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  #11  
Old May 3rd, 2001, 07:16 PM

chewy027 chewy027 is offline
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Default Re: What would you like to see in an expansion pack

Lets not forget about the Civil War

And being able to play with more than 20 races at a time would be nice
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  #12  
Old May 3rd, 2001, 10:48 PM
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Default Re: What would you like to see in an expansion pack

quote:
Now these are just a few of the things I would like to see. What are some that you would like to see? Please keep in mind that the idea of this thread is for the benefit of an expansion pack and not a debate over what works and does not work with the current game. Just post what you would pay to have.

Most of these suggestions are good, but there's a couple that I don't think could work. Should I start another thread to discuss the problems I see with them?

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  #13  
Old May 3rd, 2001, 11:40 PM

Trachmyr Trachmyr is offline
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Default Re: What would you like to see in an expansion pack

Tampa, I too would like to see a line where you can have population use organics... but why not let the race "pick" which material it "eats" in the race-setup screen...

Also in addition to the maintenance lines for ships/fighters/troops/etc. that you suggested, I would also like one for FACILITIES!

A few more things:

I want lines in settings.txt to determine what efect upon happiness/growth/production/construction Planet Conditions cause... just as their are lines for happiness and population.

Also I want an Area-Effect damage line... it would hit all vessels within X amount of sectors (setting it to 1 would override the "one shoot/one kill" if implemented)
Maybe 2 area-efects... one that hits everything, another that only hits enemies.

Oh, and not only point generation (intel/research) and growth for population in cargo... but also resouce storage ability for componets.

Two types of repair ability, the "normal" one, and a "Rebuild" ability. Now, any componet which is "destroyed after use", must be rebuilt... not repaired. Also add a line in setting.txt to allow repairing to cost a % of the materials normally required for the componet(s) (Set it to 0 if you don't want to pay). Finally, any weapon which has the "destroyed after use" tag, should be destroyed after the first firing.

P.S. I really like the idea of "Resolve Combat Peacefully"... it could do a quick check of anger and force strength to decide... if not, pick again... OR go straight to strategic (as kinda like a penalty for picking "peaceful")


Addendum: A new type of cloak ability called "STEALTH", that only has it's full rating when X amount of sectors away from the sensor (Where X can be set in settings.txt), closer than that, the stealth level drops by 1 per sector. Also the ability "Combat Cloak", this cloak works in combat... when you enter a sector with enemy ships it asks if you want to attack or avoid. In combat, your ship(s) stays cloaked until it fires for the first time, this would give a great tactical advantage and would give more reasons to mount sensors.


Also two new AI Ship Designs... Scout (which is used for exploration only) and Command Ship (which the AI always tries to have at least 1 Command Ship as fleet leader in each fleet... it could mount sensors, quantum reactors, etc... so that it need not waste that space on every ship, it could also be used to mount "special weapons" like shield depleters, engine deystroyers, tractor-beams, heavy PD, etc.)


And Finally, let the "Requires movement remaining" be a tag that can be added to componets not that they automatically come with certain componets OR at least remove that requirement for bases (I want to be able to create Warp Point Gates out of spacestations!)




[This message has been edited by Trachmyr (edited 04 May 2001).]
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  #14  
Old May 4th, 2001, 12:46 AM

jimbob55 jimbob55 is offline
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Default Re: What would you like to see in an expansion pack

You can mod the number of population required to operate a facility in the settings.txt, not sure if it actually does anything though.

Making Stellar manipulation ships disappear after using the component would reduce the repair + redo exploit (although the maintainance on a stellar manip component seems like payment enough). This would only really require that the component required itself to be present in the same way a ringworld placer requires plates + cables and the ship just got 'eaten' in the change.


What I would like is the ability to mod things more profoundly.... but that requires lots of new code, so I can do without.
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  #15  
Old May 4th, 2001, 12:54 AM

Trachmyr Trachmyr is offline
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Default Re: What would you like to see in an expansion pack

One Last thing... (I think)

New Planet Tags and Racial Habitabilty traits that affect Planet Conditions on a per race (not per empire) level.

