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  #11  
Old February 5th, 2001, 09:44 PM

Barnacle Bill Barnacle Bill is offline
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Default Re: Enemy movement (turn-based)

I agree you should have some info as to where the other side went. "Igo-ugo" is an abstraction but in "real life" you would know where they were when they dropped off your radar. That was the gist of my comment - that if you saw them enter a storm & didn't see them come out, you would know they're in there (asuming they didn't cloak & come then out or something like that). So, the only way you could "hide in a storm" to the extent nobody knows you are in there is if you went in when nobody was there to see.

I totally agree on the "allies" thing. This is probbly my #1 pet pieve about SE4 as it exists today (and about SE3 before it). "Allies" should not be able to claim or colonize in a system you already claim, unless it was already "contested" at the time the treaty was signed. You should be allowed to fight in that sort of contested system, regardless of what treaty applies elsewhere.
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  #12  
Old February 7th, 2001, 01:30 AM
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ColdSteel ColdSteel is offline
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Default Re: Enemy movement (turn-based)

You can demand that your allies declare war against the enemy. Often they will. They also often appear to be able to ignore you totally if they so wish. In my own experience, they will declare war but do very little actual fighting. Just as I would in their place.

[This message has been edited by ColdSteel (edited 07 February 2001).]
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  #13  
Old February 7th, 2001, 02:30 AM

Nitram Draw Nitram Draw is offline
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Default Re: Enemy movement (turn-based)

Speaking of allies, will they fight on your side in a battle?
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  #14  
Old February 8th, 2001, 07:19 PM

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Default Re: Enemy movement (turn-based)

quote:
Originally posted by ColdSteel:
....

In fact, I think adding a new cloaked "sensor base" that you could build on warp points that would give you the above log message would be pretty cool and add something to the game....



I currently use cloaked sat's for this function, but I do agree with everyone on the idea of logging enemy movements between turs - at least when its a "now you see 'em, now you don't" kinda' thing. I like the method of "Phrong fleet exited System Xy at Warp Point 6,6" or something like that - maybe using the "Go To" button or something...

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  #15  
Old February 8th, 2001, 08:06 PM

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Default Re: Enemy movement (turn-based)

I am a newcomer to the SE series and have played only the SEIV demo for several hours (BTW I did purchase the game since I absolutely LOVED the demo but I haven't played the full Version yet). One of the first things that I noticed with the SEIV demo was the inability to view enemy movement during the enemy's turn. At first I thought that this was a bug or that there must be an option somewhere to turn it on, but after reading this thread apparently not! My history with turn-based games is Heroes of Might and Magic 3(HOMM3), and more recently Sid Meier's Alpha Centauri(SMAC). Both of these turn-based games allow you to see enemy movement. Reading this thread and thinking about the pros/cons of displaying enemy movement I think a good solution would be to display enemy movement that is within a certain range of your ships/planets/etc. That way even single square storms would still be useful if an enemy ship entered them out of range of your units. I really like the way that in SMAC you can still see all of the areas of the map that you have uncovered but cannot see past the sensor range of your units and bases (i.e. you can see the terrain but it is displayed dimmed). So if this were implemented in SEIV, once you enter a system the whole system would be revealed except that you would not be able to view enemy ship movement beyond the "sensor" range of your ships/planets/etc. Taking a quick look at the SEIV HTML help on sight I notice that there are 5 types of sensors used in SEIV. Forgive my "newbieness" but why not just display the movement of enemy ships when they are within range of your sensors?

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  #16  
Old February 9th, 2001, 12:39 AM
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ColdSteel ColdSteel is offline
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Default Re: Enemy movement (turn-based)

Good questions, Nethog. I think this would be a very good solution to the problems we've discussed here. Especially since sensor range is pretty limited. Even more so early in the game.

With this idea, if you put a sensor satellite on a warp point you could watch enemy movements in and out of a system but not much else. You could still hide in storms that are out of sensor range. It adds more strategy to the game too.

I really like it.
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  #17  
Old February 10th, 2001, 02:29 AM
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Default Re: Enemy movement (turn-based)

Anybody else got a take on Nethogs suggestion?
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