.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #11  
Old January 9th, 2007, 07:14 PM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: Slick\'s list of UI SE:5 Improvements

Why do you want exactly the ship tech sensors?
This really isn't a UI issue, but a game physics/mod thing.

In GGmod, I give homeworlds a 20-range Legacy Sensor Network facility.
Ships get range 2, colonies get range 3. Sensor components are 50kt for ships, and sensor facilities are a decent size. They are all expensive enough to not use everywhere and are worth defending.

I for one do not want them *Hardcoded* to be max tech for free.
An option, yes. Hardcode, hell no.
Reply With Quote
  #12  
Old January 9th, 2007, 07:34 PM
Slick's Avatar

Slick Slick is offline
Brigadier General
 
Join Date: Apr 2002
Location: Kailua, Hawaii
Posts: 1,860
Thanks: 0
Thanked 1 Time in 1 Post
Slick is on a distinguished road
Default Re: Slick\'s list of UI SE:5 Improvements

Why do you want exactly the ship tech sensors?

I've said it already, but I can see no reason a planet wouldn't use the technology it already has. I never said anything about being hard coded. There must be a way to give the ability to the planets in one of the data files, or there should be.

I agree that this is not really a UI issue, but it is cumbersome to do. I'm also not talking about your GGmod; mod rules are governed by the author. It is just that in a real game, people are going to do this at the cost of many mouseclicks each time sensor tech increases, and that just isn't fun. I think it should be an option at game startup.

Now if your reason for disagreeing is that you think it should cost more, then that's not a UI issue either and I would have no problem with this if Aaron decided to make sensors big and expensive so as to take multiple turns to construct, and costly to maintain. But as it stands, a sensor sat can be built in 1 turn on a small satellite with the latest range (basic) and level (tachyon), so it appears his intent was not to make them big or expensive. Again, balancing the cost of components is a separate issue, but with current costs, this is just cumbersome, so I lumped it in with other cumbersome UI issues.

I hope everyone feels free to express their own opinions to MM directly.
__________________
Slick.
Reply With Quote
  #13  
Old January 9th, 2007, 10:24 PM
President_Elect_Shang's Avatar

President_Elect_Shang President_Elect_Shang is offline
Brigadier General
 
Join Date: Nov 2001
Location: WA
Posts: 1,894
Thanks: 5
Thanked 3 Times in 3 Posts
President_Elect_Shang is on a distinguished road
Default Re: Slick\'s list of UI SE:5 Improvements

If I have you right you want a planet to have the same tech site level as the corresponding component? Assuming the abilities work in the Facilities.txt file it can be done. Not to the planet which wouldn't make sense but to the facilities on the planet. Give the facilities; all of them because the ability won't stack, the Sight Level and Sight Range ability. Isn't that what you want? Use the GETL to adjust the ability level up.
__________________
President Elect Shang; Tal-Re Republic of Free Worlds
Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
“Don Panoz made an awesome car and… an incinerator” Bill Auberlen
Reply With Quote
  #14  
Old January 10th, 2007, 02:14 AM

se5a se5a is offline
First Lieutenant
 
Join Date: Aug 2003
Location: New Zealand
Posts: 776
Thanks: 0
Thanked 0 Times in 0 Posts
se5a is on a distinguished road
Default Re: Slick\'s list of UI SE:5 Improvements

yup ok Slick, just be damned carefull when requesting stuff like this from aaron, he tends to do stuff just like that *snaps fingers* without thinking it all the way through on how it could affect mods.

like SJ said, a ColonyAbilities.txt would be the coolest way to do it.

as a gameplay thing, you shouldn't need to have sensor range from every planet, I prefer it the way it is, blockade a warp point, if something gets through then sweep the system till you find it.
and I mean seriosly, hubble was put in space for a reason, but I degress, this topic was about UI improvements.
__________________
[img]/threads/images/Graemlins/Flag_NewZeland.gif[/img]
Reply With Quote
  #15  
Old January 10th, 2007, 02:23 AM
President_Elect_Shang's Avatar

President_Elect_Shang President_Elect_Shang is offline
Brigadier General
 
Join Date: Nov 2001
Location: WA
Posts: 1,894
Thanks: 5
Thanked 3 Times in 3 Posts
President_Elect_Shang is on a distinguished road
Default Re: Slick\'s list of UI SE:5 Improvements

I disagree; I don't think this should be in a ColoniesAbility.txt file. Although I like the idea of such a file. I would want to keep something like this limited to facilities. Just because you put a few colonists on a planet doesn't mean you should have the ability to "see" out around the planet. Facilities; regardless of which one, represent the colonists putting down roots. Only then should you be allowed to have any kind of sight range. I think you were a little heavy on the sarcasm.
__________________
President Elect Shang; Tal-Re Republic of Free Worlds
Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
“Don Panoz made an awesome car and… an incinerator” Bill Auberlen
Reply With Quote
  #16  
Old January 10th, 2007, 05:04 AM

se5a se5a is offline
First Lieutenant
 
Join Date: Aug 2003
Location: New Zealand
Posts: 776
Thanks: 0
Thanked 0 Times in 0 Posts
se5a is on a distinguished road
Default Re: Slick\'s list of UI SE:5 Improvements

what sarcasim?
__________________
[img]/threads/images/Graemlins/Flag_NewZeland.gif[/img]
Reply With Quote
  #17  
Old January 10th, 2007, 05:25 AM
President_Elect_Shang's Avatar

President_Elect_Shang President_Elect_Shang is offline
Brigadier General
 
Join Date: Nov 2001
Location: WA
Posts: 1,894
Thanks: 5
Thanked 3 Times in 3 Posts
President_Elect_Shang is on a distinguished road
Default Re: Slick\'s list of UI SE:5 Improvements

Quote:
se5a said:
yup ok Slick, just be damned carefull...
Sounded like sarcasm. Take it for what it's worth, I'm just saying it did to me; nothing else.
__________________
President Elect Shang; Tal-Re Republic of Free Worlds
Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
“Don Panoz made an awesome car and… an incinerator” Bill Auberlen
Reply With Quote
  #18  
Old January 10th, 2007, 06:59 AM

se5a se5a is offline
First Lieutenant
 
Join Date: Aug 2003
Location: New Zealand
Posts: 776
Thanks: 0
Thanked 0 Times in 0 Posts
se5a is on a distinguished road
Default Re: Slick\'s list of UI SE:5 Improvements

I was being serious. deadly serious.
I was saying "I don't care about stock as long as it doesn't get hardcoded"
__________________
[img]/threads/images/Graemlins/Flag_NewZeland.gif[/img]
Reply With Quote
  #19  
Old January 12th, 2007, 04:47 PM

se5a se5a is offline
First Lieutenant
 
Join Date: Aug 2003
Location: New Zealand
Posts: 776
Thanks: 0
Thanked 0 Times in 0 Posts
se5a is on a distinguished road
Default Re: Slick\'s list of UI SE:5 Improvements

add to the list

when renaming a ship the current name should be highlighted so any input will replace that name, OR if the user so chooses, he can just modify it. Windows standard!!!

ditto on changing the name during design.
__________________
[img]/threads/images/Graemlins/Flag_NewZeland.gif[/img]
Reply With Quote
  #20  
Old January 12th, 2007, 06:38 PM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: Slick\'s list of UI SE:5 Improvements

If it is in a ColonyAbilities.txt file, everybody wins.

You can put only the standard 2000 point SY rate abilities and "can build troops/fighters/units"
Other people can put less, still others can put more.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 05:30 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.