.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 > SEIV

Reply
 
Thread Tools Display Modes
  #2161  
Old April 9th, 2005, 11:20 AM
Strategia_In_Ultima's Avatar

Strategia_In_Ultima Strategia_In_Ultima is offline
Major General
 
Join Date: Jan 2005
Location: In your mind.
Posts: 2,241
Thanks: 0
Thanked 0 Times in 0 Posts
Strategia_In_Ultima is on a distinguished road
Default Re: SE5, Tell Aaron what\'s on your Wish List

Or, what you could also do, make the first few M pop easier to kill, but as you depopulate the planet you'll need to do more and more damage to kill the same amount of population. The amount of damage you need to do is calculated using some sort of formula involving the size of the planet, the size of the original population, the size of the maximum population, one or two random or semi-random factors and perhaps a few other variables.
__________________
O'Neill: I have something I want to confess you. The name's not Kirk. It's Skywalker. Luke Skywalker.
-Stargate SG1
Reply With Quote
  #2162  
Old April 10th, 2005, 07:45 PM

123456789 123456789 is offline
Private
 
Join Date: Apr 2005
Posts: 1
Thanks: 0
Thanked 0 Times in 0 Posts
123456789 is on a distinguished road
Default Re: SE5, Tell Aaron what\'s on your Wish List

- experience lets you buy more Racial Points

- much stronger AI

- change the threshold of individual empires for declaring Mega Evil (empire A declares Mega Evil when empire C is at 200% of A's score, empire B declares Mega Evil when empire C is at 500% of their score.)

- Civilian ships. They would be autonomous, although you could order them around if you needed to. For example, the ships that handle the "trade" of resources between empires.

- "colonize" button for empty planets, which automagically orders the nearest appropriate colony ship to load up population and go colonize the planet.

- some kind of solution for the problem of colonizing planets that are too small to hold all the population in cargo on the colony ship.

- Remote mine inhabited planets.
Reply With Quote
  #2163  
Old April 10th, 2005, 08:48 PM
Atrocities's Avatar

Atrocities Atrocities is offline
Shrapnel Fanatic
 
Join Date: Dec 2000
Location: USA
Posts: 15,630
Thanks: 0
Thanked 30 Times in 18 Posts
Atrocities is on a distinguished road
Default Re: SE5, Tell Aaron what\'s on your Wish List

Quote:
123456789 said:
- experience lets you buy more Racial Points
Good idea, but not at all praticle.

Quote:

- much stronger AI
You have my vote on this one.

Quote:

- change the threshold of individual empires for declaring Mega Evil (empire A declares Mega Evil when empire C is at 200% of A's score, empire B declares Mega Evil when empire C is at 500% of their score.)
You can do this in the settings yourself. You can even disallow it entirely.

Quote:

- Civilian ships. They would be autonomous, although you could order them around if you needed to. For example, the ships that handle the "trade" of resources between empires.
There is really no trade in the game. You can set up transport ships and have the Transport minister control them currently.

Quote:

- "colonize" button for empty planets, which automagically orders the nearest appropriate colony ship to load up population and go colonize the planet.
You have that. But I think what your saying is to be able to click on the planet itself and say COLONIZE this world and have the nearest ship come. The game has this, but you have to locate the planet in the list then click colonize.

Quote:

- some kind of solution for the problem of colonizing planets that are too small to hold all the population in cargo on the colony ship.

There is, its call atmospheric converters.


Quote:
- Remote mine inhabited planets.
I can see why you might want this ability, have a planet full of research facilities and no room for min/rad/org mining facilities. It would be best if they were far less efficent then the facilities themselves.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
Reply With Quote
  #2164  
Old April 10th, 2005, 09:14 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: SE5, Tell Aaron what\'s on your Wish List

Welcome to the forums 123456789
__________________
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
  #2165  
Old April 11th, 2005, 01:50 PM
Strategia_In_Ultima's Avatar

Strategia_In_Ultima Strategia_In_Ultima is offline
Major General
 
Join Date: Jan 2005
Location: In your mind.
Posts: 2,241
Thanks: 0
Thanked 0 Times in 0 Posts
Strategia_In_Ultima is on a distinguished road
Default Re: SE5, Tell Aaron what\'s on your Wish List

[quote]
Atrocities said:
Quote:
123456789 said:
Quote:

- some kind of solution for the problem of colonizing planets that are too small to hold all the population in cargo on the colony ship.

