.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
  #1  
Old February 24th, 2006, 03:20 PM

Renegade 13 Renegade 13 is offline
General
 
Join Date: Sep 2003
Posts: 3,205
Thanks: 0
Thanked 0 Times in 0 Posts
Renegade 13 is on a distinguished road
Default Re: Combat in SEV

Quote:
Suicide Junkie said:
Amazing x300 ships, and x5000 fighters
http://imagemodserver.mine.nu/other/...an1_turn04.jpg
You, my friend, are insane. To tactically fight that battle would take a very very long time!
__________________
Courage doesn't always roar. Sometimes courage is that little voice at the end of the day that says "I'll try again tomorrow".

Maturity is knowing you were an idiot in the past. Wisdom is knowing that you'll be an idiot in the future.

Download the Nosral Confederacy (a shipset based upon the Phong) and the Tyrellian Imperium, an organic looking shipset I created! (The Nosral are the better of the two [img]/threads/images/Graemlins/Grin.gif[/img] )
Reply With Quote
  #2  
Old March 1st, 2006, 07:16 PM
Parasite's Avatar

Parasite Parasite is offline
Second Lieutenant
 
Join Date: Jul 2003
Location: Texas
Posts: 464
Thanks: 0
Thanked 0 Times in 0 Posts
Parasite is on a distinguished road
Default Re: Combat in SEV

Although it takes a setup, you could see what is on the other side of a WP without going there, Right?

If you fight a fleet or planet on this side of the WP it is typical that one ship's engines or control will be damaged but the ship still survive. This will slow the fleet down so you will not jump through the WP. Yet you will still see a battle possibility on your chart. Or if you don't, you know the WP is not guarded.

Hmmmmm. Sneaky
__________________
I thought of the sun as a big bright ball of something that produced an intense absence of darkness. Alan Dean Foster No More Crystal Tears
A++SeGdy$+-++Fr?C++++Cst+SfAi--Mm-MpTS---SsROPw++Fq++Nd++++RpG++Mm++Bb
Reply With Quote
  #3  
Old March 1st, 2006, 07:58 PM

Raapys Raapys is offline
First Lieutenant
 
Join Date: Jan 2005
Posts: 689
Thanks: 0
Thanked 0 Times in 0 Posts
Raapys is on a distinguished road
Default Re: Combat in SEV

Well, MoO3 don't have warp-points. There'd be an easy solution for that 'problem' though; Just prevent the player from seeing the potential battles until they become actual battles.
Reply With Quote
  #4  
Old February 24th, 2006, 04:18 PM
Hunpecked's Avatar

Hunpecked Hunpecked is offline
Sergeant
 
Join Date: Nov 2004
Location: Silicon Valley
Posts: 280
Thanks: 0
Thanked 0 Times in 0 Posts
Hunpecked is on a distinguished road
Default Re: Combat in SEV

SE V's modifiable AI feature has tremendous potential for improving game play, assuming there are a few players both skilled and dedicated enough to take advantage of it, and generous enough to share their improvements with the rest of us clueless sods.
Reply With Quote
  #5  
Old February 24th, 2006, 04:42 PM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: Combat in SEV

Quote:
dogscoff said:
My understanding is that it won't be player-controlled realtime like in RTS games, it will simply be a 3D rendering of an AI-controlled battle. In other words, tactical combat is out, very pretty strategic combat is in. However I could be wrong on this.
That is not true. GalCiv2 is the one without any tactical combat. You will be able to play tactical combat in SP SE5, just as in SE4.
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #6  
Old February 26th, 2006, 06:10 PM

Uncle_Joe Uncle_Joe is offline
Corporal
 
Join Date: Mar 2005
Posts: 163
Thanks: 0
Thanked 3 Times in 3 Posts
Uncle_Joe is on a distinguished road
Default Re: Combat in SEV

Quote:
You will be able to play tactical combat in SP SE5, just as in SE4
Which begs the question of whether you can play the tactical combat in MP games if playing via TCP/IP...I certainly hope so!
Reply With Quote
  #7  
Old March 1st, 2006, 02:49 PM

Raapys Raapys is offline
First Lieutenant
 
Join Date: Jan 2005
Posts: 689
Thanks: 0
Thanked 0 Times in 0 Posts
Raapys is on a distinguished road
Default Re: Combat in SEV

I'd love to see a way of doing tactical battles in Simultaneous Movement mode, since I prefer it over the normal mode. This would be for single-player, obviously.

The way MoO3 did it is nice. When you press end turn, all the orders are executed and a list of battles this turn appears. You can then choose to let the AI take control, or play them out yourself. This way Sim Move mode wouldn't mean that you'd have to sacrifice tactical combat.
Reply With Quote
  #8  
Old March 1st, 2006, 04:33 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: Combat in SEV

The outcome of a battle can affect the outcome of future battles. Even whether the battle happens at all.

For example, a battle on day one can determine if the star goes nova on day 6, and whether the 500 ship fleet escapes from the system to attack a homeworld in the next system over on day 30.

Stopping the game in the middle of turn processing is not a good idea.
Reply With Quote
  #9  
Old February 24th, 2006, 01:06 PM
douglas's Avatar

douglas douglas is offline
Major
 
Join Date: Apr 2004
Location: Atlanta, Georgia
Posts: 1,152
Thanks: 0
Thanked 0 Times in 0 Posts
douglas is on a distinguished road
Default Re: Combat in SEV

I'm really not getting why pausing isn't sufficient for you. Pause should work quite well enough for hotseat play, and no version of SE has ever had tactical combat for any other multiplayer mode. If you use the automatic pause-every-x-seconds feature which I believe has been officially confirmed to be a definite inclusion for SEV combat, the only real difference between that and turn-based is that you can't exploit the sequential movement for truly absurd tactics that really shouldn't be possible. As for tactical combat in PBEM, are you CRAZY? That would take forever to play just a single turn whenever combat happened, especially in large battles.
Reply With Quote
  #10  
Old February 24th, 2006, 02:13 PM
Kana's Avatar

Kana Kana is offline
Captain
 
Join Date: Apr 2004
Location: Texas
Posts: 962
Thanks: 0
Thanked 3 Times in 3 Posts
Kana is on a distinguished road
Default Re: Combat in SEV

Quote:
Lucifer Domine said:
when it should be the tactics of the commanders. I can defeat superior forces in tactical combat by outmaneuvering them and outsmarting them.

And the reason you are such a tactical god, is because the AI isnt that smart in SEIV. So really the only fair way to ever do combat in SEIV, and probably SEV is via strategic, and allow the AI to play out the combat, while you sit by and cringe in horror at the possibly outcome...

Kana
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 05:44 AM.


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