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  #1  
Old August 23rd, 2001, 02:51 AM
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Atrocities Atrocities is offline
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Default Re: Most bang-for-the-buck hard code changes

Larger than 255 galaxy.

[This message has been edited by Atrocities (edited 24 August 2001).]
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  #2  
Old August 23rd, 2001, 03:22 AM

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Default Re: Most bang-for-the-buck hard code changes

My suggetion would be for more vehicle types. Have 99 ship vehicle types, and many fighter/base/sat/troop/weap plat types. What the hech start with 99 for each.
Components are specified for a vehicle type and by having many more vehicle types we can make vehicle sized specific components. Imagine being able to have cruiser sized engines, life support, bridges, weapons, armor, shield generators versus dreadnaught sized components.

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  #3  
Old August 23rd, 2001, 05:52 AM

Askan Nightbringer Askan Nightbringer is offline
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Default Re: Most bang-for-the-buck hard code changes

1. The name of the mod after the Version number on the main screen. This would save some headaches.

2. Better missiles/ fighters or weaker point defence. Missiles and fighters just get wasted by fleets with even modest point defence capability.

3. That annoying "Free VW Beetle!" ad that flashes green and white to be ditched. I know ads pays for sites, and I even click on one every now and then but this ad is just plain offensive.

4. Better treaty options. I may want my ally to resupply but not necessarily give him research. I don't mind trade but don't want his ships flying past my defences. That sort of stuff.

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Old August 23rd, 2001, 06:07 AM

Phoenix-D Phoenix-D is offline
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Default Re: Most bang-for-the-buck hard code changes

"2. Better missiles/ fighters or weaker point defence. Missiles and fighters just get wasted by fleets with even modest point defence capability."

Err, that doesn't need a hard-code change. Just change a few values in components.txt, and you're set..

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  #5  
Old August 23rd, 2001, 09:00 AM
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Default Re: Most bang-for-the-buck hard code changes

quote:
1. Name Of The mod blah blah

You could just use my Mod Launcher
Also, Mods could include their own startup screen by placing a modified intro.bmp in <se4directory>\<modname>\Pictures\Game\Screens\102 4X768 and 800X600

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  #6  
Old August 23rd, 2001, 09:45 AM
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Default Re: Most bang-for-the-buck hard code changes

Well, I’m a Modder so my wishes are in this area:
1.) Give me a file like the AI_Construction_Facilities.txt for their cargo space. This way I could tell the AI exactly what units to build on a planet and how many.
2.) Let me call ship names in the AI_Construction_Vehicles.txt, not classes.
3.) A switch in the ship design file to determine if a ship is used defensively and in what fleets it should be included.
4.) Let the AI do some scrapping of buildings and old units. I already sent MM some suggestions in this area.
5.) Teach the AI how to use a medical ship.
6.) Teach the AI to scrap all research building once the tech tree is done and build intelligence instead.

With these changes I could make some cool tricks with the AI. And I really think these changes are not that much of programming work.

P.S.: Ups, that were more then 3 wishes. Anyway...
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  #7  
Old August 24th, 2001, 01:06 AM

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Default Re: Most bang-for-the-buck hard code changes

My three biggies would be:

1) Inclusion of a file detailing what determines the AI's state, and how the ministers are effected by the state that the AI is in, so that the AI's can be modified to take advantage of the AI state they are in.

2) Ability to call out either a Design Type or a Design name in the Construct vehicle file.

3) Inclusion of AI data files for change of state requirements, minister athorities and precidents, and fleet formation additions (such as maintaining formation based on leader positions, facings, map edges, enemy ships; and use of different formations and strategies based on varios conditions of the enemy fleet abilities).
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