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September 20th, 2006, 05:39 PM
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Sergeant
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Join Date: Mar 2006
Location: NS, Canada
Posts: 300
Thanks: 0
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Re: SE5 Demo Bug Reports
In that case..what is the point of all the new diplomacy options, if the AI just ignores any that aren't part of a pre-defined package? I don't play multi-player, and even if I did, why should all the new functionality of diplomacy be reserved for multi-player?
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September 20th, 2006, 05:51 PM
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First Lieutenant
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Join Date: Jan 2005
Posts: 689
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Re: SE5 Demo Bug Reports
I don't do multiplayer either, and the change I was mostly looking forward to was the AI( and the modding possibilities). Can't really say it's been impressive thus far. If it really isn't much better in the full version, how much of an improvement can be expected from modding it?
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September 20th, 2006, 05:59 PM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
Thanks: 33
Thanked 18 Times in 12 Posts
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Re: SE5 Demo Bug Reports
Probably none, since there is no actually artificial intelligence. It just reacts according to the settings given to it.
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September 20th, 2006, 06:07 PM
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Sergeant
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Join Date: Mar 2006
Location: NS, Canada
Posts: 300
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Re: SE5 Demo Bug Reports
That's about all AI is at the moment. The best AI's could probably come up with creative solutions to situations (within set paramaters), for games it's pretty much limited to 'if x happens, do z'
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September 20th, 2006, 06:09 PM
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Colonel
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Join Date: Apr 2002
Location: Near Paris, France
Posts: 1,566
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Re: Slot Layouts
Quote:
Captain Kwok said:
If you made the slots too specific, then it would become increasingly difficult to balance the sets - and then you'd have the problem of user created shipsets with favorable layouts for weapons or extra engines etc.
In the SE:V Balance Mod, slots are put to a little better use with some components like weapons and engines being restricted to outer slots and stuff like that. With the layers of damage, they should be the first to go before internals and so on.
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Hmm, problem is that as it is it's rather pointless and not interesting, the "dump'em all" of SE4 was at least simple and visually clear ...
Now I can design a Frigate with engines all over the place, weapon facing rear, everything spilled over 3 decks, it's rather stoopid...
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September 20th, 2006, 06:56 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
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Re: AI Improvements
There is a ton of room for AI improvements like making better Colony Type decisions, better fleet composition, better ship design, improved analysis of treaties, better decision making for attack locations, and so on. All of this and more is accessible through the AI scripts.
For slots, I agree it would be better if there were a couple more slot types for weapons or engines. We'll see I guess if that ever turns up in the future.
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September 20th, 2006, 07:26 PM
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Sergeant
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Join Date: Oct 2005
Location: Cleveland, USA
Posts: 224
Thanks: 11
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Re: Video Wierdness
Quote:
PDF said:
I'd also like to have bigger ships on the sector view, maybe it's moddable (it was in Starfury where ships were too big to the contrary..).
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It's almost certainly moddable, but you should not have to rely on a mod for something like this! Seeing the ships is a basic part of the gameplay.
If I have to download a mod just to play the game without straining my eyes, then maybe I should pay the modder instead of the game company.
If you scroll in to see the ships you can only see a small part of the system. You have to scroll out in order to decide where to move your ships. This makes no sense.
Well, as I said before, it's Aaron's choice as to what direction he wants his game to move. He has his reasons and that's his right and that's that. Everybody can make his own decision about whether that direction is right for them.
__________________
-- Tony
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September 20th, 2006, 07:37 PM
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Private
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Join Date: Sep 2006
Posts: 48
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Re: Video Wierdness
I had an issue where I couldn't switch back to the system view from the tactical view.
I had to resize the system map, click next colony and then look in a build queue, then i could switch back.
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September 20th, 2006, 08:24 PM
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Sergeant
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Join Date: Mar 2006
Location: NS, Canada
Posts: 300
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Re: Video Wierdness
I would suggest that all player ships/units should have an outline around them, to make them easy to see.
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September 20th, 2006, 08:37 PM
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Sergeant
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Join Date: Jun 2006
Posts: 238
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Re: Video Wierdness
An outline is not enough- the ships need to be bigger. Basically the same reasons Artaud stated 3 posts up.
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