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  #61  
Old December 13th, 2001, 04:42 AM
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Default 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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  #62  
Old December 13th, 2001, 04:55 AM
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Default 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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  #63  
Old December 13th, 2001, 10:19 AM
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Default 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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  #64  
Old December 13th, 2001, 11:31 AM
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Default 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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  #65  
Old December 13th, 2001, 11:53 AM
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Default 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.

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  #66  
Old December 13th, 2001, 03:11 PM

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Default Re: New features I would like to see>>>>

When in the Planet screen and on planet cargo. The ability to show only planets that have fighters or mines or troops or wp's.

When you click on a planet and you look at the facilities on the the planet the ability to right click and select scrap. And the ability to scrap planet facilities in the planet construction que.

When a facility blows up on a planet, the message tells you what facility it was that blew up ( pet peeve )


The ability to see where all system wide facilities are in your systems./

INtel log. Keep a history of intel projects and their results.

Last but not least tatical multiplayer combat.
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  #67  
Old December 13th, 2001, 05:28 PM
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Default Re: New features I would like to see>>>>

One addition I already mentioned some time ago, but if I repeat it may be the chances to be implemented will rise:
Anger modification for specific races: In the politics file lines that modify the anger level against specific races.
So e.g. the Vaxin would not propose a treaty to their mortal enemies the Rage!
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  #68  
Old December 13th, 2001, 07:30 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: New features I would like to see>>>>

quote:
Originally posted by Q:
One addition I already mentioned some time ago, but if I repeat it may be the chances to be implemented will rise:
Anger modification for specific races: In the politics file lines that modify the anger level against specific races.
So e.g. the Vaxin would not propose a treaty to their mortal enemies the Rage!



How about different anger levels for conquered races? Shouldn't some types of population be more difficult to assimilate into your empire? This would make the Temporal tech "Temporal Vacation Service" facility more valuable.

I also wish captured population would retain their racial traits, like mining ability, research ability, etc...

[ 13 December 2001: Message edited by: Baron Munchausen ]

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  #69  
Old December 14th, 2001, 05:04 AM

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Default Re: New features I would like to see>>>>

A new feature i would like to see is SPACE MONSTERS,IF POSSIBLE;

1) (robotic race), with only dreadnaughtships baseship,starbase & largetroops only, that replecate, and assimulate worlds destroy every empire no relation with any empire?. a loner . Has a flock at there homeworld.can get teck from this race if captured ship, troop,componets.

2) (Organic monster ship) Very huge egg shape creature ship . THE SHARK OF THE UNIVERSE, patrolls and destroyes ships mostly attack only moving objects.and multiples by 1 when it destroyes 20 ships every time. a loner. If empire ships destroy this animal they get no teck or etc. this monster does not attack pop worlds.

3) (SQUIDE MONSTER) Size of super large planet, only attacks huge pop planets and large ships transport, feeds on there life forces,keeps attacking, and if consumes enough 6000 pop max with 2 planets without interuption it multiplies by 2. does not migrat in flocks. a loner mostly. If empire ships destroy this animal they get no teck or etc. Does not attack ships unless attaked.

4) (CRYSTALLINE CREATURE) a huge diamound shape creature that attacks ships & pop worlds when in range,if destroyes 5 max pop planets or 20 ships seperately will mulitiple by 1. a loner. Player empire detroyes this creature will get a # amount of minerals.

5) (LIVING CLOUD entity) kills only and all pop on any size worlds. mulitiples by 1 for every 10 worlds destroyed, a loner, Very stealthy will stand still if sees war ships, Does not attack ships unless attaked.

NOTE;
All monster races will have a single very huge world of there own?.every monster that is spawn is 1/4 times stronger.a max total of quad times. There world will be colered uniquely and in isolated area places? ;
grey / robotic
orange / organic
purple / squid
silver / crystalline
white / living cloud
Im suggesting this because i bought a game long ago called (star trek birth of the federation, the best part of the game in my opinion was the feature of monsters.Everything else was not interesting enough to keep playing.
QUESTION?
1)Have any of you players suggested these ideas to MM?.
2)Have any mode players created something like this?.
3) If any are interested what i have suggested here, perhaps this gives you ideas to mode, maybe??>
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  #70  
Old December 15th, 2001, 06:15 AM

MikeRMcCartney MikeRMcCartney is offline
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Default Re: New features I would like to see>>>>

I like the idea of the history file. Who cares how big it is! 10MB, 20 MB, no big deal, I've got tons of hard drive space. Also I would like to see a command to output the current state of the game. Ships, planets, construction, battles, etc., so I could import it into my own tracking program if I wanted.
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