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August 24th, 2001, 10:06 AM
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Brigadier General
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Re: Most bang-for-the-buck hard code changes
Yes, you are right CW. Forgive me, it was 2 am in the morning when I typed this. Also I was playing P&N lately, so I guess scrapping ships for resources became a routine .
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August 24th, 2001, 08:43 PM
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Corporal
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Re: Most bang-for-the-buck hard code changes
What I would like to see (in addition to several of the ideas below).
When playing a saved Empire. Ships not showing up from the previous game in the ship design screen until they can be built. Or some way to toggle Don't show ships you can't build. It is the # one reason I start a new Empire each game rather than play an old one with all the ships designed already.
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I apologize. I'm ... sorry. I'm sorry we had to defend ourselves
against an unwarranted attack. I'm sorry that your crew was stupid
enough to fire on a station full of a quarter of a million civilians,
including your own people. And I'm sorry that I waited as long as I
did before I blew them straight to hell. ... As with everything else,
it's the thought that counts. -- Captain John Sheridan, Babylon 5
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August 24th, 2001, 08:52 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
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Re: Most bang-for-the-buck hard code changes
quote: When playing a saved Empire. Ships not showing up from the previous game in the ship design screen until they can be built. Or some way to toggle Don't show ships you can't build. It is the # one reason I start a new Empire each game rather than play an old one with all the ships designed already.
Save/Load ship designs seperately from races! Just like SE III!
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August 24th, 2001, 09:33 PM
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Corporal
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Re: Most bang-for-the-buck hard code changes
I agree with you there SJ. SE3 did have a better method. You could just load a ship file and only the ships you have the tech for are loaded.
__________________
I apologize. I'm ... sorry. I'm sorry we had to defend ourselves
against an unwarranted attack. I'm sorry that your crew was stupid
enough to fire on a station full of a quarter of a million civilians,
including your own people. And I'm sorry that I waited as long as I
did before I blew them straight to hell. ... As with everything else,
it's the thought that counts. -- Captain John Sheridan, Babylon 5
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August 25th, 2001, 10:30 AM
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Second Lieutenant
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Re: Most bang-for-the-buck hard code changes
I would like to see a new tick box in the strategies screen: "fire until all engines destroyed". Mightily useful for my scouts armed only with ionic dispersers and wormhole beams.
Also fix the boarding parties! They don't work in strategic combat.
[This message has been edited by CW (edited 25 August 2001).]
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A propeller is just a big fan in front of the plane designed to keep the pilot cool. Want prove? Stop the prop and watch the pilot break out in a heavy sweat!
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August 25th, 2001, 05:16 PM
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General
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Re: Most bang-for-the-buck hard code changes
hey guys and girls were losing the trival small and med style of this thread. and yes I did go small med large.
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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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August 25th, 2001, 05:35 PM
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Private
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Re: Most bang-for-the-buck hard code changes
Rollo, Thanks for the edited QuadrantTypes.txt file, I must admit I hadn't thought of that.
However the point still stands that you can't have the Black Hole systems without crippling the AI somewhat especially if it starts next to one.
I did like the strategic aspects of having an early effective (mostly) defense against enemies until later in the game as well as the potential of hampering your expansion to other systems.
Ciao
Lee
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August 25th, 2001, 08:30 PM
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General
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Re: Most bang-for-the-buck hard code changes
quote: 1. The ability to set starting points when setting up the game.
I assume you mean setting them before randomly generating the map? Because you can already do this in the Map Editor.
Which gives me another idea: add a toggle for whether a random map has ruins, rather than only allowing them on "blind" maps as it does now.
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Cap'n Q
The most merciful thing in the world, I think, is the inability of the
human mind to correlate all of its contents. We live on a placid
island of ignorance in the midst of black seas of infinity, and it was
not meant that we should go far. -- HP Lovecraft, "The Call of Cthulhu"
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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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August 25th, 2001, 10:25 PM
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Brigadier General
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Re: Most bang-for-the-buck hard code changes
quote: Rollo, Thanks for the edited QuadrantTypes.txt file, I must admit I hadn't thought of that.
However the point still stands that you can't have the Black Hole systems without crippling the AI somewhat especially if it starts next to one.
I did like the strategic aspects of having an early effective (mostly) defense against enemies until later in the game as well as the potential of hampering your expansion to other systems.
De nada. And I agree with you. I like black holes as well, it's just too bad the ministers don't handle them well.
Back to the topic: I have noticed that most suggestions (including my own) are either bug fixes, things that don't require hard code changes or stuff involving the AI (which is very important, but only effects the regular player indirectly). While they are good and valid they don't really apply to the "most bang for the buck" topic.
So I have giving it some more thought this time and tried to find something that really would make game more interesting while only requiring little hard code changes (remember: most bang for the buck). To get my point across, please allow me to be a little long winded and sorry for this in advance.
I assume that the most commonly played game is a solo game against the AI, either using standard SE4 or one of the various mods and maybe a few new races. Depending on the bonus the AI gets and the skill of the player things only get really interesting when the solo player becomes MEE (Mega Evil Empire: a game condition were one player (usually the human) is far ahead in the game, resulting in all computer players declaring war against him). Btw, if you don't agree with me on this, you can stop reading now, because my suggestion will be pointless to you . Anyway, I like the concept of MEE and the fact that the condition that will trigger MEE can be modded makes it even better. However, and that brings me to my actual point, the condition is known to the player and predictable. Sure, newbies will be surprised the first time they become MEE (I was), but any player with some experience or one that reads the forum knows about it and knows the condition that will trigger it. So me suggestion is: Randomize the condition that triggers MEE. It could still be moddable like putting benchmarks. ----> default suggestion (MEE min :=300, MEE max:=700, MEE score percent min :=130, MEE score percent max :=190).
So the effect would be that the player doesn't know when he will turn MEE, it could be as early as 300k score or anytime later. IMHO this would add a lot of excitement and unpredictability to the game. Knowing the exact time one will turn MEE can be exploited. Not knowing might cause some of the more prudent players to worry about defenses earlier and some of bolder expand aggressively longer. Anyway, a certain level of unpredictability would make it a lot more interesting.
Just my 0.02. Any takers? I hope so, otherwise I would have typed all this for naught .
Rollo
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August 26th, 2001, 12:08 AM
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Captain
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Re: Most bang-for-the-buck hard code changes
Rollo - I like your random MEE setting idea.
[This message has been edited by Tampa_Gamer (edited 25 August 2001).]
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