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  #1  
Old March 7th, 2001, 08:32 PM

Late Late is offline
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Default Re: New Features You Would Like to See That Would Have to Be Hard Coded

Does the Custom group thing work yet. If it doesn't it should be fixed. Or if it works I'd like to know how it works.
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  #2  
Old March 7th, 2001, 08:34 PM
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Default Re: New Features You Would Like to See That Would Have to Be Hard Coded

Another idea:

A setting during setup that lets you select whether the number of objects in a sector is always exactly 15, or a random number up to 15.

In theory this could be modded as a bunch of different SystemTypes, but a setting would be less tedious.

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  #3  
Old March 7th, 2001, 08:51 PM
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Default Re: New Features You Would Like to See That Would Have to Be Hard Coded

New warheads for mines (like only affect engines).
The AI start to build defense bases at warppoints.
If a race surrender to you, get all is techs even the ones you right now can't (like crystal) - not capable to research, but obtain the ones already discovered.

The designs from the races that surrender to you placed in a new tree (surrender ships /units) and the capability to build then.

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  #4  
Old March 7th, 2001, 08:52 PM

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Default Re: New Features You Would Like to See That Would Have to Be Hard Coded

Dualhead display for strategic/tactical combat same as star trek armada.

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  #5  
Old March 7th, 2001, 09:47 PM

Triumvir Emphy Triumvir Emphy is offline
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Default Re: New Features You Would Like to See That Would Have to Be Hard Coded

I would like to see a way to trap ships, i seem to remember a trap on Startrek somewhere, where there was a damaged ship as bait. When your ship goes in to capture it finds itself in a field surrounded by mines that drain the power from your ship. Preventing movement and draining life support.

Planet Based tractor beams that actually have a little bit of range and let you capture a ship with troops on the planet would be nice.

Assault shuttles (MOO2) style where you have marines crash it into the ship and attempt to take over the ship.

The ability to Strip mine a planet as an offensive weapon, so we can make that little old russian tactic usefull. Kinda like playing with limited resources i guess.

Allow for the ability to mimick an other race or class ship. (during worldwar II certain "freighters" where really destoyers used to lure U boats, U boat thinks easy target and surfaces to board, wooden supper structure comes off, no they are starring in to dozens of 10 inch guns).

Planetary camoflage.

Ability to propell asteriods and use them as weapons in planetary assault

(pssst wakeup,.. stop dreaming and get back to work)
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  #6  
Old March 7th, 2001, 10:22 PM

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Default Re: New Features You Would Like to See That Would Have to Be Hard Coded

Two most important things for me:

1. Save start options between games. With a reset to defaults button.

2. Ability to set Starting AND Maximum allowable tech levels for each tech. (which would also be saved like above) Low is fine and High is fine, but Medium just doesn't cut it as it stands. Customization through the GUI rules.
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  #7  
Old March 8th, 2001, 02:17 AM

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Default Re: New Features You Would Like to See That Would Have to Be Hard Coded

quote:
Originally posted by Miles:
Ring Worlds/Sphere Worlds (RW/SW) have almost no reason to exist. It would be nice if they had some additional abilities...



Been thinking about this. The Modders could provide plenty of reasons to build RW/SW if you could put the right requirements into a facility. For example:
0) If tiny planet=1, small=2,...,RW=6,SW=7. It would be nice if you could specify that a facility had to be on a 6 or bigger.
1) It would be nice if you could specify how many of a family of facilities could be present on a given world. This way you could create a family of super-duper facilities and require the player to build a different RW/SW for each one.
2) Finally, the Modders need some more effects that they can bind to a facility.

My current favorite new effects would be if they could bind some of the 'Advanced Traits' to a facility. These are all empire-wide effects that are only available at game setup. Hopefully, it would not be too much work to allow a modder to add these effects to a facility. So, suppose that you didn't pick 'Propulsion Experts' at empire setup. Late in the game you could research to the end of the Propulsion research and get the 'Empire-Wide Go-Juice' facility. Then you could build a RW to host it.

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