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October 5th, 2002, 05:18 AM
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National Security Advisor
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Re: Things we\'d like to see in the next patch
"- Make intelligence actions important and deadly, not a just-for-fun option like now."
Comm Mimic, Ship Insurrection, and Puppet Political parties aren't good enough?
Phoenix-D
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
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October 5th, 2002, 07:41 AM
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Sergeant
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Location: Connecticut, USA
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Re: Things we\'d like to see in the next patch
Quote:
Originally posted by HEMAN:
Things we'd like to see in the next patch;
(1) Moddable Ministers to fine tune them?.
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I agree wholeheartedly! I would love to be able to entrust the ministers with the truly tedious tasks like moving population around and have them do it the way I wanted them to. This would allow me to focus on the empire level decisions.
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October 5th, 2002, 02:17 PM
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Private
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Re: Things we\'d like to see in the next patch
Quote:
Originally posted by Phoenix-D:
"- Make intelligence actions important and deadly, not a just-for-fun option like now."
Comm Mimic, Ship Insurrection, and Puppet Political parties aren't good enough?
Phoenix-D
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They are good, but:
- Lv1~3 Applied Intelligence researching cost is expensive.
- intelligence center is also taking a space of facility, which could be used to build researching center. And 500 researching points are much better than 500 intelligence points, because technology makes you grow rapidly.
- Overall, most current intelligence projects are too specific. Special projects are important, but regular information collection is necessary, and some long-term information sources shall be available.
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October 5th, 2002, 03:15 PM
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Lieutenant General
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Location: Oxford, UK
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Re: Things we\'d like to see in the next patch
Quote:
Originally posted by Foreman:
Features I do want:
- Classify fighters to interceptors and bombers, which is majorlly designed to attack other fighters and ships respectively.
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It is already present in SE IV. You can make separate designs for fighters and bombers, assign them completely different strategies and even make AI build whatever mix you like ! In fact, some custom AIs do exactly just that. Several mods, for example Proportions, also have a nice selection of specialized weapons for "fighters" and "bombers".
[ October 05, 2002, 14:17: Message edited by: oleg ]
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October 5th, 2002, 08:37 PM
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General
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Join Date: Feb 2001
Location: Pittsburgh, PA, USA
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Re: Things we\'d like to see in the next patch
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Trade or buy ally populations, or any other peaceful ways to have populations with different breathing air.
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You can do that now by trading ships loaded with population. Whatever's in the ship's cargo goes with it.
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Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
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October 6th, 2002, 01:47 AM
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Colonel
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Re: Things we\'d like to see in the next patch
Is there any new patch coming up actually?
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October 6th, 2002, 06:15 AM
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Second Lieutenant
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Join Date: Dec 2000
Location: Houston, TX, USA
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Re: Things we\'d like to see in the next patch
Quote:
Originally posted by Mylon:
Unless population bonuses are changed (10% for an extra 1 billion?) then I really don't see the point in allowing extra population through a facility. If you just want the population without the production bonus, you can "harvest" excess population from the planet with a cargo ship.
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Well, I did mod my settings.txt to give higher bonuses for various population levels. With a facility that gives a population bonus, it could be possible to boost the populations of smaller planets above points where you get an additional bonus.
That and the other thing about space habitats is something I've thought of from time to time. O'Neill colonies and such. 
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...can you and your associates arrange that for me, Mr. Morden?
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