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  #271  
Old March 17th, 2003, 05:23 PM

BadAxe BadAxe is offline
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Definitely a scenario creator/editor would be nice.

And the option to upgrade a single facility to the next level only, not all facilities to the max level. (Think Proportions, I really can't develop one minor city to a city? I have to upgrade all five minor cities to major cities, invest all those resources for no return?)
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  #272  
Old March 18th, 2003, 03:12 AM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Quote:
Originally posted by dumbluck:
Cloaking that is percentage based instead of level based. That way, you never really know if your ship slipped past his sensor grid until his fleet pounces on it...
Quote:
Originally posted by Rigellian:
Done this sort of thing before in modifications to games. I have found the critical thing is this - you must generate 'false contacts' somehow. Another factor to include is a range dependency, so you can 'close in and confirm' that hazy little blip on the screen.. 8-)
Good thinking, I think I like the range idea a lot. Of course you could make the effectiveness per range modable as well !! So maybe Psychic Sensors would have a 50% chance of detecting at range 1, but only 25% at rng 2, and 12.5 at rng 3; while Gravimetric Sensors could have 30, 25, 20, 15, 10% at ranges 1,2,3,4, and 5 respectively.

Quote:
The effectiveness and/or cost of cloaking can be tied to ship size as well, so it's easy to sneak that escort past his fleet but those 30 baseships are a different matter. Similarly for fleets of ships, they should get progressively harder to hide.
Hmm, yes, you can mod the % chance to hit in combat, I suppose it wouldn't be that much harder to introduce a % chance detect line to the code.

Good Ideas! I hope Aaron reads this thread
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  #273  
Old March 18th, 2003, 03:56 AM

Malfunction Malfunction is offline
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Definitely ships larger than 1 square. I want baseships that look like the Deathstar compared to fighters.
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  #274  
Old March 18th, 2003, 06:38 AM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

As much as Moo 3 is lacking, I do like the diplomatic model. Imagine if you entered a partnership and this caused you to enter into a parliment situation. If you broke these trieties, you could be cast out. perhaps to join another? If implemented correctly this could add a great demension! One group has a hatred of mines, another outlaws fighters, perhaps onother group will not allow BB and up.
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  #275  
Old March 18th, 2003, 07:42 PM

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Default Re: SE5, Tell Aaron what\'s on your Wish List

Thanks Imperator Fyron for the reply. I am finding that many of my questions are there as I haven't fully learned the user interface (I just got the gold Version Last Thursday). Thanks for pointing out the button in the options menu, I never even saw it. On the fighter question I was wishing for a way that the AI would group them, as right now the AI dribbles them out in Groups and it makes them a lot easier to defeat, as opposed to attacking in a large wave.

More suggested improvements:
For the Combat Simulator
1) Allow the option of any tech to be used, rather than the ones you have researched.
2) Allow the use of any design you have created, rather than the ones that are in place. I am referring to ground placement options (weapon platforms).

I would like to be able to define a planet and it's defense for use in the simulator. I have not been able to figure out a way to do this without building a planets defenses up in the game, then choose that planet to defend in the simulator.

If you can do either of these any hints or suggestions would be appreciated. Thanks.
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  #276  
Old March 18th, 2003, 08:56 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Quote:
2) Allow the use of any design you have created, rather than the ones that are in place. I am referring to ground placement options (weapon platforms).
Add a planet under your control, and then click the Cargo button. You can indeed add cargo to planets (such as Weapons Platforms).
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  #277  
Old March 19th, 2003, 06:57 AM

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Default Re: SE5, Tell Aaron what\'s on your Wish List

Thank you again Imperator Fyron. In appreciation of answering my question you get... another question.
I have started a new game using the TDM mod. Everything was working just fine. Today when I loaded the game I got a different set of graphics for the ship and the empire symbol/color. Next time I loaded the game I got another different set of graphics and colors. Any idea on what I am doing incorrectly? I have loaded the game via the ingame load-game option, as well as using the game launcher (SE4Launcher.exe).
Thanks again.
TheBlip
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  #278  
Old March 19th, 2003, 07:15 AM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

This happens when the game is set up with a shipset being used by an empire that is not in the mod. You most likely selected a shipset that is not in TDM to use. To fix the problem:

1) Navigate to TDM-Modpack\Pictures\Races
2) Create an empty folder that is named the same as the shipset you are using.

This will cause that shipset to be available for use in the TDM mod. Since there are no files in the folder, SE4 will look for the same folder in the default Pictures\Races folder, and will load all the relevant files.

This thread is for SE5 suggestions though, so please create a new thread to ask more questions in the future.
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  #279  
Old March 19th, 2003, 10:43 PM

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Default Re: SE5, Tell Aaron what\'s on your Wish List

Thank you Atraikius that was exactly the problem. I had selected the TDM mod in the launcher and the save game, but I didn't select the TDM mod, load the mod, then load the saved game. Although I must admit I was having fun looking at all the other ship designs.

And again thank you Imperator Fyron, I will endevour to keep my Posts in the correct threads.

Since this is what we want for SE V...
1) It would be really nice to have a scripting language for the AI's so you could write your own "intellegence" for the AI. This way you could determine what the AI would want to do and the order to do it. Yes this is a very complex undertaking (Stars! Supernova was attempting it with their RDL (?) language). I guess you would need two sets, one for the strategic AI, one for the tactical AI. I have done AI programming in the past so I have an interest in this arena. I always have thought it would be fun to program several of the AI races and see how they do against each other. I tend to enjoy this more than just playing the game. However I expect I am about a 0.01% market share so I am not holding my breath
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  #280  
Old March 19th, 2003, 10:59 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Quote:
Originally posted by TheBlip:
Since this is what we want for SE V...
1) It would be really nice to have a scripting language for the AI's so you could write your own "intellegence" for the AI. This way you could determine what the AI would want to do and the order to do it. Yes this is a very complex undertaking (Stars! Supernova was attempting it with their RDL (?) language). I guess you would need two sets, one for the strategic AI, one for the tactical AI. I have done AI programming in the past so I have an interest in this arena. I always have thought it would be fun to program several of the AI races and see how they do against each other. I tend to enjoy this more than just playing the game. However I expect I am about a 0.01% market share so I am not holding my breath
hehehe, you're not alone in the boat!

Your request is my request for SE5 too...
Stars!Supernova was following this idea: they created an script language, that the people could use to improve the AIs behavior.
Currently, I enjoy more modding SE4 AIs than palying the game itself!

But note, that although people like you and me, could be only the 0.01% of the market, already was was good for MM: the modders that improved the AI scripts helped to make the game more challenging, and then, think these people helped in some way to improve the SE4 sales!
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