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  #21  
Old June 19th, 2002, 09:44 PM

tesco samoa tesco samoa is offline
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Default Re: Rumours, Suggestions, Features on the Next Update

And you know my other one.

Sortable Reports with includes and excludes... Please.
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Hey GUTB where did you go...???

He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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  #22  
Old June 19th, 2002, 10:12 PM
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Default Re: Rumours, Suggestions, Features on the Next Update

Oh yes, filters on the reports screens (Planets, Ships, Colonies) would be very helpful. Definitely wheel-mouse support. Movable windows within the game would be great as well. I guess that's my main request, to clean up the 'quirks' of the user interface.

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  #23  
Old June 19th, 2002, 10:25 PM

Rogue001 Rogue001 is offline
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Default Re: Rumours, Suggestions, Features on the Next Update

What I would love to see is a way that the universe could be printed out...or being able to print out any information regarding my colonized worlds or worlds that are next on my list to "visit". I use the print screen function but I find it too limited.
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  #24  
Old June 19th, 2002, 11:29 PM
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Default Re: Rumours, Suggestions, Features on the Next Update

Two other things I forgot earlier:

--That point-defense cannons have a chance to incoming missiles (based on PD level, missile level, combat sensor level, and whatever else).
--That all intel projects have a chance to fail, regardless of counterintel, and that this failure chance drops with increased levels of Applied Intel.

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  #25  
Old June 20th, 2002, 12:04 AM

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Default Re: Rumours, Suggestions, Features on the Next Update

"That point-defense cannons have a chance to incoming missiles (based on PD level, missile level, combat sensor level, and whatever else)."

This is already true except for missile level.. except that the PD cannons get such a ridiclous combat bonus that you never really notice.

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  #26  
Old June 20th, 2002, 12:20 AM

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Default Re: Rumours, Suggestions, Features on the Next Update

When SEIV was first released, Aaron had said starting tech levels like SEIII were going to be added. Whatever happend to that?

I am still a huge fan of each player having the ability to select tech levels at the start of the game like SEIII. I would love to see that added to SEIVG.
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  #27  
Old June 20th, 2002, 01:11 AM
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Default Re: Rumours, Suggestions, Features on the Next Update

Someone brought this up in the star trek thread (don't know who) that in the next patch you will be able to limit mounts by max tonnage, max techlevel, weapon families etc. The very thought of this makes me drool. Now I can finally make those low tonnage prototype ships that could be a viable alternative to dreadnoughts.
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  #28  
Old June 20th, 2002, 01:56 AM
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Default Re: Rumours, Suggestions, Features on the Next Update

Quote:
Originally posted by Kimball:
When SEIV was first released, Aaron had said starting tech levels like SEIII were going to be added. Whatever happend to that?

I am still a huge fan of each player having the ability to select tech levels at the start of the game like SEIII. I would love to see that added to SEIVG.
Well, you can set the game to start with 100,000 resources, then everybody gets to pick a few techs to research... of course, you can't pick, say, Chemistry and Armor, because SE4 won't let you research a tech and its prerequisite on the same turn <grumble grumble>
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  #29  
Old June 20th, 2002, 02:34 AM

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Default Re: Rumours, Suggestions, Features on the Next Update

Quote:
Originally posted by Quikngruvn:

--That all intel projects have a chance to fail, regardless of counterintel, and that this failure chance drops with increased levels of Applied Intel.

Quikngruvn
i think the idea is you get 1 point for every level of counterintel + 30% counterintel bonus
example: you have stored 14k ci l1 + 34k ci l3 - your enemy must hit you with (14*1+34*3)*1.3=more than 150.8 intel to break your defences
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  #30  
Old June 20th, 2002, 02:44 AM
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Default Re: Rumours, Suggestions, Features on the Next Update

I would like to see Point defense fire only in a players defensive phase. I think that would help make Missiles and fighters A factor during the end game as well.
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