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  #11  
Old June 2nd, 2001, 03:04 PM
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Default Re: New ideias / concepts / problems in / for SE4 (1.35):

quote:
If i build a ship that have minelayer capability / large cargo / shipyard , is possible to
add a flag for that shipyard only build mines ?

If i build a ship that have satlayer capability / large cargo / shipyard , is possible to
add a flag for that shipyard only build satellites ?

I think you can already do this with "One turn's worth" plus "Repeat Build", though you'd have to use "Hold Queue" whenever you wanted to move the ship.

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The most merciful thing in the world, I think, is the inability of the
human mind to correlate all of its contents. We live on a placid
island of ignorance in the midst of black seas of infinity, and it was
not meant that we should go far. -- HP Lovecraft, "The Call of Cthulhu"

[This message has been edited by capnq (edited 02 June 2001).]
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  #12  
Old June 2nd, 2001, 04:47 PM
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Default Re: New ideias / concepts / problems in / for SE4 (1.35):

I refer to the system grav. shield facility.
It stop the nebula BH creation in a system.
My question is : stop also the destroying of a sun ?
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  #13  
Old June 3rd, 2001, 12:28 AM
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Default Re: New ideias / concepts / problems in / for SE4 (1.35):

The Pyrochette need more names for ships.
In a long game, i enconter ships up to 'Design 2380'.
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  #14  
Old June 3rd, 2001, 01:20 AM
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Default Re: New ideias / concepts / problems in / for SE4 (1.35):

If a ship have Master computers, the crew insurrection don't have to work (no crew).

Is better to create a new type of intel op 'computer slice / reprogramming'.

Also if a ship have security stations, the probability of the crew insurrection fail must be higher.
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  #15  
Old June 3rd, 2001, 01:49 AM

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Default Re: New ideias / concepts / problems in / for SE4 (1.35):

I've never gained any tech from capturing a planet. Even when they had level 3 buildings and I still had level 1. Perhaps there should be a command to scrap a facility and get tech from it like with ships.

Nice list, btw, Crazy.
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  #16  
Old June 3rd, 2001, 01:56 AM
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Default Re: New ideias / concepts / problems in / for SE4 (1.35):

Steve, This idea I really like.
Setting goals for the ministers would make me use them more. I don't use the mine/sat ministers because they never place them were I really want them.
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  #17  
Old June 3rd, 2001, 08:39 AM
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Default Re: New ideias / concepts / problems in / for SE4 (1.35):

It would be cool if when you captured a planet you gained tech (random) and your enemy lost a tech or two.

Imagine: After a long and devestating war in which numerous planets were captured or destroyed you find that, uh oh, you've lost about half you tech and will have to research it all over agian, would make for very interesting games.

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  #18  
Old June 3rd, 2001, 12:07 PM
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Default Re: New ideias / concepts / problems in / for SE4 (1.35):

Have you see that if you destroy a storm don't get a message ?

If all my ships / designs use quantum reactors, why the AI / Ministers still build ressuply depots ?
Can't MM put a check on this ?

If i'm only interest in the colonies build WP and not ships/sats/mines by minister control, right now is not possible, but if MM give the tasks to diferent ministers, that can be done.

Is possilbe to MM put a filter for the reporting about 'no space avaiable' only get one for a planet and not one for each item that the planet try to build and can't ?

Is possible to MM put the following flags in the empire options ?
Not glaze a planet (forcing to capture it).
No cloak the ships / uncloak (because the ships cloacked don't remove mines). This one must don't affect bases.

On the AI side, if they have ships with BH / Nebula kill capability and don't exist any of these, scrap the ships (they are resource killers and count for total ships limit).

On other side, is possible to MM put a error dump file for the case of 'error exception', and in that case the players can send it to MM for better / faster debugging ?

[This message has been edited by Crazy_Dog (edited 03 June 2001).]

[This message has been edited by Crazy_Dog (edited 03 June 2001).]
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  #19  
Old June 3rd, 2001, 02:54 PM

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Default Re: New ideias / concepts / problems in / for SE4 (1.35):

quote:
Originally posted by ZeroAdunn:
Imagine: After a long and devestating war in which numerous planets were captured or destroyed you find that, uh oh, you've lost about half you tech and will have to research it all over agian, would make for very interesting games.



Could lead to some fairly silly situations, though.

"Sir, we've forgotten how to colonize our own planet type!"

The comic situations are endless.


[This message has been edited by Aristoi (edited 03 June 2001).]
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  #20  
Old June 3rd, 2001, 06:41 PM
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Default Re: New ideias / concepts / problems in / for SE4 (1.35):

quote:
Is possilbe to MM put a filter for the reporting about 'no space avaiable' only get one for a planet and not one for each item that the planet try to build and can't ?

I especially second this suggestion. If a planet can't hold one turn's worth or a multiple of 5 units, it's more efficient to queue too many than to build the exact number that will fit one at a time.

Your other ideas are good, too, but I never use the ministers anyway; I prefer the control of micromanaging everything.

------------------
Cap'n Q

The most merciful thing in the world, I think, is the inability of the
human mind to correlate all of its contents. We live on a placid
island of ignorance in the midst of black seas of infinity, and it was
not meant that we should go far. -- HP Lovecraft, "The Call of Cthulhu"
__________________
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"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
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