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January 5th, 2001, 05:59 PM
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Brigadier General
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Join Date: Sep 2000
Location: Frankfurt, Germany
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Re: Compiled Questions/Bug List/Wish List
Wau! Call me a supporter, Tamap_Gamer.
BTW maybe I have the solution for your bug (3): I encountered the same problem with the AI not filling up its queues even so resources are available. I watched other AI races and found that they had storage facilities. Try to build some for your AI race and production should go up like a rocket (it did for the EA). Please confirm if this was of any use for you.
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For, in the final analysis, our most basic common link is that we all inhabit this small planet. We all breathe the same air. We all cherish our children's futures. And we are all mortal. - JFK
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January 5th, 2001, 06:11 PM
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Sergeant
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Join Date: Dec 2000
Location: Mesa, AZ
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Re: Compiled Questions/Bug List/Wish List
That is one hell of a list. Great job.
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January 5th, 2001, 06:16 PM
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Private
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Join Date: Jan 2001
Location: New Albany, IN, USA
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Re: Compiled Questions/Bug List/Wish List
I started a separate thread before I saw this message, but with respect to (1) of the list. Has anyone tried removing all of the default AI files to see if the race specific files would then be used? I figure there is a chance that the logic in the game is reversed and that the default files are preventing the race specific files from being used. I can try it tonight, but figured some enterprising person could try it.
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I'm sorry Dave, I'm afraid I can't do that.
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I'm sorry Dave, I'm afraid I can't do that.
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January 5th, 2001, 07:03 PM
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Captain
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Join Date: May 2000
Location: Tampa, FL USA
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Re: Compiled Questions/Bug List/Wish List
Mephisto:
Actually I have been comparing construction queues for all the races (especially the EA) and the Darlok using the "Players" option to look at them every 5-10 turns (quite time consuming) during my testing phases. At first that is what I thought the problem was (and I did correct the severe resource storage problem), but even the EA (ver 1.51)will have several turns when they don't build anything (even facilities on newly colonized planets!!) - all races are doing this. I am working with some experimental files now b/c I think the problem is related to how many construction "calls" it will review each turn.
[This message has been edited by Tampa_Gamer (edited 05 January 2001).]
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No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country.
-General George S. Patton
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January 5th, 2001, 09:21 PM
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Corporal
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Join Date: Dec 2000
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Re: Compiled Questions/Bug List/Wish List
I agree with that big list completely. However, on point 13 about point defense satellites, I don't think the weapons should get these abilities, I think the satellites should have this ability by default for every weapon they can mount.
I also don't think sats get a to-hit defense bonus (correct me if I'm wrong), and they definitely should, since they are much smaller than escorts. Same thing with mines in tactical combat. First of all, they, in most cases, should be invisible to the other side, but secondly, even if they are seen, they should have a huge to-hit defense bonus.
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January 5th, 2001, 11:21 PM
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Private
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Re: Compiled Questions/Bug List/Wish List
Maybe the best idea for the auto-firing on sats etc is a "Small Targeting Computer" component that, when added to the unit, will automatically fire on ships, etc when they get in range.
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January 5th, 2001, 11:28 PM
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Lieutenant General
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Join Date: Dec 2000
Location: california
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Re: Compiled Questions/Bug List/Wish List
quote: Originally posted by Snap Spelljammer:
Maybe the best idea for the auto-firing on sats etc is a "Small Targeting Computer" component that, when added to the unit, will automatically fire on ships, etc when they get in range.
interesting, but it would more likely have to be a part of a component-modifying-mount. for example, a tracking mount. I dont think you can design one component that will directly modify the behavior of another component or class of components.
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(with apologies to H.P.L.)
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