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October 1st, 2006, 11:24 PM
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Sergeant
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Join Date: Nov 2000
Location: USA
Posts: 368
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Re: SEV suggestions/gripes
Well I hate the current troop use. I'd rather see the MOO2 version then this. I just hope mods address this.
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October 2nd, 2006, 02:36 PM
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General
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Join Date: Aug 2000
Location: Ohio, USA
Posts: 4,323
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Re: SEV suggestions/gripes
Another good solution would be to require special launch-bays as are needed to deploy other types of units. Then you can limit the number of troops that can be landed per turn. Now it's just 'as many as your transport can carry'. MM almost did this in SE IV. There is an unused 'Launch Troops' ability in the abilities file.
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October 2nd, 2006, 05:20 PM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
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Re: SEV suggestions/gripes
You mean it's posssible in SE5? 
I suppose a workaround would be creating a "Landing Pod" unit type which is the only type of unit capable of dropping troops, if "drop troops" is even a vehicle capability listed in VehicleUnitTypes.txt... but I doubt that would work, as ships are not listed there, so you couldn't remove the ability from ships without removing all ships and redefining them as units... 
__________________
The Ed draws near! What dost thou deaux?
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October 2nd, 2006, 06:55 PM
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Captain
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Join Date: Sep 2000
Location: USA
Posts: 806
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Re: SEV suggestions/gripes
Main UI gripes with demo: 1) "Enter" key sometimes works, often doesn't. 2) Can't click into text box to change the middle of a name; you have to use the left arrow. 3) Tab key doesn't change tabs in UI; you have to click. 4) Clicking on sector with planet should pick planet by default; instead it picks nothing. 5) Clicking on planet brings up a large, pretty window, low on info. "What is it building??!!" You have to left-click, then click again on the construction tab. Aargh! 6) Default system magnification shows only MOST of the system. 7) Wierd inconsistencies in shortcuts for closely-related tasks. (But you can change that in full game, so that's not a biggie.) 8) Only 1st item in each planet's queue is shown in the overall construction queue (Shift-Q). 9) Planetary construction queue has picture where there should be info: "What does this planet already have??!!" You have to left-click the picture, then click on the Facilities tab.
10) PageUp and PageDown no longer work; you have to use the mouse scroll wheel.
In summary: Too many clicks. Carpal tunnel syndrome producer.
__________________
Give me a scenario editor, or give me death! Pretty please???
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October 2nd, 2006, 06:56 PM
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Captain
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Join Date: Apr 2004
Location: Texas
Posts: 962
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Re: SEV suggestions/gripes
Drop Drones?
Drop Shuttles (Fighters)?
Drop Pods (Satellites) ?
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October 2nd, 2006, 10:11 PM
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Second Lieutenant
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Join Date: Mar 2005
Location: Seattle, WA
Posts: 417
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Re: SEV suggestions/gripes
Forcing the player to use limited release components wont solve the problem. The player will simply build ships with lots (or if it per ship) many small ships. The outcome will be the same: Player arrives on planet with a bajillion troops, and stomps all over the three to five defenders. Maybe troops should take up more cargo space. Or, if that's too easy, the AI should build a competetive defense force.
There's another problem with making it even more expensive for the player though: The choice of just glassing the planet from orbit vs landing troops will become a no brainer. Why waste time with marines? Just bring a colony ship instead.
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October 2nd, 2006, 11:59 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
Thanks: 1
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Re: SEV suggestions/gripes
Keep in mind, it does cost 1/10 of a bajillion in resources for maintenance. 
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