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September 20th, 2006, 08:43 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
Oh I don't know, I think a bright/glowing outline would suit me fine. Although maybe a way to adjust the scale of individual elements (ie ships/bases/etc), would be a good idea.
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September 20th, 2006, 10:01 PM
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Captain
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Join Date: Oct 2001
Location: Prince George BC, Canada
Posts: 840
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Re: Diplomacy
Something I already miss from SEIV is being able to see just how many resources each construction queue is using that turn. It's a micro-management function but I like it. With construction spilling over to the next build item, I can understand why it's not there, but it' still a function that I'd like to have.
What if you are building a bunch of facilities that don't use rads or orgs? I'd like to be able to see which queues are consuming what.
__________________
Nick (bearclaw)
You don't know the Power of the Dark Side. I must obey my Master.
Potestatem obscuri lateris nescitis
A+ Se+++ GdY $++ Fr- C+ Csp Sf* AuO M++ MpTFdAM St RTNH Pw++ Fq++ Nd++ Rp++ G++ Mm++ Bb++ L+ Tcp-
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September 20th, 2006, 10:54 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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Balance Issues and other gripes..
The weapons and armor/shields have (of course) changed somewhat in SEV, but that brings up balance issues. this being a demo, my observations may already be out of date for the final release.
I've noticed the incinerator beam(medium range weapon) has a max range of 12, but the wave-motion gun (long range weapon) only has a range of 8 (or 9, I forget at the moment), doesn't seem right to me..
Organic Armor..was this completely nerfed on purpose? It take 6 times the space of normal armor, and provides less protection (440 vs 520 (or so)), and the regeneration on it looks pretty lame (depending on how, exactly, it works) regen is somewhere around 152Kt per minute...combat only lasts for 1 minute (30 rounds of 2 seconds each, if I read the setting.txt right). Anyway, regardless of the regen, this armor is seriously under-powered for it's size.
The Alliegence Subverter at max level(and unmounted) has a 15% chance (or less) to affect an enemy ship, this seems quite under-powered to me, especially as it's really only useful for a limited time (until the AIs start using computers).
The Cloaking Device, looks pretty much obsolete now, stealth armor cloaks to the same level(and consumes no supplies) and is more economical and practical to research.
I'm not sure what to make of the shields, in SEIV phased ended up the strongest, in SEV normal shields are stronger. Makes it rather difficult to defend your ships from PPB's. Also a question here..does mixing shield types still result in un-phased shields, or does the phased-shielding only kick in when a PPB is used? (or they are the last remaining shields on a ship).
A bit of a gripe that I suppose could fixed easily in a mod: Shouldn't Organic and Crystal hulls have some special abilities, aside from having their min/org/rad costs slightly altered?
Can't think of anything else at the moment.
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September 20th, 2006, 10:56 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
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Re: Balance Issues and other gripes..
Organic, Crystalline, and Emissive armor are not working atm.
What you're looking for is the SE:V Balance Mod. You'll just have to wait another 4 weeks to try it.
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September 20th, 2006, 11:07 PM
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Corporal
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Join Date: Aug 2001
Posts: 103
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Re: SE5 Demo Bug Reports
Quote:
StarShadow said:
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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What's the point of the new diplomacy options if the AI has no idea what it's asking for, and suggests treaties that are all over the map, and treaties which may greatly harm them? The ideal solution is, of course, "fix the AI", but we all know the chances of that. My solution would at least stop the AI from completely screwing itself over or proposing treaties that make no sense and rejecting ones that make perfect sense.
I say leave the complex mode for the multiplayer arena where it will do more good than harm.
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September 20th, 2006, 11:11 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
I would say, take the middle road. Make diplomatic 'packages' for the AI to use, but don't restrict the player to using only those packages. Of course making the AI more savvy in diplomacy would be good too.
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September 20th, 2006, 11:22 PM
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Corporal
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Join Date: Aug 2001
Posts: 103
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Re: SE5 Demo Bug Reports
You almost have to restrict the incoming treaties the AI will accept if you don't improve the AI. Otherwise, it would be trivially easy to get them to agree to treaties that are extremely harmful for them. I agree that your system would be a great improvment to the current alphabet soup, but it does leave open serious potential for exploitation.
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September 20th, 2006, 11:27 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
Not really, just add conditions to AI acceptance. For example, make the AI not accept a treaty that disallows them to do research, UNLESS, the treaty also says the player will share their research with the AI. With the possibility of the AI accepting a no research treaty if the player is much, much stronger than them(intimidation factor).
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September 20th, 2006, 11:34 PM
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Sergeant
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Join Date: Jun 2006
Posts: 238
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Re: SE5 Demo Bug Reports
When a ship is under survey orders and gets within 1 hex of a star it stops surveying until the ship is manually moved furthe away and a new survey order is issued.
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September 20th, 2006, 11:39 PM
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First Lieutenant
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Join Date: Jan 2001
Location: Toledo, OH
Posts: 641
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Re: SE5 Demo Bug Reports
Is it possible to add ships to fleets in the Simulator? When I tried, the ships just vanished from the fleet window, rather than be added.
__________________
Assume you have a 1kg squirrel
E=mc^2
E=1kg(3x10^8m/s)^2=9x10^16J
which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
Fear the squirrel.
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