There is, its call atmospheric converters.

AT, that is after you colonize the planet. What he means (and what I would certainly like too) is that, say, the automatic Colonize order load takes 500M people off your homeworld of 1000M people, and then you colonize a moon..... and it can only hold 100. The remaining 400 (i.e. 40% of your entire population!) is simply gone. This is extremely irritating if you forget this. I fully concur with 123456789 on this one.

And welcome to the forums!
__________________
O'Neill: I have something I want to confess you. The name's not Kirk. It's Skywalker. Luke Skywalker.
-Stargate SG1
Reply With Quote
  #2166  
Old April 12th, 2005, 05:01 PM
Strategia_In_Ultima's Avatar

Strategia_In_Ultima Strategia_In_Ultima is offline
Major General
 
Join Date: Jan 2005
Location: In your mind.
Posts: 2,241
Thanks: 0
Thanked 0 Times in 0 Posts
Strategia_In_Ultima is on a distinguished road
Default Re: SE5, Tell Aaron what\'s on your Wish List

For SEVI -

Damage modifiers against Armor and other components. Double Damage To Armor for Acid Launchers for example.

Multiple damage types - Quarter Damage To Shields, Double Damage To Armor for example.

Larger/smaller modifier damage types. Ten Times Damage To Shields, Tenth Damage To Shields.

There was more but I forgot.
__________________
O'Neill: I have something I want to confess you. The name's not Kirk. It's Skywalker. Luke Skywalker.
-Stargate SG1
Reply With Quote
  #2167  
Old April 18th, 2005, 12:19 PM

Emperor's Child Emperor's Child is offline
Sergeant
 
Join Date: Jan 2002
Location: Fredericksburg, VA, USA
Posts: 254
Thanks: 0
Thanked 0 Times in 0 Posts
Emperor's Child is on a distinguished road
Default Re: SE5, Tell Aaron what\'s on your Wish List

Thought of a few things that would be nice in the new game:

"Stacking" component mods: It would be nice to be able to split out different effects in component mods. Miniaturization, armor, size, fire rate, etc, are all modeled in several different mods as individual selections, but in each case a component can only have one component enhancement. If you want to model variants that blend two different technologies, under the current system you must create a specific component enhancement that does this. An example from Deathstalker's Mount Mod (DMM) would be combining the miniaturization modification with shield improvements (ie: hard or multiphasic). It would be less complex to allow several component enhancements to be in effect simultaneously.

Edit to correct DMM author.
__________________
Emperor's Child
Reply With Quote
  #2168  
Old April 18th, 2005, 01:20 PM
Captain Kwok's Avatar

Captain Kwok Captain Kwok is offline
National Security Advisor
 
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
Captain Kwok is on a distinguished road
Default Re: SE5, Tell Aaron what\'s on your Wish List

Quote:
Strategia_In_Ultima said:
Damage types blah blah...
Aaron has already said that you can create your own damage types in SE:V.
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
  #2169  
Old April 18th, 2005, 02:00 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: SE5, Tell Aaron what\'s on your Wish List

Moddable stacking rules. For each ability that could conceivably be stackable, allow the specification of stacking groups. Wherever stacking groups are defined, possibly in their own file, allow independent specification for each ability value if an ability has multiple values. Both highest-only and lowest-only should be options, as well as infinite stacking. Also, limits should be possible for both the number of distinct source that can stack and the minimum/maximum total value after stacking. Stacking groups should also have a list of other stacking groups that they stack with. Stacking groups may or may not be specific to particular abilities. Which stacking group to use would be specified along with all the other ability information in components.txt, facility.txt, etc., and would be separately specifiable for each ability the item uses.
Reply With Quote
  #2170  
Old April 19th, 2005, 04:05 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: SE5, Tell Aaron what\'s on your Wish List

Allow specifying an official policy for first contact other than shoot on sight. Battles shouldn't have to occur just because the combatants haven't had time to establish a treaty yet.
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 12:50 PM.


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