.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #31  
Old January 5th, 2001, 11:28 PM
Puke's Avatar

Puke Puke is offline
Lieutenant General
 
Join Date: Dec 2000
Location: california
Posts: 2,961
Thanks: 0
Thanked 0 Times in 0 Posts
Puke is on a distinguished road
Default Re: Compiled Questions/Bug List/Wish List

quote:
Originally posted by Snap Spelljammer:
Maybe the best idea for the auto-firing on sats etc is a "Small Targeting Computer" component that, when added to the unit, will automatically fire on ships, etc when they get in range.


interesting, but it would more likely have to be a part of a component-modifying-mount. for example, a tracking mount. I dont think you can design one component that will directly modify the behavior of another component or class of components.

__________________
...the green, sticky spawn of the stars
(with apologies to H.P.L.)
Reply With Quote
  #32  
Old January 7th, 2001, 11:15 AM

Trachmyr Trachmyr is offline
Sergeant
 
Join Date: Dec 2000
Location: Miami, FL U.S.A.
Posts: 290
Thanks: 0
Thanked 0 Times in 0 Posts
Trachmyr is on a distinguished road
Default Re: Compiled Questions/Bug List/Wish List

A few additions to the wish list...

"Min Weight" & "Max Weight" fields in componets.txt so we can create items only for certain classes of vehicles.

Add a Requirement field to componets.txt that would make a componet need another componet to be valid

A new "Supplies Drained" field for componets that use supplies at the beggining of every turn (and are damaged if not available)

New cloaking abilites... "Negates Cloak", which limits cloaking in a TYPE to a certain LEVEL... also "Cloak Bonous" which adds a NUMBER OF LEVELS to a cloaking TYPE (this would not be 'stackable')

Make the REQUIREMENTS section in vehiclesize.txt work... including custom Groups

Seperate planetary Shipyard facilities from ship-based Shipyards, and put in an ability that would require repairing/building to be only possible a planet shipyards

Add a population componet that can only store population but allows it to function as if on a planet (prod. bonous, growth, etc.)

An Armor.txt file so that you can group weapons into diffrent damage classes, and allow diffrent armor to defend against diffrent weapon type, well... diffrently
(i.e., "Laminate" armor protects at 200% vs. "Explosive" weapons, thus all damage would be halved until the armor is deystroyed)


Lastly, A BIG WISH... ENERGY
>>> It would work like supplies (and likewise require abilities to USE/DRAIN/STORE and GENERATE Energy.)
It would need to be displayed in the design screen and the general info on a ship... next to supplies.

This would allow some more interesting designs as you would need to consider another required 'ingrediant', and pull people away from the constant power-monger ship designs. It would also be nice if a on/off toggle for shields was included, like cloaks.

A final note: Energy weapons would drain ENERGY only in combat, and be per shot used... While projectile/seekers would drain supplies per shot (a lot for seekers)
Thus running low or out of either would be disasterous in combat as you could no longer use those weapons.

Well that's my 2 cents....


[This message has been edited by Trachmyr (edited 07 January 2001).]
Reply With Quote
  #33  
Old January 7th, 2001, 08:22 PM
TimMcBride's Avatar

TimMcBride TimMcBride is offline
Private
 
Join Date: Nov 2000
Location: Vanishing Point
Posts: 7
Thanks: 0
Thanked 0 Times in 0 Posts
TimMcBride is on a distinguished road
Default Re: Compiled Questions/Bug List/Wish List

quote:
Originally posted by Tenryu:
I would like to add at least one more request to all the others that I think would solve a lot of our 'balance' problems.

Could we (please), be allowed to set the maintenance cost,(in resources), to whatever percent of the base construction cost FOR EVERY INDIVIDUAL ITEM; Vehicles, Units, Facilities, Components, and Component Enhancements?



Does this ability do it? Just change to postive to increase maintence:

Ability 2 Type := Modified Maintenance Cost
Ability 2 Descr := Reduced wear and tear allow for a decrease in maintenance cost of 15%.
Ability 2 Val 1 := -15
Ability 2 Val 2 := 0

I realize it isn't exactly what you want but it would work.



