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March 5th, 2001, 10:33 PM
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Major
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Join Date: Dec 2000
Location: Northern Virginia, USA
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Re: Compiled Questions/Bug List/Wish List
quote: Originally posted by klausD:
-resource trade - numbers you can type in
Along the same lines, either allow numbers you can type in for amount of cargo to transfer or more options (besides 1, 5, or "All") for cargo transfers.
And allow the same thing in construction queues for units. If my carrier can hold 32 fighters, I want to build 32 fighters, not 35 or 40; and I don't want to build 30 fighters, then spend the next two turns building one fighter per turn.
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L++ Se+++ GdY $++ Fr C+++ Csc Sf Ai AuO M+ MpTM S Ss RRSHP+ Pw- Fq->Fq+ Nd+++ Rp G++ Mm++ Bb---
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March 6th, 2001, 01:39 AM
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Private
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Join Date: Feb 2001
Location: Hyde Park,UT,USA
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Re: Compiled Questions/Bug List/Wish List
My wish list:
0) (Urgent) The 'Ships/Units' screen needs to have an additional button below the 'Show Fleets' button. The name of this button should be something like: 'Show Orphans'. The meaning of this button would be to show ships that are not currently assigned to a fleet.
By using this new button and the 'Show Fleets' button, you could hide all the unwanted/unneeded information about ships that are in a fleet.
1) (Pleeese?) The 'Ships/Units' screen needs to have an additional button below the 'Show Fleets' button. When you click on this button, you are presented with a drop-down, scrollable, list of 'Design Type's. By using this button, you see just your Carriers, or your 'Pop. Transport's or whatever.
2) (PPPleeeese?) I think we need an additional default 'Design Type'. It is:
Scout
- It will explore.
- Once we have explored to the limit of supply, it will hang out on the border and watch for traffic.
- Would be nice if it would pop in and out of storms and nebulae.
- Will cloak if it can.
- Will not initiate combat, even if it has weapons.
3) (Urgent) The game really REALLY needs to ship with at least 255 names in the systemnames.txt file.
Thanks to MM for the wonderfull game. I am recommending it to all my friends.
Miles
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-=-miles@cc.usu.edu-=-
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-=-miles@cc.usu.edu-=-
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March 6th, 2001, 03:29 AM
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Major
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Join Date: Aug 2000
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Re: Compiled Questions/Bug List/Wish List
Hey miles, good idea with the design types. Send it to Aaron's email and I think it has a good chance of being added.
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When a cat is dropped, it always lands on its feet, and when toast is dropped, it always lands with the buttered side facing down. I propose to strap buttered toast to the back of a cat. The two will hover, spinning inches above the ground. With a giant buttered cat array, a high-speed monorail could easily link New York with Chicago.
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March 6th, 2001, 05:48 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Compiled Questions/Bug List/Wish List
My biggest problem has been with repeat building.
1) Make repeat build repeat the LAST item, instead of the first.
This way, when I upgrade my designs, I don't have to cancel a ship in progress, or wait, remember & change the queue on the exact turn it completes. I can also add 'emergency' items to the queue, and after it's done it then drops down to the normal repeat production of defence sats/fighters/mines.
2) When there is not enough space on the planet: DONT WASTE THE UNITS! When the planet runs out of space, the extra units are lost.
INSTEAD, launch any excess units into orbit. They can always be recovered, anyways, and this way, I don't have to worry.
Also, it makes it very easy to build up planetary defences, since you don't have to manually launch every turn.
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As for a wish list, Crossover Techs:
ie. organo-crystalline armor (regen plus shield boost)
Temporal organics, whatever
Totally living ships for organic races: everything grows back if given time.
How to balance it? Hmmm...
[This message has been edited by suicide_junkie (edited 06 March 2001).]
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March 6th, 2001, 06:08 PM
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Corporal
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Join Date: Sep 2000
Posts: 104
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Re: Compiled Questions/Bug List/Wish List
First big, big thing on my wishlist still is AI strategic behaviour: please alter the hardcoded AI routines in a way that
1. makes the AI follow through on attacks
2. hinders the AI to send single ships/small fleets into areas where they face certain doom. I know, this was supposed to be improved with 1.27, but it still does not work correctly. In my current game the AI still tries to send unguarded colonizers into space guarded by my fleets (it lost about 10 at a single location). Also, it still attacks fleets of 10+ ships with only one or two of its own vessels. The fact that these are regularly destroyed does not change its behaviour.
These two issues are hardcoded and cannot be "modded away". They seriously reduce the fun of the game (at least as far as I am concerned).
[This message has been edited by jowe01 (edited 06 March 2001).]
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March 6th, 2001, 07:31 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
jowe01,
If you look at either the default_ai_settings file or any specific race's ai_settings file you will find two important lines that can help you.
1.Turns to Wait until next attack := 5
This line governs how many turns the ai waits to attack again. Set this number to one for aggressive and warmonger races and for peaceful races set it to 4.
2.Maximum Systems to Defend at a Time := 3
This line governs how many systems will have warships/fleets in them at any time. This number has been played around with some people you can check past Posts for more details. For aggressive/warmonger races set this to five. For peaceful races set it to 3.
With these two lines you can have the ai defend more systems and attack more often. Not a complete hard coded fix, but it will help you in your games for now.
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March 7th, 2001, 11:46 AM
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Corporal
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Join Date: Sep 2000
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Re: Compiled Questions/Bug List/Wish List
Thank you , Sun Devil, but I have already extensively played around with these items. By and large, they do not help much. If you reduce the numbers of turns to wait until next attack and increase the number of systems to defend, the AI's attacks often only get more fragmented and have less success chances. What I would like the AI to do is to emulate human behaviour: build up a decent fleet, than attack a system. Follow up on your attack until you (may) face significant resistance. Withdraw behind Last warpoint/to next large & armed planet and dig in. Repeat as necessary/possible.
That kind of behaviour has to be hardcoded.
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