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  #11  
Old June 22nd, 2001, 01:05 AM

meshuggener meshuggener is offline
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Default Re: SE4 Wish

I think it would be cool to have the planets orbit the stars every turn.
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  #12  
Old June 22nd, 2001, 01:12 AM
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Default Re: SE4 Wish

>3) supply ships! and/or allow us to transfer supply in space

Hey, but you have it now!
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  #13  
Old June 22nd, 2001, 01:13 AM
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Default Re: SE4 Wish

For the starting techs, have a host play the first 30 turns, and research exactly what each person chose. At the end, they would reactivate the AIs and mail the game to the first player!

Your starting tech rules could be anything you wanted; X techs, X research points, max tech in area of your choice, no choosing colony techs, anything a human can understand.

You could even have the host upgrade your starting facilities if you choose to "start" with extra resource extraction tech.

You could also start the game with a ship/base in orbit, or a fighter squadron build.

You could have a truly Nomadic start if you're playing Pirates & Nomads . Just have the host build a resource base with a space yard to go with it and then abandon the planet for you!
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  #14  
Old June 23rd, 2001, 03:11 AM
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Default Re: SE4 Wish

quote:
>3) supply ships! and/or allow us to transfer supply in space

Hey, but you have it now!


To expand on this, for those who don't already know about it:

To build a supply ship, add as many Supply Storage and Emergency Supply Pod components as will fit.

To transfer supplies, add the supply ship to a fleet of ships you want to supply. On the next turn, the supplies of the entire fleet will be distibuted evenly among the ships.

quote:
7) it would be nice to "know" if the trade we are offering a computer player was doable before finding out that "yeah I'll take your technology and give you what you already have!" Or, if it doesn't have the resources you want why let you ask for it? It rarely ever comes back and says "Can't do that but how about (x or y) instead?"
I've had the AI tell me "We can't afford that" a fair number of times. Offering something different is much rarer, but I've seen it happen, too.

I've suggested new things in older threads already; I can't think of any new ideas offhand that I've had since the Last time I posted them.



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not meant that we should go far. -- HP Lovecraft, "The Call of Cthulhu"
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  #15  
Old June 23rd, 2001, 03:20 AM
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Default Re: SE4 Wish

quote:
To transfer supplies, add the supply ship to a fleet of ships you want to supply. On the next turn, the supplies of the entire fleet will be distibuted evenly among the ships.
As an addition to that, the supplies are distributed evenly by supply count, not percentage of max storage or anything else.

So, if you have an out-of-fuel fleet of 9 ships that can store 9000 supplies, and a supply ship arrives with 9,000 supplies,
every ship will get 900 supplies. (9,000 divided evenly among 10 ships)
Thus the fleet gets a total of 8100 supplies out of the supply ship's 9,000. And the supply ship can return to get more.
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  #16  
Old June 23rd, 2001, 02:11 PM
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Default Re: SE4 Wish

quote:
Originally posted by capnq:


To build a supply ship, add as many Supply Storage and Emergency Supply Pod components as will fit.





Emergency Supply Pods are restricted to one per ship, IIRC. If I want to save a facility slot at a planet then I build a space station (e.g. Base Space Yard) instead of a resupply facility. If you put the station to your fleet, the fleet will be resupplied (but you have to wait a turn, with a resupply fac you could move on in the same turn), because the station has got unlimited supplies (you don't need supply storage or QRs or emergency resupplies).

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  #17  
Old June 23rd, 2001, 02:42 PM
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Default Re: SE4 Wish

quote:
If you put the station to your fleet, the fleet will be resupplied (but you have to wait a turn, with a resupply fac you could move on in the same turn), because the station has got unlimited supplies (you don't need supply storage or QRs or emergency resupplies).
A good mod would be to re-classify all the bases as "ships". Then give the hull the abilities "supply storage" and a small amount of "solar supply generation". Then your base could potentially run low on supplies during a siege, and you would have to build some sort of solarpanel-heavy power station to supply your fleets.
If you remove QRs and resupply depots, then the game would have the extra dimension of supply infrastructure.
Trinary systems would be of high strategic importance, and you would have more short-term goals to achieve.

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  #18  
Old June 24th, 2001, 11:07 AM

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Default Re: SE4 Wish

I agree with the desire to be able to select your starting technologies. This would enable us to direct our race as we see fit.

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  #19  
Old June 24th, 2001, 03:00 PM
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Default Re: SE4 Wish

For me the improvement of the strategic AI capability would be quite on top of the wish list: more consequent attacks of the AI on enemy colonies, priority colonisation of systems that have recently cleared of enemy presence and concentration of defenses (units, denfense bases and fleets) on these systems.
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  #20  
Old June 24th, 2001, 06:49 PM

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Default Re: SE4 Wish

I agree with Q: fix strategic combat! It's too unpredictable now, I shudder to hand over my ships to the AI for combat in PBEM..
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