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January 20th, 2001, 03:30 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
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Re: Things you wish they kept from SE3
I never played SEIII, so I have to go by what you guys are saying. In your opinions, what was a better game? SE3 or SE4?
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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January 20th, 2001, 03:38 AM
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Sergeant
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Join Date: Dec 2000
Location: Des Moines, IA
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Re: Things you wish they kept from SE3
SEIV is a better game, in my opinion. SEIII had a couple advantages in starting tech levels and construction qeues, but the changes made in SEIV far outweight them.
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Technological advancement is like an axe in the hands of a pathological criminal. --A. Einstein
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January 20th, 2001, 08:00 AM
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Sergeant
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Join Date: Jul 2000
Location: Centerville, Utah, USA
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Re: Things you wish they kept from SE3
Yes, SE4 is a much better game than SE3.
We posted the starting techs issue in the Beta forum. I believe it's on the "To Do" list, but isn't going to be easy.
I miss right-click menus too.
We were told the design of SE4 didn't allow for ships and facilities separately.
Rambie
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January 20th, 2001, 11:55 AM
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Private
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Re: Things you wish they kept from SE3
[quote]Originally posted by rdouglass:
[b]You CAN sentry ships in SE4. You can also clear their orders - that'll also make 'em stop.
You misunderstand. We're talking about a command that would take away the remaining movement for a given ship (or fleet) for *one* turn only.
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January 21st, 2001, 02:18 AM
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Sergeant
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Location: Finland
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Re: Things you wish they kept from SE3
The starting techs should be so that you have some amount RPs to use rather than tech levels. That way it would be fair even if someone takes propulsion and other one colonising tech.
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January 22nd, 2001, 04:31 AM
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Sergeant
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Re: Things you wish they kept from SE3
The starting RP's is a good idea, but I think it would have to be a heckuva lot in order to simulate 50, 75, even 100 starting tech levels. When playing the game at work (not that anyone does that) it helps speed the game up a bit by starting with the things you know you would be researching anyway. I REALLY like the way SEIII had it structured.
Just an opinion, of course.
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Technological advancement is like an axe in the hands of a pathological criminal. --A. Einstein
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January 23rd, 2001, 12:05 AM
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Major
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Re: Things you wish they kept from SE3
rdouglass - Samurai's right, we were talking about the "Halt" command from SE3, which set your ship movement to 0, which meant it stopped appearing in the "next ship/next fleet" series. And clearing a ship's orders doesn't set the movement for the rest of the turn to 0, it just clears the orders and the ship appears in the "next ship/next fleet" series.
One problem with using "sentry" is that the sentry command is cancelled anytime another empire moves into/through the system. This happens even when I set the options to keep the original orders when encountering allies/enemies.
Another problem with sentry, as samurai pointed out, is that it continues until you turn it off; sometimes I just want to ignore a particular ship for one turn.
And finally, sentried ships still appear in the "next ship/next fleet" series (I don't remember if there's an option to turn that off; and not certain I'd use the option if it existed, since I'd probably forget about the sentried ship eventually...)
So "sentry" just isn't the right replacement for "halt". Maybe "halt" could be replaced with a "skip" command. Takes the ship out of the "next ship/next fleet" series, but doesn't zero the movement points.
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