace old Wps with new ones, distribute them better among planets and also put sats on warp points.
Rollo
PS: I have seen some people request that they want the AI to use troops. Check out the Aquilaeian, the Orks and the Vikings. All three use troops and capture planets.
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August 24th, 2001, 04:09 AM
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Second Lieutenant
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Join Date: Jun 2001
Location: Australia
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Re: Most bang-for-the-buck hard code changes
quote: Originally posted by Rollo:
2. If the AI captures ships, they should be analysed for better tech. Or scrapped, because they are outdated.
Scrapped? Never EVER scrap a captured ship, at least I think you shouldn't. Why not refit it? Saves you money and time to build a new ship.
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A propeller is just a big fan in front of the plane designed to keep the pilot cool. Want prove? Stop the prop and watch the pilot break out in a heavy sweat!
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August 24th, 2001, 10:06 AM
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Brigadier General
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Join Date: Jul 2001
Location: Kiel, Germany
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Re: Most bang-for-the-buck hard code changes
Yes, you are right CW. Forgive me, it was 2 am in the morning when I typed this. Also I was playing P&N lately, so I guess scrapping ships for resources became a routine  .
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August 24th, 2001, 08:43 PM
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Corporal
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Join Date: Jan 2001
Location: Riverside,Ca,USA
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Re: Most bang-for-the-buck hard code changes
What I would like to see (in addition to several of the ideas below).
When playing a saved Empire. Ships not showing up from the previous game in the ship design screen until they can be built. Or some way to toggle Don't show ships you can't build. It is the # one reason I start a new Empire each game rather than play an old one with all the ships designed already.
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I apologize. I'm ... sorry. I'm sorry we had to defend ourselves
against an unwarranted attack. I'm sorry that your crew was stupid
enough to fire on a station full of a quarter of a million civilians,
including your own people. And I'm sorry that I waited as long as I
did before I blew them straight to hell. ... As with everything else,
it's the thought that counts. -- Captain John Sheridan, Babylon 5
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