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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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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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January 5th, 2001, 09:21 PM
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Corporal
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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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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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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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January 7th, 2001, 11:15 AM
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Sergeant
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Join Date: Dec 2000
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Re: Compiled Questions/Bug List/Wish List
A few additions to the wish list...
"Min Weight" & "Max Weight" fields in componets.txt so we can create items only for certain classes of vehicles.
Add a Requirement field to componets.txt that would make a componet need another componet to be valid
A new "Supplies Drained" field for componets that use supplies at the beggining of every turn (and are damaged if not available)
New cloaking abilites... "Negates Cloak", which limits cloaking in a TYPE to a certain LEVEL... also "Cloak Bonous" which adds a NUMBER OF LEVELS to a cloaking TYPE (this would not be 'stackable')
Make the REQUIREMENTS section in vehiclesize.txt work... including custom Groups
Seperate planetary Shipyard facilities from ship-based Shipyards, and put in an ability that would require repairing/building to be only possible a planet shipyards
Add a population componet that can only store population but allows it to function as if on a planet (prod. bonous, growth, etc.)
An Armor.txt file so that you can group weapons into diffrent damage classes, and allow diffrent armor to defend against diffrent weapon type, well... diffrently
(i.e., "Laminate" armor protects at 200% vs. "Explosive" weapons, thus all damage would be halved until the armor is deystroyed)
Lastly, A BIG WISH... ENERGY
>>> It would work like supplies (and likewise require abilities to USE/DRAIN/STORE and GENERATE Energy.)
It would need to be displayed in the design screen and the general info on a ship... next to supplies.
This would allow some more interesting designs as you would need to consider another required 'ingrediant', and pull people away from the constant power-monger ship designs. It would also be nice if a on/off toggle for shields was included, like cloaks.
A final note: Energy weapons would drain ENERGY only in combat, and be per shot used... While projectile/seekers would drain supplies per shot (a lot for seekers)
Thus running low or out of either would be disasterous in combat as you could no longer use those weapons.
Well that's my 2 cents....
[This message has been edited by Trachmyr (edited 07 January 2001).]
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January 8th, 2001, 02:12 AM
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Re: Compiled Questions/Bug List/Wish List
I would like to add at least one more request to all the others that I think would solve a lot of our 'balance' problems.
Could we (please), be allowed to set the maintenance cost,(in resources), to whatever percent of the base construction cost FOR EVERY INDIVIDUAL ITEM; Vehicles, Units, Facilities, Components, and Component Enhancements?
I think we could really refine a lot of the 'economics' stuff with that addition.
We could design somethings god-aweful expensive to build but cheap to maintain, others cheap to build but a bear to maintain.
For the total maintenance cost of an item, the program would sum the cost of all its parts.
I don't like to complain, the game is really pretty damn good as it is, but the current maintenance cost function, everything costs X % or Nothing, is really limiting some things I would like to customize.
The 'Economy' in the game is sorta based on the Resource gathering rate, One time resource costs (build costs), and Ongoing resource costs(maintenance costs). We have pretty good control over the first two factors, and very little over the Last. I'm asking for more control there.
I'll shutup now.
[This message has been edited by Tenryu (edited 07 January 2001).]
[This message has been edited by Tenryu (edited 07 January 2001).]
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