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September 10th, 2002, 09:10 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Things we\'d like to see in the next patch
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I'd like to see either a larger combat area, or less rounds in combat.
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In settings.txt, there is:
number of space combat turns := 30
Number of Ground combat turns := 10
I'd reccommend setting the ground combat turns down to 1 or 2 as well as fiddling with space combat. Set like that, battles for a homeworld can take a year!
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September 13th, 2002, 12:47 PM
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Lieutenant Colonel
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Join Date: Jan 2002
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Re: Things we\'d like to see in the next patch
What I'd really like to see is more detail of what is happening in the combat screen in simultaneous games. Like you get if you do auto turns in tac combat in a single player game. You can see what components are getting dammaged in combat. Why is it not like this when you replay a combat in a simultaneous game? It makes it hard to asses you efective your weapons are. And ground combat is even worse. You either win or lose. There is no way to tell how close you were to winning. Why not the ability to replay ground combat like you in the tac combat of a single player game?
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September 14th, 2002, 01:34 AM
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Corporal
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Join Date: Sep 2002
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Re: Things we\'d like to see in the next patch
Yes! More stats to go by when making designs!
Heh... I was wondering why I used to be able to see what components were destroyed and now I can't. I didn't know it was because of strategic and tactical combat. Another thing I would like to see is the two renamed a little, because I keep getting them confused! I had to turn off the manual combat mode at game start 'cause I kept clicking on that one for the unimportant battles I didn't want to see. "Strategic" and "Tactical" are too close in meaning to really be too separate.
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September 13th, 2002, 07:55 PM
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Second Lieutenant
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Re: Things we\'d like to see in the next patch
SEIV is a lot about micro-managment and we could use some additional help with that.
For example: more waypoints in a scrolling list.
The ability to assign actions such as picking up pop and unloading same through the waypoint button. If the waypoint is at a planet, then allow the move else - warning or gray out action selection.
Ditto sending off pop to another planet. If the destination planet does not have enough room for the pop - you should get a warning. And if you've automated the pick-up and delivery of pop - if the target planet cannot accept any more pop - you should get a msg to the effect that the planet is at capacity.
Ditto sending out a sentry ship: go to waypoint 5; assume sentry duty at waypoint 5.
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September 16th, 2002, 06:06 PM
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General
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Join Date: Jul 2001
Location: Canada
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Re: Things we\'d like to see in the next patch
The ability to mod treaties....
I.e. I would like a level above partnership where what ever you research is given to your partner since this is already available. It would solve all that screwed up tech trading and you would not have to worry about.
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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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September 16th, 2002, 06:23 PM
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Colonel
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Re: Things we\'d like to see in the next patch
Ten pages in this topic with wishes only for the next patch!!!
If I was Aaron this would give me a serious headache  .
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September 16th, 2002, 07:06 PM
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National Security Advisor
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Join Date: Jan 2001
Location: Ohio
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Re: Things we\'d like to see in the next patch
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Originally posted by Q:
Ten pages in this topic with wishes only for the next patch!!!
If I was Aaron this would give me a serious headache .
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Well, hopefully he will just see it as a good thing. At least it's ten pages of feature requests instead of ten pages of bug reports.
And maybe if some of these things don't ever make it into an SEIV patch, they will be considered for SE5.
Geoschmo
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