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June 2nd, 2001, 02:51 PM
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Captain
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Join Date: Jan 2001
Location: Dallas, Texas
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Re: New ideias / concepts / problems in / for SE4 (1.35):
Crazy,
I am sorry but I do not understand your question.
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June 2nd, 2001, 03:04 PM
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General
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Join Date: Feb 2001
Location: Pittsburgh, PA, USA
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Re: New ideias / concepts / problems in / for SE4 (1.35):
quote: If i build a ship that have minelayer capability / large cargo / shipyard , is possible to
add a flag for that shipyard only build mines ?
If i build a ship that have satlayer capability / large cargo / shipyard , is possible to
add a flag for that shipyard only build satellites ?
I think you can already do this with "One turn's worth" plus "Repeat Build", though you'd have to use "Hold Queue" whenever you wanted to move the ship.
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Cap'n Q
The most merciful thing in the world, I think, is the inability of the
human mind to correlate all of its contents. We live on a placid
island of ignorance in the midst of black seas of infinity, and it was
not meant that we should go far. -- HP Lovecraft, "The Call of Cthulhu"
[This message has been edited by capnq (edited 02 June 2001).]
__________________
Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
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June 2nd, 2001, 04:47 PM
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Corporal
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Join Date: Feb 2001
Location: Porto Portugal
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Re: New ideias / concepts / problems in / for SE4 (1.35):
I refer to the system grav. shield facility.
It stop the nebula BH creation in a system.
My question is : stop also the destroying of a sun ?
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June 3rd, 2001, 12:28 AM
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Corporal
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Join Date: Feb 2001
Location: Porto Portugal
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Re: New ideias / concepts / problems in / for SE4 (1.35):
The Pyrochette need more names for ships.
In a long game, i enconter ships up to 'Design 2380'.
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June 3rd, 2001, 01:49 AM
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Corporal
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Join Date: May 2001
Location: Tallahassee, FL
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Re: New ideias / concepts / problems in / for SE4 (1.35):
I've never gained any tech from capturing a planet. Even when they had level 3 buildings and I still had level 1. Perhaps there should be a command to scrap a facility and get tech from it like with ships.
Nice list, btw, Crazy.
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June 3rd, 2001, 08:39 AM
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Captain
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Join Date: Jun 2001
Location: Oh, I\'m out there
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Re: New ideias / concepts / problems in / for SE4 (1.35):
It would be cool if when you captured a planet you gained tech (random) and your enemy lost a tech or two.
Imagine: After a long and devestating war in which numerous planets were captured or destroyed you find that, uh oh, you've lost about half you tech and will have to research it all over agian, would make for very interesting games.
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Captain, I found your pants.
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June 3rd, 2001, 12:07 PM
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Corporal
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Join Date: Feb 2001
Location: Porto Portugal
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Re: New ideias / concepts / problems in / for SE4 (1.35):
Have you see that if you destroy a storm don't get a message ?
If all my ships / designs use quantum reactors, why the AI / Ministers still build ressuply depots ?
Can't MM put a check on this ?
If i'm only interest in the colonies build WP and not ships/sats/mines by minister control, right now is not possible, but if MM give the tasks to diferent ministers, that can be done.
Is possilbe to MM put a filter for the reporting about 'no space avaiable' only get one for a planet and not one for each item that the planet try to build and can't ?
Is possible to MM put the following flags in the empire options ?
Not glaze a planet (forcing to capture it).
No cloak the ships / uncloak (because the ships cloacked don't remove mines). This one must don't affect bases.
On the AI side, if they have ships with BH / Nebula kill capability and don't exist any of these, scrap the ships (they are resource killers and count for total ships limit).
On other side, is possible to MM put a error dump file for the case of 'error exception', and in that case the players can send it to MM for better / faster debugging ?
[This message has been edited by Crazy_Dog (edited 03 June 2001).]
[This message has been edited by Crazy_Dog (edited 03 June 2001).]
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