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  #1  
Old August 21st, 2002, 11:43 PM
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overminder overminder is offline
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Default Re: Things we\'d like to see in the next patch

About the racial hate. You are talking about just in Mods right? It's kinda hard to have a hate against someone you never seen before as the stander game seems to show. Just my two cents of course.
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  #2  
Old August 21st, 2002, 11:53 PM
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Default Re: Things we\'d like to see in the next patch

no, out of game too. i personally oppress every Texruk i meet. I say "hey, tuskey, why dont you go chew some cud out in that medow, like the rest of your flea-bitten kind!"

and they say, "hey, thats a good idea. thanks!"

and when i work with one, i make sure it keeps under the glass ceiling. "sorry, pal. xenomorphs aint allowed to be employed here above a mailroom level. and stop chewing on that evelope. and creatures with MORE THAN ONE STOMACH are not allowed to participate at the buffet line!"
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  #3  
Old August 21st, 2002, 11:56 PM
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Default Re: Things we\'d like to see in the next patch

1.)UI change of build queues to mirror/mimick the UI of Research Projects and Intel Projects; this would include
... one, tracking roll-over from one "build project" to another;
... two, allowing a "distribute evenly" WRT that queue's Rate limits, permitting simultaneous build of multiple items;
... three, would unify the mechancis and feel of the three "queue" type UI points.

2.) As stated earlier in ths thread, the ability to affect Rate Of Fire in weapons.

3.) NEGATIVE shield regeneration -- so we could, for example, make shield components which produce HUGE shields for their size (11 shield hp per kT of component, say), but, which will eventually burn out themselves and the entire rest of thats hip's shield network, in a few turns. EXAMPLE: a 100kT "Hyper Shield Generator" which produces 10,000 shield points, and "self-depletes" at 2500 points per round. Without weapons fire, and without supplemental sources of shield regeneration ... in four turns, *pffft* no shields. With ~3000 points of weapons fire, the shield s will fail partway through the seocnd round's portion of incoming fire.

4.) Ship and Base components that produce Research and Intel points, given directly to the Empire-wide stockpile -- or at least, the option to MOD for them.

5.) Base components that allow bases to act, in a limited way, like Resupply Bases -- say, a certain # of ships, and/or a certain limit of supplies produced each turn (for handling fleets). Since we apparently cannot pop ships into a fleet with the Base any more v1.78 and later ...

6.) The ability to mod-create components, or mounts, which expand SYS' build rates, and counterpart facilities for planets. IOW, if I want to double or treble the physical size of my spaceyard, I should be able to do so, and see -some- return on the investment. Doesn't have to produce another Queue for the ship or planet ... just more CAPACITY for the sole queue of the spaceyard-capable ship or planet.

7.) The ability to create components that give build capacity to a Ship, but do NOT include full spaceyard capacity. JUST UNITS. Thus oen might be able to build a large ship that builds sattelites, and ONLY sattelites, and then directly deploys them. Or mines. Or Weapon Platforms, and delivers them. And so on, while NOT orbiting a planet and UNABLE to build *ships* (making the component cheaper, and probably SMALLER).
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  #4  
Old August 22nd, 2002, 12:04 AM
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Default Re: Things we\'d like to see in the next patch

Quote:
Originally posted by overminder:
About the racial hate. You are talking about just in Mods right? It's kinda hard to have a hate against someone you never seen before as the stander game seems to show. Just my two cents of course.
In the default game, the description for the Eee say that they hate the Drushoka. The reason given is because the Eee are an energy race and the Drushoka use energy draining weapons and the Eee are frightened by them.

Problems:
1). Like you said everyone is just starting to explore space and shouldn't have met as yet

2). The Drushoka don't use energy draining weapons, their weapon choice seems to be going as fast as they can for High Energy Weapons. There aren't even energy draining weapons in the game. Well, shield depleters, but they don't kill the Eee.

3). IMHO, people(dinosaurs,crystal shards,organic energy blobs) ought to be able to get along if circumstances warrant. If they're losing the war, met a worse opponent.

4). The AI often gets mad and declares war anyway. The goal I guess is to prevent the Eee and Drushoka from ever having better then nonintercourse treaty or something

Seems to me the fastest way to fix this "bug" would be to remove text from the description.

Once in a while, someone reads the self destruct description "Overloads engines to destroy ship and boarding ship". Then, dutifully destroys the engines, trys to board, and gets blown up. And wnat's to know what they did wrong.

Another text block fix the game needs.
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Old August 22nd, 2002, 12:08 AM

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Default Re: Things we\'d like to see in the next patch

enforced racial requirements and restrictions in RacialTraits.txt
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  #6  
Old August 22nd, 2002, 12:22 AM
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Default Re: Things we\'d like to see in the next patch

Quote:
Originally posted by Lemmy:
enforced racial requirements and restrictions in RacialTraits.txt
yeah.
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Old August 22nd, 2002, 12:23 AM
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Default Re: Things we\'d like to see in the next patch

My two cents:

1) an AI that recognizes more types of colonies (it only recongnizes the default ones)so we can edit the AI files so the AI use better the planets that it colonizes... (could be optional).

2) re-activate the Restricions field in the facilities .txt files, so we can set facilities dependent of population, that some "bigger" facilities (like Space Yards) can only be constructed in higly populated planets... (could be optional also).

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