[This message has been edited by TimMcBride (edited 07 January 2001).]
__________________
----------------------
Stand your ground. Don't fire unless fired upon. But if they mean to have a war, let it begin here. --John Parker, April 19,1775
Reply With Quote
  #34  
Old January 7th, 2001, 08:23 PM

Grognard Grognard is offline
Private
 
Join Date: Jan 2001
Posts: 11
Thanks: 0
Thanked 0 Times in 0 Posts
Grognard is on a distinguished road
Default Re: Compiled Questions/Bug List/Wish List

I am very tired of all the bugs found while playing. Any detailed bug list would take six hours to type up. Not gonna do it.

A quick one minute spiel:
While testing the effects of emissive armor, the simulator yielded different results on auto- and manual-combat. Now that qualifies as a great simulator.
Why don't these thousands of enemy aircraft carriers contain aircraft?
Why does the AI move ships in ones and twos, when a fleet would provide better mutual protection?

One minute is up.

The state of the game. Currently SE4 is only a multiplayer game with zero AI opponents.

Hopefully you beta-testers can fix it,
Grognard
Reply With Quote
  #35  
Old January 8th, 2001, 12:24 AM

nmoppa nmoppa is offline
Corporal
 
Join Date: Jan 2001
Location: Amsterdam, NH, Holland
Posts: 95
Thanks: 0
Thanked 0 Times in 0 Posts
nmoppa is on a distinguished road
Default Re: Compiled Questions/Bug List/Wish List

I'm not sure if this is true, but can you actually RETREAT from a system after you find out chances are overwhelming against you to win a battle? I don't mind retreating would cost something, but in WHAT war ever it has not occurred troops had to retreat to avoid total destruction? RETREAT would therefor be a good addition.

------------------
MAYBE THIS IS A GOOD DAY TO DIE <Worf facing another critical fight>
__________________
PERHAPS THIS IS A GOOD DAY TO DIE &lt;Worf facing another critical fight&gt;
Reply With Quote
  #36  
Old January 8th, 2001, 02:12 AM

Tenryu Tenryu is offline
Sergeant
 
Join Date: Dec 2000
Location: Uranus
Posts: 340
Thanks: 0
Thanked 0 Times in 0 Posts
Tenryu is on a distinguished road
Default Re: Compiled Questions/Bug List/Wish List

I would like to add at least one more request to all the others that I think would solve a lot of our 'balance' problems.

Could we (please), be allowed to set the maintenance cost,(in resources), to whatever percent of the base construction cost FOR EVERY INDIVIDUAL ITEM; Vehicles, Units, Facilities, Components, and Component Enhancements?

I think we could really refine a lot of the 'economics' stuff with that addition.
We could design somethings god-aweful expensive to build but cheap to maintain, others cheap to build but a bear to maintain.

For the total maintenance cost of an item, the program would sum the cost of all its parts.

I don't like to complain, the game is really pretty damn good as it is, but the current maintenance cost function, everything costs X % or Nothing, is really limiting some things I would like to customize.

The 'Economy' in the game is sorta based on the Resource gathering rate, One time resource costs (build costs), and Ongoing resource costs(maintenance costs). We have pretty good control over the first two factors, and very little over the Last. I'm asking for more control there.
I'll shutup now.

[This message has been edited by Tenryu (edited 07 January 2001).]

[This message has been edited by Tenryu (edited 07 January 2001).]
Reply With Quote
  #37  
Old January 8th, 2001, 02:14 AM

Tenryu Tenryu is offline
Sergeant
 
Join Date: Dec 2000
Location: Uranus
Posts: 340
Thanks: 0
Thanked 0 Times in 0 Posts
Tenryu is on a distinguished road
Default Re: Compiled Questions/Bug List/Wish List

Thanks Tim,
But I tryed exactly that with the Rock Colony component. I set the maintenance bonus to -50 %, called it a Cheap Rock Colony, then made another component the same except it was +50 % cost, I called it Expensive.

Then I went into the game and tested by building one of each of three colony ships with identical components except one had a normal Rock Colony, one the Cheap one, and one the Expensive one. Guess what?

