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July 29th, 2004, 03:17 AM
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Shrapnel Fanatic
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Re: SE5, Tell Aaron what\'s on your Wish List
Quote:
Originally posted by Colonel:
In SEIV at the start you can choose to only be able to colinize home planet type and breathable atomshere i think you should make another option of being able to colinze moons so you would have a third choose mainly i want this because i always put both options on and that annoys me playing and haveing useless moons
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Check out FQM Deluxe. It gives you moons of all atmospheres.
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Originally posted by Antonin:
Because I'm an historian, one of the things I wish for SE5 is a better treatment of organics (i.e., food) as a strategic commodity.
In nearly every game of SE4 I've played, organics are an afterthought unless your race has organic technology and needs lots of organics. You can pretty much build a few farms here and there and not worry. Your people almost never starve.
You mainly worry about minerals, and later, ratioactives.
Organics should be more important than they are.
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Many mods fix this problem. Pirates and Nomads, Adamant, GritEcon (this one's economics system would definitely interest you), AIC, Proportions, etc. But yeah, it would be good to have the resources more distributed in the stock game.
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Most games I see in the stores today--the few that still carry computer games--are for the instant gratification, short-attention-span, pretty-picture crowd. I've watched several game franchises sink down to that level.
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Agreed. Malfador is a one man company, so there are no marketing or management goons around to force Aaron Hall to bastardize the series for the sake of MTV generation kiddies.
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I have not read all the Posts in this thread, but I'm sure there are several that say "SE4 is lame! SE4 is boring! What SE5 REALLY NEEDS is, like, a 3D engine, d00d!!!" Or words to that effect.
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I do not believe you will find a single post of that nature in this thread, and possibly not even in the entire forums... maybe one or two.
[ July 29, 2004, 02:38: Message edited by: Imperator Fyron ]
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July 29th, 2004, 04:09 AM
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Corporal
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Re: SE5, Tell Aaron what\'s on your Wish List
Quote:
Originally posted by Imperator Fyron:
Many mods fix this problem. Pirates and Nomads, Adamant, GritEcon (this one's economics system would definitely interest you), AIC, Proportions, etc. But yeah, it would be good to have the resources more distributed in the stock game.
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I've never installed any of the SE4 mods, but I have DLd and installed many of the created races. I even contributed to the creation of an SE4 race: the Crugarians.
I've stayed away from mods because I'm confused about just how they change the game, and because I don't want to install something that will make it impossible to play "vanilla" SE4. When I was looking at mods a long time ago, the whole process of installing and launching them just seemed too complicated to bother with. I don't want to screw something up and have to reinstall SE4.
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July 29th, 2004, 04:26 AM
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Shrapnel Fanatic
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Re: SE5, Tell Aaron what\'s on your Wish List
Mods install into separate folders, so they do not affect the stock game at all. Most mods include a readme that specifies how they change the game. Using the Mod Launcher, it is a breeze to switch between different mods or the stock game.
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July 29th, 2004, 05:31 AM
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Sergeant
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Re: SE5, Tell Aaron what\'s on your Wish List
ok i know that there is way to get around this but i think this would be cool.
In SEIV you have to join ships into one fleet to resupply one of the ships in mid space away from planets
So with that how about Two components called Docking Bays
Base Docking Bays would be bigger able to house more ships and resupply easily
Ship Docking Bays could house smaller ships and could only resupply X number of ships per turn
You would launch ships out of these docking bays like you launch fighters
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July 29th, 2004, 11:05 AM
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Second Lieutenant
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Re: SE5, Tell Aaron what\'s on your Wish List
Ive been thinking about supply - early on anyway what about ships that carry supplies (can be done now with ships with engines and only supply modules - but you need to fleet them to have effect)
But an idea from conquest frontier wars that could be adapted to this game. - supply ships that start out with say 10k or 20k of supplies and can be attached to ships and when they run out of supplies they simply vanish from the fleet (ie usefulness over and they can be decommisioned and perhaps used as scrap metal etc) this would perhaps allow colony ships to be fleeted then sent as far as you can send them to settle frontier worlds
Perhaps if jump gates are built in as a strategic way to traverse large distances in big map games that supply ships could be put in that way
Support ships i guess.
Ok just ideas brainstorming as you were.
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July 29th, 2004, 03:43 PM
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Shrapnel Fanatic
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Re: SE5, Tell Aaron what\'s on your Wish List
In grade school, there was a really nice game called Robosport.
It did the real time tactical combat quite well, by allowing you to set a time limit per round of combat.
You program in your orders on all the robots (move here, wait and fire at motion, stand up/crouch/lie down, plant bomb, switch to rocket launcher, wait for x seconds, etc)
You hit the equivalent of the "end turn" button, and the robots have at it for 5, 10, 60 seconds, whatever you set. Then you give new orders and edit your old ones.
I got pretty good at it, and could take on all comers 3-1 (max four teams)
My bots moved like a swat team, covering each other, hiding in bushes, busting into buildings, setting ambushes.
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Real time tactical done right is fantastic, and I believe Aaron can do it.
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July 29th, 2004, 03:47 PM
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Private
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Re: SE5, Tell Aaron what\'s on your Wish List
Digressing back to governors for a moment, I wanted to expand on that thought briefly.
Part of the idea surrounding this is a teird governmental system, that could be adapted and modified according to the player's tastes. In other words, being able to not only appoint officials, but to appoint them to handle specific tasks and manage other officials.
So, you could actually have something along these lines:
Emperor/President/dictator aka: The Player
Sector Barons
Subsector Dukes
Regional Directors
System Governors
Planetary Elected Officials
This is just an example, but you should be able to add as many teirs into this structure as you see fit and call the various offices what you will, along with the individuals being named as well.
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Also, on another point and something that fills me with cold, cold fear:
ABSOLUTELY NO STORYLINES. I don't need the game to think for me or to provide some hack reason for getting my peopel out into space. WHY game companies have thought that this is a good idea I will never understand, but it totally destroys the appeal of the game for me, not to mention the replayability.
Okay, end foaming at the mouth haha.
Cheers,
~S
[ July 29, 2004, 14:48: Message edited by: Shane Watson ]
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A.K.A. Oregano
Yup, I designed the facilities for SE IV <img border=0 title= alt=[Big Grin] src=biggrin.gif /]
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July 29th, 2004, 05:29 PM
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Sergeant
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Re: SE5, Tell Aaron what\'s on your Wish List
This is minor thing but in SEIV my ships are generally faster in combat and if go to the tactical screen i can keep AI ships at the farthest fireing range and the miss but i cant seem to get a fleet strategy that works this way
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July 29th, 2004, 08:52 PM
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Shrapnel Fanatic
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Re: SE5, Tell Aaron what\'s on your Wish List
Quote:
Originally posted by Q:
I don't see how I could to this in real-time.
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Real time != RTS. RTS games are just one tiny portion of the spectrum of "real time" processing. The system SJ just described is the optimal real time system.
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July 29th, 2004, 09:50 PM
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General
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Re: SE5, Tell Aaron what\'s on your Wish List
Quote:
Originally posted by Colonel:
This is minor thing but in SEIV my ships are generally faster in combat and if go to the tactical screen i can keep AI ships at the farthest fireing range and the miss but i cant seem to get a fleet strategy that works this way
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Have you tried setting all ship types to break formation and a movement strategy of Maximum Weapons Range / Maximum Weapons Range?
edit: oh, sorry, I thought you were talking about YOUR max firing range, assuming you had a longer range than them... hmm, your problem is a bit different...
[ July 29, 2004, 20:52: Message edited by: Ed Kolis ]
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