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September 28th, 2006, 06:43 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: Design Flaw: Sucker missile ships
Aren't PDCs auto-fire for any valid targets - that's why I suggested removing drones from the target list. But if you're going to use direct fire weapons, then like Phoenix-D said, make sure ships are first priority.
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September 28th, 2006, 07:02 PM
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National Security Advisor
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Join Date: Nov 2000
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Re: Design Flaw: Sucker missile ships
No, PDCs will not fire (on fighters, at least) if the unit is set to Not Engage.
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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September 28th, 2006, 07:25 PM
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National Security Advisor
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Re: Design Flaw: Sucker missile ships
I'm not seeing the "Drone bait" problem with the default strategies. Are you using custom ones?
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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September 28th, 2006, 10:20 PM
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Corporal
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Join Date: Sep 2006
Posts: 164
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Re:
I've been thinking about the Reserved for Intel Defense clicker... and I know about the shift-click that increases it by 10% and the complaints about warnings when there is zero Intel point production.
Anyway, I think it should be made a slider... a two color Slider... One color is the "Reserved For Defense" that the player can set, and the other color would be for unspent Intel points that would automatically get added to Defense.
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September 28th, 2006, 10:26 PM
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Corporal
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Join Date: Feb 2006
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RE: Enhancement requests
UI Interface Enhancement requests
- Add an additional display of news that has each item taking up even less space than they do without the images.
- Add a display of the Supply and Ordanance for planets when viewing them from the default screen. Feel free to decrease the amount of space the Resource fields take up.
- Add small icons so that when you click on a sector and it lists the fleets, planets, ships, satellite groups.... etc... you can see their status..... (Just like SE IV did)
- When transfering population to a ship, include the Millions of people as well as the amount of space they take. (Just like SEIV)
- Supplies and Ordance should be treated exactly like Cargo. Why can't I fill a cargo hold full of supplies and ordance to be delivered around the galaxy? Supplies and Ordance stored in this way, can't be used to resupply ships in fleets. Perhaps add a component that can transfer supplies from cargo to usable.
- Add Mood and Reproduction to the planet default display. Keep it simple. Go off of the lowest mood of the planet, either color code the population figure or add an icon next to it... smilie face, frowns... etc... For reproduction, an up arrow, down arrow or dash next to the population. This is determined by the overall change that would occur given the values of each race..... I'm assuming you can have negative migration? If not, perhaps an overall average of the percentages.
- When in the Fleet Transfer screen, the first ship and first fleet listed should automatically be selected.
- Condense the lists of troops, satellites, etc... just like SEIV did.
- Do not itemize the construction of each Unit that is built. Just like SEIV did
- When turning on Repeat Build, have a multiplication appear next to items in the list that will be built multiple times within a single turn.
- I'm unable to find it, but there is an icon that appears over ships that appear heavily damaged. The icon is a red barrel with a deep red or yellow (can't remember) X in the lower left corner. Anyway, when I place my cursor over it, the tooltip of what it is doesn't display.
- Overall, descrease the width of fields displayed in the various screens. Descreasing them will allow players to display more of them on the screen at once.
- Add a horizontal scroll bar for the various screens, since you are able to list more columsn of data than can fit on the screen.
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September 28th, 2006, 10:31 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: RE: Enhancement requests
Your suggestions are funny. I think I've made screenshots for almost every item you list that I've sent to MM.
Migration only goes from high to low - it's like osmosis.
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September 29th, 2006, 12:18 AM
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Major
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Join Date: Oct 2003
Location: Union, SC
Posts: 1,166
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Re: RE: Enhancement requests
I've noticed that Ordnance is not used during the combat screen, but shows up depleted after a battle.
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Caduceus
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September 29th, 2006, 01:01 PM
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Brigadier General
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Join Date: Apr 2002
Location: Kailua, Hawaii
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Re: RE: Enhancement requests
Ok, girly whining here, but since this the minor annoyances thread...
In the demo, if you are going thru the tutorial, the "T" key toggles the tutorial window on/off. Unfortunately, it's always working so if you want to name a ship something that has a "T" in the name, you get no T, but you do toggle the tutorial window.
This would be a total zero for me and I wouldn't have even mentioned it save for one thing: It appears that SE:V allows user-created scenarios, based on my looking at the tutorial data files. If the "T" key will be used for user-created scenarios, this should be fixed. I see great potential for user-created scenarios. More research needed on how easy they are to create and how many things could be controlled in-game.
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Slick.
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September 29th, 2006, 02:11 PM
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Corporal
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Join Date: Jun 2002
Location: Atlanta, Ga.
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Re: SE5 Demo Bug Reports & Annoyances/Requests
I'll just echo the access violations, seemingly random, but most likely to occur in the ship design screen, and most likely to occur there when holding the shift key and adding multiple components. I have turned off one of the CPU's, doesn't seem to matter. Getting them waaaaay to frequently.
WIN XP SP2
Pentium D CPU 2.8 GHZ
1 G RAM
Radeon X300 128 Meg
Over 200 giggles of HD space free!
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September 29th, 2006, 02:14 PM
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National Security Advisor
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Join Date: Jan 2001
Location: Ohio
Posts: 8,450
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Re: RE: Enhancement requests
Quote:
Slick said:
This would be a total zero for me and I wouldn't have even mentioned it save for one thing: It appears that SE:V allows user-created scenarios, based on my looking at the tutorial data files. If the "T" key will be used for user-created scenarios, this should be fixed. I see great potential for user-created scenarios. More research needed on how easy they are to create and how many things could be controlled in-game.
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I haven't looked at the scenario creating for SE5 yet, but in SE4 also had the T button to toggle the tutorial, and it also had user-creatable scenarios, but the T button was hard coded to only work for the tutorial. It did not function in the user-created scenarios.
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
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