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December 9th, 2001, 12:16 PM
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Second Lieutenant
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Join Date: Dec 2000
Location: Houston, TX, USA
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Re: Up to date History file from SE:IV Gold Beta
quote: Originally posted by Q:
That would be a very nice change: Make the different sensor really different so it may be useful to combine them. And the highest cloak level could be only defeated by close range sensors.
Something like that. Make stealth armor not completely useless in later games. Well, so long as you want to hide in the corner of a system map away from most planets. 
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...can you and your associates arrange that for me, Mr. Morden?
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December 9th, 2001, 03:25 PM
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Corporal
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Join Date: Dec 2001
Location: Philadelphia
Posts: 63
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Re: Up to date History file from SE:IV Gold Beta
Here's a suggestion for the Gold Version.
How about displaying the components in an enemy ship when you click on it on the map. This would only be possible when the design has been seen and is in the Enemy Ship Design list.
I think I remember being able to do that in SE3? One of the "lost right mouse" function?
At the moment, if you want to check a ship you need to write down its name, go to the designs and look it up. The info is available, there is a space on the interface screen so why not just display it when the ship is clicked on.

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December 10th, 2001, 11:52 PM
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Lieutenant Colonel
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Join Date: Dec 2001
Location: Scottsdale AZ
Posts: 1,277
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Re: Up to date History file from SE:IV Gold Beta
The AI and us humans could use some help with Resource Management.
The Planets spreadsheet(s) should have a sortable column for planet type (rock, ice, or gas).
The Population Minister should redistrubute population after acquiring another race that breathes a different atmosphere. Matching races to atmosphere.
THIS IS CRITICAL FOR THE LONG TERM SURVIVAL OF THE AI, and reduces a human's micromanagement.
The Facility Minister wastes too much by building production enhancement facilities on tiny and small planets. Moving these facilites build order to place 6 in the (one and only) construction AI file would fix this. I have sucessfully modified facilites file of my own.
MORE CHALLENGING AI in mid to end game, reduced human micromangement. But...
But.. A (lesser of the two evils) result is the System wide facilites may not get built because large planets are colonized and built up first (before discovery). The coding needs to be changed to allow for Scrapping and Replacing facilities as needed (scripted?).
PlANET TYPES
There must be an easier way to change the planet type. (Select planet + hot key)
The AI needs some common sense when assigning the type. I have seen mineral planets with a 10% rating. Maybe the coding should consider (empire need + rating) before deciding.
The defense planet type will build mineral facilities. Since there are so few defense facilites, A type (Defense + other type) would be
usefull so that the planets (bonus) is not wasted.
A Storage planet type would be handy. It would be better than building storage on a 150% rated mineral planet.
GENERAL AI
Stops building research failities at only 100,000 research points. Same for Intell. I change those settings to 250,000.
AI End Game Improvement.
"Pretty little wife  wants no internet in house  must play against AI :{>
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So many ugly women, so little beer.
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December 11th, 2001, 12:03 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: Up to date History file from SE:IV Gold Beta
quote: For humans, yes, a button to tell the planet to automatically dump it's units out into space if they can be deployed would be great. For the AI it's a problem.
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Mines never seem to get deployed around planets, but if they did auto-deploy then it would be even harder to get them out to other locations. Sats can be recovered, mines cannot.
What I intended was for only the excess units to be launched.
EG: Planet completes construction of 5 Sats.
There is only cargo space for 2 of them, so two go into cargo, and three are launched into space so that the resources & time are not wasted.
Even if that happens to mines, its OK, since the mines that are launched would not have existed otherwise.
EDIT: turned off sig.
[ 10 December 2001: Message edited by: suicide_junkie ]
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December 11th, 2001, 12:10 AM
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Private
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Join Date: Dec 2001
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Re: Up to date History file from SE:IV Gold Beta
One thing that is easy (i think) to do is separate the Construction minister in Const. Ship minister and Units Constr. Minist.
That way, you can order the creation of ships, but let the minister build mines, fighters, sats and WP, reducing greatly the micro-management and little the efficiency.
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December 11th, 2001, 02:33 AM
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Corporal
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Join Date: Oct 2001
Location: La Coru�a, Spain
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Re: Up to date History file from SE:IV Gold Beta
quote: Originally posted by suicide_junkie:
What I intended was for only the excess units to be launched.
That's a very good idea  But i still prefer the " Auto-launch" order 
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So it shall be done...
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December 11th, 2001, 07:22 PM
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General
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Join Date: Jul 2001
Location: Canada
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Re: Up to date History file from SE:IV Gold Beta
Perhaps I over looked it or it was not written. But have they fixed the reports. The 'F5' report is very frustrating on cargo when you trying to find fighters or mines when every one of your planets have WP's on them.
So I guess the question is have they addressed the issue of sorting reports???
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Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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