|
|
|
 |
|

September 16th, 2006, 05:46 PM
|
 |
Colonel
|
|
Join Date: Jan 2001
Posts: 1,661
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SEV DEMO IS OUT!
First impression of the AI by switching all AI empires to human control after 50 turns:
They have enough resources and a lot of ships. However they seem a little bit lost with the reaearch. Too many projects that will take very long to complete. And there is a problem with ship design: Although they have combat sensors and use them in sats, they don't use them in attack ships, not even in destroyers. They will have a hard time against my ships with level 6 ECM and combat sensors! 
|

September 16th, 2006, 05:49 PM
|
 |
National Security Advisor
|
|
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
Thanks: 1
Thanked 14 Times in 12 Posts
|
|
Re: SEV DEMO IS OUT!
There are a number of known bugs and inefficiencies with the AI research and design scripts. It's something that I expect will be addressed in the next few weeks. I have a balance/stock mod that has already done some work in this area to help out.
|

September 16th, 2006, 06:23 PM
|
 |
Major General
|
|
Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
Thanks: 33
Thanked 18 Times in 12 Posts
|
|
Re: SEV DEMO IS OUT!
Quote:
Renegade 13 said:
Note for those of you trying out the demo. If you find something that you don't like, or seems like it could be done better email Aaron and tell him about it!
|
Does anybody here think Aaron or anyone will change "major" features codewise, with the release at hand ?
no way.
|

September 16th, 2006, 06:51 PM
|
National Security Advisor
|
|
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SEV DEMO IS OUT!
I don't know. As I understand it the SE4 Ringworlds and Sphereworlds were a fairly last-minute addon.
Plus there's always patches.
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
|

September 16th, 2006, 06:52 PM
|
 |
National Security Advisor
|
|
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
Thanks: 1
Thanked 14 Times in 12 Posts
|
|
Re: SEV DEMO IS OUT!
No. But he can address a number of UI issues like the cargo screen and things of that sort. Aside from slot layouts, I haven't seen much complaints about the actual features themselves.
|

September 16th, 2006, 07:03 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: SEV DEMO IS OUT!
Quote:
wilhil said:
...you got damage on the side where you got hit ...
|
Damage is directional... Slots still suck terribly though. Viva le SE3!
|

September 16th, 2006, 07:08 PM
|
Sergeant
|
|
Join Date: Sep 2003
Posts: 258
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SEV DEMO IS OUT!
I am a bit annoyed now by the construction layout.
I am trying to get it exactly like SEIV with facilities selected as I believe this is the best view (well at least for me with my gameplay style). I also used to like switching over to value view, so I know what resource buildings to build where. I find it annoying to look at each planet seporatly.
I so far have name / status icons / under construnction / facilties / max facilities / move to.
It is annoying that there is not the blue box on the galaxy view or even a blue box with a number, or best of all, in a unused area, it just says. I really want to have time remaining as a field, but there is not any room for it  . Are facilities in the thousands for show, or will some actually take up diffrent space? if so, cant we have another field being facility x/x so it takes up less space.
anyway... that was another ranting by wil!
|

September 16th, 2006, 07:08 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: SEV DEMO IS OUT!
Quote:
wilhil said:
some things I dont like... levels of ships, they seem to be in alphabetic order rather than order of how good they are, and it gets confusing as when you research them, if for example you take a top destroyer has more hull than a low destroyer.
|
You can fix this horrible, horrible blunder in Empire Options. Alphasort can be turned off for both components and hulls. Also, it can be fixed more permanently in Settings.txt. I suspect that almost every mod will turn off the crappy alphasort...
|

September 16th, 2006, 07:12 PM
|
Sergeant
|
|
Join Date: Sep 2003
Posts: 258
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SEV DEMO IS OUT!
@ fyron - so it is best to evanly put everything :S I thought the only thing that mattered was A I O, I didnt realise that there was a diffrence on position... He riped the combat engine right from starfury! anyway, I like it a bit better now, but it will take some getting used to.
|

September 16th, 2006, 07:14 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: SEV DEMO IS OUT!
I really want to have time remaining as a field, but there is not any room for it .
Try clicking on the icon column header to reduce icon size; it often gives just enough room for another column.
Are facilities in the thousands for show, or will some actually take up diffrent space?
Like everything else Aaron adds, it isn't very well used in the stock game... but mods can make great use of variable sized facilities.
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|