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  #1  
Old September 20th, 2006, 11:45 AM

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Default Re: Video Wierdness

I'd also like to have bigger ships on the sector view, maybe it's moddable (it was in Starfury where ships were too big to the contrary..).

The "ship design layout" is disappointing : the idea is good (it was neatly done in SF), but here we have a bunch of slots, way too numerous, very few specialized
This would be useful for preventing abuses - eg transports full of weapons, to enforce engine limitations, etc.., and weapons are still not directional (it seems).
It really looks half- (or rather quarter-)done
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  #2  
Old September 20th, 2006, 11:55 AM
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Default Re: Slot Layouts

If you made the slots too specific, then it would become increasingly difficult to balance the sets - and then you'd have the problem of user created shipsets with favorable layouts for weapons or extra engines etc.

In the SE:V Balance Mod, slots are put to a little better use with some components like weapons and engines being restricted to outer slots and stuff like that. With the layers of damage, they should be the first to go before internals and so on.
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  #3  
Old September 20th, 2006, 03:43 PM

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Default Diplomacy

Has somebody else noted that the AI empires do not seem to react to the human's diplomatic proposals? Not that they refuse, they simply do not react at all.
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  #4  
Old September 20th, 2006, 04:04 PM

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Default Re: Diplomacy

In my games they react, I've had several treaties with AI players.
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Old September 20th, 2006, 10:01 PM

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Default Re: Diplomacy

Something I already miss from SEIV is being able to see just how many resources each construction queue is using that turn. It's a micro-management function but I like it. With construction spilling over to the next build item, I can understand why it's not there, but it' still a function that I'd like to have.

What if you are building a bunch of facilities that don't use rads or orgs? I'd like to be able to see which queues are consuming what.
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  #6  
Old September 20th, 2006, 10:54 PM

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Default Balance Issues and other gripes..

The weapons and armor/shields have (of course) changed somewhat in SEV, but that brings up balance issues. this being a demo, my observations may already be out of date for the final release.

I've noticed the incinerator beam(medium range weapon) has a max range of 12, but the wave-motion gun (long range weapon) only has a range of 8 (or 9, I forget at the moment), doesn't seem right to me..

Organic Armor..was this completely nerfed on purpose? It take 6 times the space of normal armor, and provides less protection (440 vs 520 (or so)), and the regeneration on it looks pretty lame (depending on how, exactly, it works) regen is somewhere around 152Kt per minute...combat only lasts for 1 minute (30 rounds of 2 seconds each, if I read the setting.txt right). Anyway, regardless of the regen, this armor is seriously under-powered for it's size.

The Alliegence Subverter at max level(and unmounted) has a 15% chance (or less) to affect an enemy ship, this seems quite under-powered to me, especially as it's really only useful for a limited time (until the AIs start using computers).

The Cloaking Device, looks pretty much obsolete now, stealth armor cloaks to the same level(and consumes no supplies) and is more economical and practical to research.

I'm not sure what to make of the shields, in SEIV phased ended up the strongest, in SEV normal shields are stronger. Makes it rather difficult to defend your ships from PPB's. Also a question here..does mixing shield types still result in un-phased shields, or does the phased-shielding only kick in when a PPB is used? (or they are the last remaining shields on a ship).

A bit of a gripe that I suppose could fixed easily in a mod: Shouldn't Organic and Crystal hulls have some special abilities, aside from having their min/org/rad costs slightly altered?

Can't think of anything else at the moment.
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  #7  
Old September 20th, 2006, 10:56 PM
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Default Re: Balance Issues and other gripes..

Organic, Crystalline, and Emissive armor are not working atm.

What you're looking for is the SE:V Balance Mod. You'll just have to wait another 4 weeks to try it.
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  #8  
Old September 20th, 2006, 05:14 PM

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Default Re: Diplomacy

I had them accept a counter-proposal. Can't remember if I ever sent a regular message. The AI in the game felt completely uninteractive at any rate, it felt like we were all just sitting in our own corner of the galaxy doing our own stuff.
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  #9  
Old September 20th, 2006, 05:16 PM
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Default Re: Diplomacy

I think the problem is limited to a couple of the races. For example, the Phong seem much more inclined to offer up treaties than some of the other guys. I'll have to investigate this matter more fully though.
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  #10  
Old September 22nd, 2006, 05:53 PM

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Default Re: Diplomacy

Quote:
Captain Kwok said:
I think the problem is limited to a couple of the races. For example, the Phong seem much more inclined to offer up treaties than some of the other guys. I'll have to investigate this matter more fully though.
It is not only about them not offering treaties. Whe i send them a treaty proposal, I never revcéive any reaction. The do not even refuse, there just is no reaction at all.
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