The maintenance cost was the same for all.

It seems that command string only works for ship hulls. I tryed it on fighters too. Wanted to see if by giving them a maintenance penalty if I could get the little buggers to have an upkeep cost.

Nope'rs there too. Haven't bothered to check facilities, figure even if it works there we really need it on components. Having a general ability like they do for ships is ok, I guess, but if we could 'stick' a percentage maintenence cost, reduction or penalty, on all components we could solve a lot of our problems and have a lot of fun making cool components.
Thanks for the suggestion though.

quote:
Originally posted by TimMcBride:
Does this ability do it? Just change to postive to increase maintence:

Ability 2 Type := Modified Maintenance Cost
Ability 2 Descr := Reduced wear and tear allow for a decrease in maintenance cost of 15%.
Ability 2 Val 1 := -15
Ability 2 Val 2 := 0

I realize it isn't exactly what you want but it would work.

[This message has been edited by TimMcBride (edited 07 January 2001).]





[This message has been edited by Tenryu (edited 08 January 2001).]
Reply With Quote
  #38  
Old January 8th, 2001, 02:35 AM

evan42 evan42 is offline
Private
 
Join Date: Dec 2000
Location: Milford,CT,US
Posts: 27
Thanks: 0
Thanked 0 Times in 0 Posts
evan42 is on a distinguished road
Default Re: Compiled Questions/Bug List/Wish List

I also have a very small change that I think should be added.
It has nothing to do with the game balance or anything like that.
Currently, when I want to trasfer cargo between ships or planets, there are only 3 types, transfer 1 per click, 5 per click,or all at once.
Please add more steps besides these 3. Right now, it's just too tedious and too many clicks just to complete a very simple task.
It would be nice to have 10, 50, 100, 500, and 1000.
Maybe if I hold down the shift key, for example, the increment will be 10x the ammount selected, and holding down the ctrl key will be 100x the selected amount.
Or simply more buttons on the right.
Reply With Quote
  #39  
Old January 8th, 2001, 08:29 AM

Trachmyr Trachmyr is offline
Sergeant
 
Join Date: Dec 2000
Location: Miami, FL U.S.A.
Posts: 290
Thanks: 0
Thanked 0 Times in 0 Posts
Trachmyr is on a distinguished road
Default Re: Compiled Questions/Bug List/Wish List

quote:
Originally posted by Tenryu:
It seems that command string only works for ship hulls. I tryed it on fighters too. Wanted to see if by giving them a maintenance penalty if I could get the little buggers to have an upkeep cost.



No, actually it does work w/ componets... I have a working ENGINEERING componet I'll be adding to a mod (It reduces maintainace and allows some repair)... However, it is important to note that the modifiers are cummalitive... thus if you put this componet (-35%) on a Base (-50%), maintainence is only 15%!

I'm not sure what you did, but I'd suggest you take a look at your file and make sure there was no problem (off hand, make sure you added 1 to the number of abilities and properly numbered the ability added)

[This message has been edited by Trachmyr (edited 08 January 2001).]
Reply With Quote
  #40  
Old January 8th, 2001, 05:48 PM

Tenryu Tenryu is offline
Sergeant
 
Join Date: Dec 2000
Location: Uranus
Posts: 340
Thanks: 0
Thanked 0 Times in 0 Posts
Tenryu is on a distinguished road
Default Re: Compiled Questions/Bug List/Wish List

Hmmm. I will check it again. I hope it works.Thanks

quote:
Originally posted by Trachmyr:
No, actually it does work w/ componets... I have a working ENGINEERING componet I'll be adding to a mod (It reduces maintainace and allows some repair)... However, it is important to note that the modifiers are cummalitive... thus if you put this componet (-35%) on a Base (-50%), maintainence is only 15%!

I'm not sure what you did, but I'd suggest you take a look at your file and make sure there was no problem (off hand, make sure you added 1 to the number of abilities and properly numbered the ability added)

[This message has been edited by Trachmyr (edited 08 January 2001).]



Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 12:28 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.