.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Air Assault Task Force- Save $8.00
Bronze- Save $10.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old March 7th, 2001, 12:26 AM

Windborne Windborne is offline
Corporal
 
Join Date: Mar 2001
Location: lansing,michigan, usa
Posts: 78
Thanks: 0
Thanked 0 Times in 0 Posts
Windborne is on a distinguished road
Default Re: New Features You Would Like to See That Would Have to Be Hard Coded

I think the native races would have to be hard coded in, especially that bit about them advancing and the limits on what technology to give them, space probes going through space rather then worm-holes fall into the same catagory, and so do the nomad races. I'd love to see all that, plus some more options for ruins. Each of those has it's own post on here somewhere.

I also just thought up a new one, haven't posted the idea yet, but I was thinking that a new diplomacy option might be nice. It's a gambling option, sort of like medieval Jousting. I put up a planet/ship/tech, and so do you, we agree on the fighters, and the combat goes through, winner take all.
Reply With Quote
  #2  
Old March 7th, 2001, 12:28 AM
DirectorTsaarx's Avatar

DirectorTsaarx DirectorTsaarx is offline
Major
 
Join Date: Dec 2000
Location: Northern Virginia, USA
Posts: 1,048
Thanks: 0
Thanked 0 Times in 0 Posts
DirectorTsaarx is on a distinguished road
Default Re: New Features You Would Like to See That Would Have to Be Hard Coded

quote:
Originally posted by Taqwus:
<BIG snip>
* Saner blockade rules. An unarmed moon
colony, for instance, should not be able
to blockade.
<snip>



Maybe an option to allow one planet/colony to attack a planet/colony in the same sector - right now, I think you have to have movement points available to perform an attack. However, if an enemy built a colony on one of my moons, I think my Weapon Platforms and/or Satellites would attack it soonest...
__________________
L++ Se+++ GdY $++ Fr C+++ Csc Sf Ai AuO M+ MpTM S Ss RRSHP+ Pw- Fq-&gt;Fq+ Nd+++ Rp G++ Mm++ Bb---
Reply With Quote
  #3  
Old March 7th, 2001, 12:28 AM
Tampa_Gamer's Avatar

Tampa_Gamer Tampa_Gamer is offline
Captain
 
Join Date: May 2000
Location: Tampa, FL USA
Posts: 862
Thanks: 0
Thanked 0 Times in 0 Posts
Tampa_Gamer is on a distinguished road
Default Re: New Features You Would Like to See That Would Have to Be Hard Coded

Top three for me:

(1) AI intel file similar to research file where we can control what projects the AI will commence based on AI state (good way to eliminate 12 projects at once with 100+ year completion times and dump projects the AI will never use such as steal designs)

(2) Ability to call objects in the Construct_Vehicle file based on "Design Name" instead of "Design Type"

(3) Additional flag in the AI_Design_Types file to indicate whether this design should be added to a fleet.
__________________
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
Reply With Quote
  #4  
Old March 7th, 2001, 12:33 AM
Taqwus's Avatar

Taqwus Taqwus is offline
Major General
 
Join Date: Aug 2000
Location: Mountain View, CA
Posts: 2,162
Thanks: 2
Thanked 4 Times in 4 Posts
Taqwus is on a distinguished road
Default Re: New Features You Would Like to See That Would Have to Be Hard Coded

Ah, combat of champions, updated to the space age... Interesting. Hrm. Right now, there's not much reason for a _limited_ war, unless both sides are so low-tech that neither fleet can go the distance, and are numerous enough that colonies don't Last long in the war zone. Perhaps being at war, but *not* going about and winning battles, should cost happiness over time? And, perhaps, atrocities should be looked down upon by most races in communication (direct or indirect) with the victim? Hrrrrrrrm.

------------------
-- The thing that goes bump in the night
__________________
Are we insane yet? Are we insane yet? Aiiieeeeee...
Reply With Quote
  #5  
Old March 7th, 2001, 12:42 AM

Codo Codo is offline
Corporal
 
Join Date: Feb 2001
Location: Fishers, IN 46038
Posts: 67
Thanks: 0
Thanked 0 Times in 0 Posts
Codo is on a distinguished road
Default Re: New Features You Would Like to See That Would Have to Be Hard Coded

Well, working on one of my earlier Posts... If there's no way to do it now, I'd LOVE for there to be a way for a fighter (possibly a larger one) to be warp capable.
Reply With Quote
  #6  
Old March 7th, 2001, 01:09 AM
geoschmo's Avatar

geoschmo geoschmo is offline
National Security Advisor
 
Join Date: Jan 2001
Location: Ohio
Posts: 8,450
Thanks: 0
Thanked 4 Times in 1 Post
geoschmo is on a distinguished road
Default Re: New Features You Would Like to See That Would Have to Be Hard Coded

I want to be able to access a planets build queue from the colony screen. Let me right click and then when I am done take me back right to the same spot in the colony list I was in. This is one thing SEIII had right on that was lost for some reason with SEIV.

I want a new command for Colony ships. "Colonize nearest" I hate searching through the planets screen to find one close to the colony ship I am giving orders too.

Also would be nice to have a task based minister system.

eg. Give your Construction minister the command "build 6 cruisers" He decides where unless I specify.

Give your colonization minister the command, colonize planets in "X" system. He will give the command to the construction minister to build colony ships in an appropriate place and then give the ships the orders.


__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
Reply With Quote
  #7  
Old March 7th, 2001, 01:17 AM

Mark Pavlou Mark Pavlou is offline
Private
 
Join Date: Aug 2000
Location: United Kingdom
Posts: 8
Thanks: 0
Thanked 0 Times in 0 Posts
Mark Pavlou is on a distinguished road
Default Re: New Features You Would Like to See That Would Have to Be Hard Coded

A few things I would like to see (some culled from other threads):

Expansion of ground combat so that it ran much like tactical combat (this would require new troop components for movement as well).

"Boundless" space tactical combat so that your faster ships can escape from the enemy more easily rather than being trapped in a corner.

2x2, 3x3 and 4x4 icons for bigger units in tactical combat.

Special abilities that were only active in certain sector types (eg nebulae, stars, storms). This would make special sectors more strategically important (eg having a special research lab giving big bonuses to gravitation which functioned only next to a black hole).

Mass production - discounts on production costs (but not maintenance!) for ship types after certain numbers had been built, e.g. 5% reduction after 10th ship, 10% reduction after 50th. This would make implementing new ship designs a more difficult choice - would the new components be worth having to re-earn the discount?

Minaturisation tech - more efficient construction techniques which can reduce the weight of certain components allowing more per ship. This could be offered at higher Industry levels and would be similar to the MOO2 system where higher tech levels meant lower tech items took up less space.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 06:55 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.