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  #1  
Old May 7th, 2002, 09:06 PM
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Default Re: Next patch requests

It would be nice if we could get the AI to build defensive capabilities on a newly colonized planet before building facilities just as we human players do. If the newly colonized planet is breathable/huge, it can be 30+ turns before defenses go up, making it an easy target to capture/destroy.
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Old May 8th, 2002, 07:08 AM
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Default Re: Next patch requests

I just played a turn against an AI. They had 112 troops on the planet. My first ground attack killed them down to 82. when the second wave went in they again had 112 troops. The third wave hit the planet head and again they had 112 troops. I lost over 250 troops in 3 attacks. (Then the fleet glassed the planet.) Is this a glitch or intentional?
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Old May 8th, 2002, 07:59 AM
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Default Re: Next patch requests

It would also be nice if the AI would recognize what a supply ship was and use it appropriately. Same goes with a repair ship, and a flak ship.

It would also be nice if the vehicle construction file and unit construction file actually worked. The AI only sometimes builds via name, mostly it builds by type, which makes it hard to give the AI a well rounded fleet. I mean, it was a great idea to put the name ability into the file, but if the AI doesn't use, what's the point?
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Old May 8th, 2002, 08:18 AM

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Default Re: Next patch requests

"Is this a glitch or intentional?"

I think that's intentional. Those weren't troops, those were *militia*. Defenders generated on every colony, based on the colony's population. Normal troops, you kill them and they stay dead. Militia only stays dead as long as some of your troops survive (i.e. stalemate) otherwise it regenerates; I assume that's the militia recruiting more soliders.

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Old May 8th, 2002, 11:09 AM
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Default Re: Next patch requests

quote:
Originally posted by Gandalph:
It would be nice if we could get the AI to build defensive capabilities on a newly colonized planet before building facilities just as we human players do. If the newly colonized planet is breathable/huge, it can be 30+ turns before defenses go up, making it an easy target to capture/destroy.


That would be very good. Just allow the inclusion of units in the planet construction file so you could build some weapon platforms first before building facilities.
Another small but IMHO very valuable addition would be the race specific anger modifier (I made this suggestion before but until now withour effect):
You specify in the politics file something like this

Number of race specific modifiers : 2
Race specific modifier race 1 : Terran
Race specific modifier amount 1 : 20
Race specific modifier race 2 : Phong
Race specific modifier amount 2 : -20

The race with this politic file would react very hostile to the Terrans but be very friendly against the Phongs. You could specify as many races as you want. This would prevent the alliance of "mortal enemies" like Eee and Drushoka that we see now. It would also allow you to reduce conflicts between AI's in a solo human player game without making them all declare war on you when you select the "team player mode".

And another old suggestion: starting tech levels (as in SE III).

[ 08 May 2002: Message edited by: Q ]

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Old May 8th, 2002, 06:15 PM
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Default Re: Next patch requests

I like the love / hate relations file idea.
That way is possible to make better mods like star trek / star wars.
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Old May 8th, 2002, 07:57 PM

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Default Re: Next patch requests

You know how you can re-name ships?

Well, add a drop-down dialog box for the
re-naming box, so that instead of having
to remember a ship name, or have a print
out next to you, you can just rename a ship
by going down the list of design names...

Do it like so...

http://cgibin.starpower.net/ryanwolf/suggestion.jpg

[ 08 May 2002: Message edited by: MKSheppard ]

[ 08 May 2002: Message edited by: MKSheppard ]

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