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October 9th, 2002, 06:38 PM
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Re: Things we\'d like to see in the next patch
Thanks canpnq and oleg. I've tried these suggestions and almost satisfied.
After some more playing on this game, I found that checking construction instructions of all planets cost most of my time. If a planet isn't building anything, it's either well developed (filled all facility slots) or not given suitable instruction yet. I would like to see new planet status icon that represents 'no space yard there and all facility slots are filled with highest tech buildings'. Then I may just sort them and pick the planets without that icon.
About the 'interceptor and bomber classification' I mentioned on Last message, I've tried to edit game data (based on Prportions mod) to achieve it. Simply two major concerns:
- All class of fighters have some internal supply storage ability.
- Two sets of small fighter engines: one normal set, and the other without supply storage ability BUT cost much supply during movement. The latter one even get higher engine thrust. The latter set of new small engines could be used to defend planet and/or carriers during battle but cannot leave their planet/carrier to battle since firing cost supplies.
About the 'easier way to get population of different race', I do think migrations shall be allowed during partner kingdoms, just like USA and UK. If players could upload some population while download same amount population, AND not making that planet dormed, that shall be allowed.
Trading ships with loaded population is quick, but I cannot know what's the tranport loads before exchange, and I am playing no-saving games.
[edited: syntax]
[ October 09, 2002, 17:41: Message edited by: Foreman ]
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October 9th, 2002, 07:01 PM
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Shrapnel Fanatic
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Location: Waterloo, Ontario, Canada
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Re: Things we\'d like to see in the next patch
Quote:
About the 'easier way to get population of different race', I do think migrations shall be allowed during partner kingdoms, just like USA and UK. If players could upload some population while download same amount population, AND not making that planet dormed, that shall be allowed.
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Trading for a race that breathes the same atmosphere accomplishes nothing except make your people angry.
You can't undome any new planets, and you suffer from the "alien population" happiness penalty.
Quote:
About the 'interceptor and bomber classification' I mentioned on Last message, I've tried to edit game data (based on Prportions mod) to achieve it. Simply two major concerns:...
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Adding (or removing) supply storage to the fighter's hull (in vehiclesize.txt) would solve the first problem.
The second problem is easily solved by adding restrictions to the components. One-per-vehicle would prevent someone from adding both types of engine.
Quote:
If a planet isn't building anything, it's either well developed (filled all facility slots) or not given suitable instruction yet. I would like to see new planet status icon that represents 'no space yard there and all facility slots are filled with highest tech buildings'. Then I may just sort them and pick the planets without that icon.
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Can't you just sort the colonies by facility slots used, and then just scroll down to the empty ones, and deal with whichever ones have no black-and-yellow construction in progress icon?
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Things you want:
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October 9th, 2002, 09:33 PM
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Re: Things we\'d like to see in the next patch
Quote:
Originally posted by Suicide Junkie:
quote: About the 'easier way to get population of different race', I do think migrations shall be allowed during partner kingdoms, just like USA and UK. If players could upload some population while download same amount population, AND not making that planet dormed, that shall be allowed.
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Trading for a race that breathes the same atmosphere accomplishes nothing except make your people angry.
You can't undome any new planets, and you suffer from the "alien population" happiness penalty.
Let me give an example:
- I am playing a race breathing methane
- I have an ally that breathes oxygen
- My transporter loaded 40M population of my race
- This transporter is moved to an ally planet, which is a rocky methane planet, domed since my ally don't breath methane.
- In this case, I hope that I may unload 40M methane population and upload some oxygen pop.
- The population exchange action is allowed only if the incoming race can remove the domes of a planet, maybe not immediately (if some original population left there) but his ally can really benefit from it.
Exchanging transporters with population is not migration but politic tricks :<
Quote:
quote: About the 'interceptor and bomber classification' I mentioned on Last message, I've tried to edit game data (based on Prportions mod) to achieve it. Simply two major concerns:...
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Adding (or removing) supply storage to the fighter's hull (in vehiclesize.txt) would solve the first problem.
The second problem is easily solved by adding restrictions to the components. One-per-vehicle would prevent someone from adding both types of engine. Thanks, I've already done both of them it before I post my idea.
Quote:
quote: If a planet isn't building anything, it's either well developed (filled all facility slots) or not given suitable instruction yet. I would like to see new planet status icon that represents 'no space yard there and all facility slots are filled with highest tech buildings'. Then I may just sort them and pick the planets without that icon.
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Can't you just sort the colonies by facility slots used, and then just scroll down to the empty ones, and deal with whichever ones have no black-and-yellow construction in progress icon? Yes I can. I just want a more convenience tool. If 'next planet' could skip planets that have that new icon it would be even better.
Sorry for my bad english syntax, and thanks for the advices. Maybe someone there feels that I am an unexperienced player, but I do accomplished more than 20 SE4 games, and keep reading forum for more than half year. I just didn't post before.
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October 12th, 2002, 01:12 AM
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Sergeant
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Location: netherlands
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Re: Things we\'d like to see in the next patch
I'd really like to see this bug fixed (AI not using bonus correctly, posted by Oleg):
http://www.shrapnelgames.com/cgi-bin...;f=23;t=007152
It shouldn't be too hard too fix but would have an enormous impact on AI performance.
And ofcourse I'd like to see the AI use captured populations, but that would probably require a lot of work from Malfador...
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October 21st, 2002, 07:01 AM
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Re: Things we\'d like to see in the next patch
another one cent idea: a new warhead.txt file that defines whether a damage type will bypass something or not -
DAMAGE TYPE := Engines Only
Bypass Normal Shield := False
Bypass Phased Shield := False
Bypass Armor Ability := True
Damage Armor := False
Damage module only terms := 1
Damage module 1 := Standand Ship Movement
DAMAGE TYPE := Mine Warhead
Bypass Normal Shield := True
Bypass Phased Shield := True
Bypass Armor Ability := True
Damage Armor := True
Damage module only Number:= 0
etc...
Or maybe the boolean values could be some numbers, which identity damage type vs specific module, such as Quarter2Shields (400%).
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October 21st, 2002, 09:42 AM
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General
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Location: UK
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Re: Things we\'d like to see in the next patch
Quote:
Trading for a race that breathes the same atmosphere accomplishes nothing except make your people angry
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Not true. Put 2 million Terrans on a planet. in 10 turns you'll have 3 million population.
Now remove the population and put 1 million Terrans and 1 million Cue Capp on the same planet. In 10 turns time you'll have 4 million population. Doesn't seem like a big deal but in Proportions games, for example...
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October 22nd, 2002, 05:23 AM
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General
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Re: Things we\'d like to see in the next patch
As per other thread.
Fix the Message system...
Ability to edit Messages...
Ability to view previous Messages...
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old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg
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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