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August 23rd, 2001, 07:38 PM
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Lieutenant Colonel
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Join Date: Dec 1999
Location: Pittsburgh, PA, USA
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Re: Most bang-for-the-buck hard code changes
Mac,
One of the easy things to do with missiles vs planets is to build weapons platforms and satellites armed with PDCs. The PCCs, when in range, will stop missiles. That makes it much harder to just stand off and blaze away successfully.
General John
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August 23rd, 2001, 08:06 PM
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Brigadier General
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Join Date: Jan 2001
Location: Ohio, USA
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Re: Most bang-for-the-buck hard code changes
Lerchey, Your point is well taken, I just feel that there should be some weapon you could put on wp's and make it harder for ships to glaze away especially in hotseat games. with sats you could send in swarms of ftrs or smaller ships to take out the sats while your missles go after the planet, therefore you could nollify the pd's on the sats at cheap cost. It should be harder to take out a planet then it now is especially later in the game with higher tech. The tiny, small and some medium planets just don't have capacity for numerous wp's therefore the ones they do have should cost any invading fleet something before its parking lot time. Oh well, I apoligize for getting off topic and rambling on, I guess I'm shell shocked since the hotseat game I'm playing and seeing good planets go down the tubes with little return
just some ideas mac
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just some ideas Mac
BEWARE; crochety old geezers play SE4, in between bathroom runs
Phong's Head Parking
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August 24th, 2001, 12:00 AM
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Private
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Join Date: Jul 2001
Location: Westbury, Wiltshire, UK
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Re: Most bang-for-the-buck hard code changes
For me, I would like the AI and ministers to actually avoid entering the Black Hole systems whenever it encounters them.
At present it ruins the game somewhat for me as I have to edit the map to change the black hole systems to nubulas and of course it takes away the fun of exploring the galaxy.
Ciao
Shonae
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August 24th, 2001, 12:56 AM
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Brigadier General
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Join Date: Jul 2001
Location: Kiel, Germany
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Re: Most bang-for-the-buck hard code changes
shonae,
I have a quick solution for you. Replace the current QuadrantTypes.txt file in your data folder of SEIV or the mod you are using with the one I posted (make sure you have a backup of the old file).
Have fun exploring a black hole free mid-life galaxy  .
Rollo
PS: Sorry for getting off topic. I'll post my ideas later.
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August 24th, 2001, 01:00 AM
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Second Lieutenant
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Join Date: Nov 2000
Location: West Coast - USA
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Re: Most bang-for-the-buck hard code changes
1. Fix Intelligence - perhaps make it like SE3, get rid of the current projects format. Include detailed descriptions of what happened as a result of friendly or enemy intel operations - (like stolen resources- How Much was lost/gained?, movement loss etc).
2. Starting Tech selection like SE3
3. Make the AI use all possible abilities in the game, for instance ;troops. At the same time change the AI so that it can adapt to situations as the game progresses.
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AJC
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August 24th, 2001, 01:45 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
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Re: Most bang-for-the-buck hard code changes
1. The ability to set starting points when setting up the game.
2. The ability to set different tech levels for each player at start up.
3. Positive random events.
4. Larger than 255 system limit. (500+)
5. Use a star feild instead of the grid. Represent each system by the color of its star.
6. Add component that allows a ship to travel to different systems without the use of warp points. (make very very expensive)
7. The ability to set the EXACT amount of minors / random empires to be used in a game.
8. Increase the level of minors that can be used in a game from 6 to 12.
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"We've made too many compromises already, too many retreats! They invade our space and we fall back -- they assimilate entire worlds and we fall back! Not again! The line must be drawn here -- this far, no further! And I will make them pay for what they've done!" -- Captain Picard STNG
New Age Ship Yards
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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August 24th, 2001, 01:49 AM
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Brigadier General
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Join Date: Jul 2001
Location: Kiel, Germany
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Re: Most bang-for-the-buck hard code changes
Just a few from things from the top of my head. I have no idea how hard they would be to do.
1. "Beware of strange warp points!" Considering how often the AI uses that phrase it really should know better. An AI starting next to a black hole is likely never to get its foot of the ground.
2. If the AI captures ships, they should be analysed for better tech. Or scrapped, because they are outdated.
3. The AI should make better use of sats and weapon platforms. Replace old Wps with new ones, distribute them better among planets and also put sats on warp points.
Rollo
PS: I have seen some people request that they want the AI to use troops. Check out the Aquilaeian, the Orks and the Vikings. All three use troops and capture planets.
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