I've already suggested allowing you to choose planet conditions (or their allowable range) in sectortype.txt. I've also suggested that you can determine the Planet Condition's effect upon happiness, production/construction and growth. And I've suggested the ability to add new planet types and atmospheres (Making Asteroids one of these new types, so they finally can be colonized).

What I would like to see added also, are tags that make a Planet's Condition go up or down depending on the race. The tags would be "Gravity", "Radiation", "Tempature" and perhaps "Terrain" and "Pollution".

Each of these tags can be selected from a pull down menu in the race setup screnn (where you choose planet type/atmosphere), it would then list all the choices (For instance you set it too "Gravity", your choices would be "Low", "Medium", "High" or "Crushing"... for each of these selections you can choose your races' prefrence: "Optimal", "Tolerable", "Hazardous" or "Lethal"... optimal would give a bounus to planetary conditions where that type of gravity exsits, tolerable would leave it unaffected, Hazardous would give a penalty and Lethal would not only give a penalty, but make it so that only domed colonies are possible. Each choice would cost/give back starting points... hopefully the tags and their costs would be in a moddable .txt file. As a final note, if the Planet's Conditions ever get altered to "Deadly", only domed colonies are possible.

This can also be applied to planet types, but the levels would be: Optimal (no effect on conditions), Tolerable (penalty to conditions), Hazardous (Penalty to conditions and only domed colonies), Uninhabitable (NO colonies allowed at all). You can make a rock planet dweller find rock planets "Optimal", Ice Planets "Hazardous" and gas giants "Uninhabitable".

This ability can also be extended to atmospheres (levels like for planet types)... So that you can have a race that "optimaly" breathes hydrogen but can "tolerably" breathe "methane" and all others would be "Hazardous"...

It would make habitable planets rarer and more valuable... plus add more identity to planets and races.

Additionally, I also would want these "tags" selectble in sectortype.txt... you could choose the exact level or set it to "Any".
It would also be nice if you can link one tag to planetsize.txt, making certain types more/less likely (i.e., Huge Worlds can't have low gravity, and are more likely to have high gravity).

New facilities to improve these new planet conditions can be modded (just the current ability, but add an identifer to determine which new tag is affected... or 0 to affect base "planet conditions").

And since the tags are generic, new ones could be modded!




[This message has been edited by Trachmyr (edited 04 May 2001).]
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  #16  
Old May 4th, 2001, 01:17 AM
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Default Re: What would you like to see in an expansion pack

I would definitely pay for any expansion pack, but it would have to contain changes that we could not otherwise mod. Some suggestions included the following (note some of you will recognize this from my usualy post - I typically send this list to MM about once a month as a reminder

(1) [Tactical] Upon launch of seeker, no corresponding sounds is playing (capital ship missile, seeking parasite, etc.), please add it back.

(2) [Combat Report] Report fighters/other units lost/destroyed.

(3) [AI Intel Projects] The AI is not optimizing its intel. While eventually a file similar to research file would nice to dictate what types of intel projects the race will conduct depending on AI state, for now here are two quick fixes: (A) limit the AI to 6 active projects. This should be enough to have some counter-intel, but also prevent the current problem of the AI having too many projects with 100+ years to complete; and (B) delete the following intel projects (for the AI) that it will never use even if successful (i.e. steal designs, pop. centers, ship construction and fleet location, etc.).

(4) [AI Game] The AI does not know to "uncloak" its ships with minesweeping ability and colonization (which both still do not work while cloaked in Version 1.35).

(5) [AI Game] Tech Lv 3 starts for all the AI pose the following problems: (i) there is no limit to the amount spent on upgrading facilities, thus most AI players spend their first 50 turns upgrading facilities and quickly run out of resources leaving them very vulnerable (suggest putting a cap on % resources spent per turn on facilities), (ii) regardless of what there individual research file says, this type of start gives them all techs even when there designs don't call for them - this throws off the design files b/c they don't think that race is going to get any weapons other than those they research (suggest letting tech 3 start all the way through a particular race's file to establish what techs they start with).

