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August 28th, 2001, 12:09 AM
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Captain
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Re: Most bang-for-the-buck hard code changes
OK, I thought of my medium (several weeks of programming) most-bang-for-the-buck change:
Put in tons of keyboard shortcuts. You wouldn't think that they'd be necessary for a non-RTS game, but I'm getting carpal tunnel syndrome from mousing all day at work. And stuff like user-definable hot "systems", so you could go between systems 0 to 9 by pressing Ctrl-# (or something like that).
Along with this would go interface changes to save clicks/keystrokes, and simple changes people have suggested to "smarten up" the ministers. For instance, a single button to upgrade facilities empire-wide, as resources permit, without scrapping anything, starting with the most-productive facilities. Things like that would save a LOT of clicks!
HOWEVER: I don't think ANYONE (including myself) has yet come CLOSE to my trivial and small hard-code changes (see beginning of thread) in terms of bang-for-the-buck (BFTB = increase in value / required programming time). Although, admittedly, those changes wouldn't help PBW/PBM unless the people really trusted one another or had a game-master. But that doesn't matter, because it's all about ME! 
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August 28th, 2001, 08:30 PM
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Private
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Re: Most bang-for-the-buck hard code changes
IMHO ....
biggest bang for the buck ??
FIX COMBAT!!!!!
I don't see how we or MM can ever build an AI that will challenge a Human, so I would think that for longevity of the game and expanding the customer base, you have to make the mutli-player extensions BETTER....
"net play" would be excellent (MAJOR)
the current PBEM works quite well, but where the game really seems to fall down is the Strategic Combat concept. If the expectation is that you have to use Strategic Combat for PBEM, then it needs a complete overhaul and ALOT of attention (MAJOR? MEDIUM?)
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August 29th, 2001, 05:22 PM
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Second Lieutenant
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Re: Most bang-for-the-buck hard code changes
Probably medium-lvl coding:
Remember what colonies you saw in a system and put a datestamp for the Last time a ship of yours or one of your allies was in there. Maybe that will help the AI a bit on choosing planetary targets. Do NOT have it memorize ships spotted. Doing that would derange the AI and probably throw off some human players as well.
Have seekers move when launched. Either a default set to represent them being ejected from the launchers or whatever that seeker's speed is.
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"What do -you- want?" "I'd like to live -just- long enough to be there when they cut off your head and stick it on a pike as a warning to the next ten generations that some favors come with too high a price. I would look up into your lifeless eyes and wave like this..." *waggle* "...can you and your associates arrange that for me, Mr. Morden?"
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August 29th, 2001, 09:33 PM
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Captain
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Re: Most bang-for-the-buck hard code changes
I forget, does the program beep at you when the computer is done processing? I don't think it does. If not, then that's my nomination for super-trivial hard-code change. It would allow people to play SEIV all night, and still get in some sleep while the AI moves are processed.
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Give me a scenario editor, or give me death! Pretty please???
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August 29th, 2001, 09:51 PM
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Brigadier General
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Re: Most bang-for-the-buck hard code changes
quote: Originally posted by dmm:
I forget, does the program beep at you when the computer is done processing? I don't think it does. If not, then that's my nomination for super-trivial hard-code change. It would allow people to play SEIV all night, and still get in some sleep while the AI moves are processed.
*lol* So, I am not the only one who fell asleep between turns (That's probably a long list)  .
Rollo
[edit]typo
[This message has been edited by Rollo (edited 29 August 2001).]
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August 30th, 2001, 07:31 PM
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Brigadier General
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Re: Most bang-for-the-buck hard code changes
In regards to AI, I'm not a programer so please excuse me if this is a stupid question. Would it be possible to program a Random AI in order to make it more unpredictable then it is when it comes to some aspects of the game. Also larger AI fleets in the original un-modded game. I've seen some large fleets but they soon break up into smaller ones once they come into a system and attack piece meal. and definitly use troops to invade, not every planet, but at least some of them with the possibility of a tactical ground combat system and screen where you actually fight similiar to space combat
I hope in regards to Random AI everyone understands what I mean
just some ideas mac
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just some ideas Mac
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September 1st, 2001, 05:12 AM
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Second Lieutenant
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Re: Most bang-for-the-buck hard code changes
Forgot another couple of ideas:
Instead of "Skips Armor" for shard cannons and such, how about "Does Quadruple Damage to Armor", or a weapon capable of doing such.
An older idea that I've mentioned is modifying component enhancement to work with seekers, and the ability to modify reload time for a particular weapon mount.
Also, is range hard-coded to a maximum of 20?
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