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March 7th, 2001, 07:01 AM
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Sergeant
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Join Date: Jan 2001
Location: Syracuse,NY USA
Posts: 320
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Re: New Features You Would Like to See That Would Have to Be Hard Coded
The ability for the AI to determine if it has a decent chance of winning a battle BEFORE it attacks. Like a human does.
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March 7th, 2001, 10:37 AM
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Corporal
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Join Date: Nov 2000
Location: Bergamo Italy
Posts: 75
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Re: New Features You Would Like to See That Would Have to Be Hard Coded
1) Tactical ground combat.
2) Tactical space combat without boundaires.
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March 7th, 2001, 12:00 PM
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Corporal
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Join Date: Sep 2000
Posts: 104
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Re: New Features You Would Like to See That Would Have to Be Hard Coded
Top priority: (again) improve AI:
1. Make it follow through on attacks
2. Eliminate suicidal ship movements (one colonizer or two cruisers beside my plainly visible 10 DN fleet)
3. Improve diplomacy mechanisms, make AI diplomatic behaviour more consistent/flexible/situation dependent
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March 7th, 2001, 05:29 PM
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Private
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Join Date: Feb 2001
Location: Tucson, AZ USA
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Re: New Features You Would Like to See That Would Have to Be Hard Coded
Seperate name files for ships, fighters, and troops.
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March 7th, 2001, 07:12 PM
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Corporal
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Join Date: Nov 2000
Location: Idaho, USA
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Re: New Features You Would Like to See That Would Have to Be Hard Coded
I would like to see:
1. A "Save Setup" option when creating a game, so that which ever map, races, and other options I select can be saved prior to starting the game. This way if all I wanted to do is say change the map, I can do that or select a different race. I know I can start a game and save it, but once started, I can't change any startup options. This would be a great feature for modders just wanting to test out a couple changes at a time with the same base scenario.
2. An ability to create a racial ship type, as we already have for components and facilities.
3. The ability to create an empire wide facility for both generic and race specific. This single facility would impact the entire empire.
4. Map editor (yeah, I know its supposed to happen some time this millennium)
Sabre21
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March 7th, 2001, 07:24 PM
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General
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Join Date: Feb 2001
Location: Pittsburgh, PA, USA
Posts: 3,070
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Re: New Features You Would Like to See That Would Have to Be Hard Coded
Two small tweaks to the interface:
1) make < enter > work as a hot key for the Close button in ALL windows and subwindows, not just the majority of them.
2) a hot key for the Go To button on the Log Screen.
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Cap'n Q
[This message has been edited by capnq (edited 07 March 2001).]
__________________
Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
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March 7th, 2001, 07:34 PM
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Corporal
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Join Date: Feb 2001
Location: Porto Portugal
Posts: 163
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Re: New Features You Would Like to See That Would Have to Be Hard Coded
In the creation of galaxy:
random size and type
New tech:
Stabilize planet core
Restore Star nucleus
Expand Warp (remove problems that damage ships)
Universal colony
In the tactical combat
if you start with fighters outside carriers they are reported, otherwise not ->fix
In the Empire options, add the directives for ministers:
minimum nº troops p/planet (ships don't remove above that number, and the minister try to build up to it)
type of ship priority to build (attack / colony / etc)
mines in all waypoints
satellites in all waypoints
create defense stations
In the Ship designs menu add:
Info about the maintenance of the design
Ship / unit can be build by minister
Maximun number in service of this design (the minister don't build more)
In the ships/units menu add:
Ships of class xxx
upgrade to class yyy
mothball
unmothball
scrap
All Ships AI controled (on/off)
If units, units of class xxx scrap
In the planets menu add:
change all planets type xxx to type yyy
Change the Ship Construction minister :
Generic Ship
Colony Ship
Units
If you have the flag 'Automatically use Individual Ministers for newly built vehicles',
it must include the ships captured or that join you (race surrender / crew insurrection)
If a race surrender to you and have techs that you can't (cristal) you can't research it but
can build the itens that they have discovered (if surrender to you, they give you the blueprints)
Also, the blueprints of units/ships they have designed must be acessible
Add the system's Minister
Manage the creation of system's wide facilities (like urban pacification center)
If exist duplications of SWF in a system, remove redundant.
If a planet in the system is rioting / angry, call / build troops or UPC.
The troops minister must have the capability to send troops to rioting planets
In the construction queue, add a check if you try to build more units than the planet can get.
Also add the line 'up to max cargo avaiable' (like the one 'one turn worth').
The minister responsible to build units must have a check control before trying to build more units in
a planet than is possible.
If i send order to 10 ships to retrofit on a planet and in that turn only can retrofit 3 the others forget the order.
The retrofit rotine, must take in consideration that exist ships with cargo and add the
capability of removing it temporary (if exist avaiable space in the sector)
Add the capability of the Ships that can close warp points to only do it to
warps with possibility to damage ships (else is too dangerous to asign a minister).
If you put a fighter bay in a ship (you can put it in all), it only have use if the ship is
of design type carrier, otherwise the ministers igore it.
If i put a cargo bay in a carrier (to add more fighters), the minister start to load generic
cargo. Is possible to stop this ?
If i build a ship that have minelayer capability / large cargo / shipyard , is possible to
add a flag for that shipyard only build mines ?
If i build a ship that have satlayer capability / large cargo / shipyard , is possible to
add a flag for that shipyard only build satellites ?
Is possible to add 'scrollmouse' support ?
[This message has been edited by Crazy_Dog (edited 07 March 2001).]
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March 7th, 2001, 08:32 PM
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Private
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Join Date: Mar 2001
Location: Finland
Posts: 19
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Re: New Features You Would Like to See That Would Have to Be Hard Coded
Does the Custom group thing work yet. If it doesn't it should be fixed. Or if it works I'd like to know how it works.
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March 7th, 2001, 08:34 PM
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General
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Join Date: Feb 2001
Location: Pittsburgh, PA, USA
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Re: New Features You Would Like to See That Would Have to Be Hard Coded
Another idea:
A setting during setup that lets you select whether the number of objects in a sector is always exactly 15, or a random number up to 15.
In theory this could be modded as a bunch of different SystemTypes, but a setting would be less tedious.
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Cap'n Q
__________________
Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
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March 7th, 2001, 08:51 PM
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Corporal
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Join Date: Feb 2001
Location: Porto Portugal
Posts: 163
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Re: New Features You Would Like to See That Would Have to Be Hard Coded
New warheads for mines (like only affect engines).
The AI start to build defense bases at warppoints.
If a race surrender to you, get all is techs even the ones you right now can't (like crystal) - not capable to research, but obtain the ones already discovered.
The designs from the races that surrender to you placed in a new tree (surrender ships /units) and the capability to build then.
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