(6) [AI Planet Types] The current file appears to only allow resource values in excess of 101. Is it possible to allow values of less than 101 (say 75)?

(7) [AI Diplomacy] Add a short distinct .wav file that plays when the button is pressed on the log file for a message from a particular race. I think this would be fairly easy to implement, but will go a long way to developing distinct personalities among races. You can put a placebo empty .wav file there for now until you have time to expand the music (the modders will fill in the music in no time for you!).

(8) [AI Diplomacy] Should be a penalty for asking for a treaty every turn. I know the xenophobic races have this built in, but even the Eee should be pissed-off if you ask for a treaty every turn for 20 turns!

(9) [AI Diplomacy] Players should be penalized for ignoring any message (even if it is a general message, players should have to send a general message back). This would make diplomacy better.

(10) [AI Diplomacy] If I accept to break a treaty or declare war, have it automatically happen.

(11) [AI Diplomacy] If I promise to support in war, the AI should at least take a look and see if I have had a battle with the target race in xx # turns.

(12) [AI Fleets] Non-direct combatant mine-sweepers, transports, colonizers, boarding ships, troop transports, etc. do not appear to be joining fleets for protection. Could there be a toggle or flag field in the design file to indicate whether a design type should seek a fleet?

(13) [AI Fleets/Design] Since the design types for the AI are rather strict, we need one additional - call it "Support Ship" this class would always be assigned to a fleet (perhaps limit # in the fleet) and would contain supplies, solar collectors, repair facilities, quantum reactor, etc. - More in line with what human players do or even better - allow calls in the Construct_Vehicles file based on "Design Name" instead of "Design Type."

(14) [Game Setting] Ability to "purchase" via points certain techs for starting. This would simplify creating races with say Intel or Stealthiness to start (like the Darloks) instead of creating "modified components" around it.

(15) [Game Setting] In the "Settings.txt" file - add a line item for how many organics per population/per turn to deduct from storage or production. This would end a long debate and allow players to actually think about building organic extraction facilities again.

(16) [Game Setting] In the "Settings.txt" file - add a separate user-defined maintenance % for each of the following (similar to what we now have for ships): fighters, troops, sats, weapons and facilities. By letting everyone tweak their own maintenance % - it would end the long debate on this subject.

(17) [Game Setting] Option to limit effect of weapons fire to maximum of one weapon/one kill (i.e. to prevent entire fighter Groups from being wiped out by single shot).

(18) [Game Sounds] Separate volume controls for music and sounds (many players like their sounds high, but music low in background)

(19) [Abilities] Need abilities added similar to "Combat Modifier - System", but limited to Sector or Fleet (this would allow a lot more facilities/components variety - say command ships)

(20) [Abilities] Please let Weapon Platforms have the same range modifications as Bases (this will help the AI and negate some of the "missile dancing" by human players.

(21) [Abilities] Please put a subroutine in so components can use the point generation abilities (i.e. research and intelligence).

(22) [Abilities] Repulsor beams should react automatically similar to PD weapons (to push away boarding ships, fighters, seekers, etc.) this would make it a more viable weapon.

(23) [Game] Provide a way to toggle a planet so that it would not show-up in the "Planet" list of production queues (this would be helpful for small planets which get maxed-out early and really are not touched for the rest of the game except for auto-upgrades)

(24) [Tactical Combat] Add a .wav file for when (A) a shield takes a hit and (B) a ship moves in tactical combat. You can put placebo empty .wav files there for now until you have time to expand the sounds (the modders will fill in the sounds in no time for you!)

