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December 12th, 2001, 08:50 PM
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National Security Advisor
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Re: New features I would like to see>>>>
"Personally, I would like to see a more complex research tree...like Civilization. Where you have to research two or more fields to gain a facility/ship/component/unit"
This can be done right now..second part too. Just a matter of figuring out what you want to give what, and making the text files.
I prefer the need two or more fields to open a field that gives a the component approach though.
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.
- Digger
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December 12th, 2001, 09:00 PM
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Captain
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Re: New features I would like to see>>>>
quote: Originally posted by Spyder:
Personally, I would like to see a more complex research tree...like Civilization. Where you have to research two or more fields to gain a facility/ship/component/unit.
I disagree, mildly. I don't want it to be too intertwined, so that everyone winds up researching the same things at the same time. But a little bit of entwinement would be OK.
quote: Originally posted by Spyder:
Even better....with some thought & work, you could create a research tree that would reflect your society. Each society would be defined by the paths of research they chose. Similar to the racial techs in construct where your reseach path defines your society.
Now this idea I really like. And you could have a "random tech tree" option, with the cross-links different for everybody. That would really make trading techs interesting, because you wouldn't know exactly how valuable the tech was to that player. Two players could _both_ go away thinking, "Ha ha, I really cheated him that time. What a dope!"
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Give me a scenario editor, or give me death! Pretty please???
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December 13th, 2001, 04:42 AM
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Shrapnel Fanatic
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Re: New features I would like to see>>>>
Something else that I was thinking about modding was a Mysterious tech tree. It would be based on the fact that you never know what your basic research will be useful for. Hopefully, it will renew the joy of discovery that we've all lost after playing through the game so many times.
All of the current techs would be the same, but in order to open them up to research, you'd have to do some random basic research.
The basic research would have tech levels labelled either "Basic Research" A through Z, or with randomized names("Ukrullers", "Hevordin", "Phongles", or "Shiny Things", "Spinning Stuff", "Fire Noises", etc).
Players would pick a lucky basic area (or ten) to work on, and it might open meson bLasters. They could then decide whether to research those weapons, or try some other basic techs to try and find a weapon tech they like better.
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Things you want:
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December 13th, 2001, 04:55 AM
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Lieutenant General
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Re: New features I would like to see>>>>
neat, would you have a program to randomly generate the names in the research file each game?
i liked the research in imperalism 2, the categories were always the same, but the prerequisites were always different. each branch of the tree would have a handfull of things in it, and the same techs were always there at the same levels, but which techs led to what within each of those levels was different every time. not possible in se4, but neat.
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December 13th, 2001, 10:19 AM
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General
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Re: New features I would like to see>>>>
There's a couple of randomnesses I'd like added:
1> The option to hide the "player X" screen during turn generation. It gives me an unfair advantage over the AI to see how long it takes each one to generate their turn, what order they are in and even how many of them there are.
2> a "random settings" option in game setup. Click it and let the game select completely at random your empire, map type, AI settings, start tech and homeworld number, events settings... everything. Half the fun of the game would be working out what some of the settings were.
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December 13th, 2001, 11:31 AM
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General
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Re: New features I would like to see>>>>
Ooh - here's another one: When ships make their moves, how about if they searched for friendly resupply depots in the system to see if they could alter their route to go through them without using any extra movement points?
It really annoys me to see a half- fuelled ships on their way across a system fly straight past a depot when they could just change their course and go through it with no extra movement points required.
The game would feel that much "smarter", and it would improve the AI's performance as well, since ships would run out of supplies less often.
[ 13 December 2001: Message edited by: dogscoff ]
[ 13 December 2001: Message edited by: dogscoff ]
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December 13th, 2001, 11:53 AM
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Brigadier General
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Re: New features I would like to see>>>>
quote: Originally posted by dogscoff:
Ooh - here's another one: When ships make their moves, how about if they searched for friendly resupply depots in the system to see if they could alter their route to go through them without using any extra movement points? ...
That is an excellent suggestion, it will help the AI a lot.
Rollo
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