(25) [Tactical Combat] Chance to discover tech when taking a planet over by troops (or alternatively, by scrapping unknown facilities on such planet)

(26) [Tactical Combat] I have been working on a solution to what I think is a major hurdle for sats and WPs - their inability to fire first when ships come into weapons range. To solve this I added the "Point - Defense" ability to a DUC II while leaving the "Target Type" the same to expirement. Theoretically, the automatic response turrets (as I call them) should fire when ships move into weapons range. They do for fighters (as they are supposed to), they cannot fire at seekers (as they are supposed to) and if unfired in a turn, they can still be manually fired (as they are supposed to) but unfortunately they do not automatically fire at ships. My theory is that the ships movement subroutine does not have the same "check" for response fire that seeker and fighter movement has. Would it be possible to add a line of code to the ship movement subroutine similar to the one already there for seeker and fighter movement (if my theory is correct). This would then provide the capability of making sats/wps (or ships) that automatically fire when a ship or fighter moves into weapons range (similar to MOO2).

(27) [Intel Ops] Ability to target intel ops on specific Groups of facilities (already have Groups based on group names in facility.txt file)

(28) Add 3-5 additional pics for each hull size - similar to in MOO2 where you could go sideways for different graphics of same hull size and up/down for different hull size (you can put placebos in for now all based on same pic, but for those that want more variety can modify their own). This would allow for more variety between support/attack ships of the same size

(29) Expand ground combat so that it is similar to space (each unit would be a battalion/division) - I forwarded an extensive e-mail earlier and there are several other earlier Posts about this on the Shrapnel Board - I have also heard many beta testers discuss this)

(30) Allow different ship sizes (currently all are 1x1 square) similar to Armies of Armageddon where there could be 1x2, 2x2, 3x1 and 3x2 units (planets would still be larger than ships). This would allow the budding artists to take advantage of the larger canvas area and those if us with 19" monitors won't have to squint as much - and also provide some disparity between and escort and a baseship.

(31) Initiative-based dependent on hull size, engines and experience and possible special components (similar to MOO2).
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  #17  
Old May 4th, 2001, 01:31 AM

Nitram Draw Nitram Draw is offline
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Default Re: What would you like to see in an expansion pack

I would like to see:
The ability to adjust starting techs.
A wider variety of components that do specific things, as in Trachmyr's #13, so that you must adjust throughout the game to different strategies. Not just have bigger Versions of the original items.
An AI that is a little more on the ball, one that analyized the overall game situation better.
Improved AI diplomacy.
Something to make specific systems/planets more valuable than others. A center of your culture if you like whos loss would be devastating to your empire.
Facilities that had an empire wide effect.
A population requirement for each facility to operate at full value and the ability to rank facilities on each planet in order of importance.
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  #18  
Old May 4th, 2001, 07:50 AM

Aussie Gamer Aussie Gamer is offline
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Default Re: What would you like to see in an expansion pack

1. Tactical ground combat
2. More levels to cloaking and senors.
3. Inclusion of planet size effect against population.
4. Missiles can be turned off 100% accuracy and act like direct fire with no distance neagative to hit and are harder to hit than fighters.
5. More racial techs.
6. Better manual!
7. Better e-mail capability.

Just my thoughts!
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  #19  
Old May 4th, 2001, 08:14 AM

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Default Re: What would you like to see in an expansion pack

quote:

Making Stellar manipulation ships disappear after using the component would reduce the repair + redo exploit (although the maintainance on a stellar manip component seems like payment enough).
B]


Err..what exploit are you refering to? If I'm thinking of the one you are, it won't make a difference if the ship gets 'eaten' because the cheater is *reloading* his turn each time, hence the ship isn't "eaten" anymore.

If you are refering to having a stellar manip component and a repair on the same ship/fleet.. how is that an exploit?

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  #20  
Old May 4th, 2001, 11:39 AM

jimbob55 jimbob55 is offline
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Default Re: What would you like to see in an expansion pack

I don't think it's possible to reload a turn if you're playing multiplayer, so that isn't a problem.

I've seen lots of people discussing the Warp closer / repair bay ship as being unfair. It makes no real difference to me and with the maintainance payments required it isn't really an exploit.

I would like to be able to build asteroid outPosts (very small domed colonies?).

1. Tactical ground combat? An interface like tactical space combat? With 200 or so troops on each side? That could slow things down a bit.
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