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  #11  
Old August 21st, 2002, 11:56 PM
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Default Re: Things we\'d like to see in the next patch

1.)UI change of build queues to mirror/mimick the UI of Research Projects and Intel Projects; this would include
... one, tracking roll-over from one "build project" to another;
... two, allowing a "distribute evenly" WRT that queue's Rate limits, permitting simultaneous build of multiple items;
... three, would unify the mechancis and feel of the three "queue" type UI points.

2.) As stated earlier in ths thread, the ability to affect Rate Of Fire in weapons.

3.) NEGATIVE shield regeneration -- so we could, for example, make shield components which produce HUGE shields for their size (11 shield hp per kT of component, say), but, which will eventually burn out themselves and the entire rest of thats hip's shield network, in a few turns. EXAMPLE: a 100kT "Hyper Shield Generator" which produces 10,000 shield points, and "self-depletes" at 2500 points per round. Without weapons fire, and without supplemental sources of shield regeneration ... in four turns, *pffft* no shields. With ~3000 points of weapons fire, the shield s will fail partway through the seocnd round's portion of incoming fire.

4.) Ship and Base components that produce Research and Intel points, given directly to the Empire-wide stockpile -- or at least, the option to MOD for them.

5.) Base components that allow bases to act, in a limited way, like Resupply Bases -- say, a certain # of ships, and/or a certain limit of supplies produced each turn (for handling fleets). Since we apparently cannot pop ships into a fleet with the Base any more v1.78 and later ...

6.) The ability to mod-create components, or mounts, which expand SYS' build rates, and counterpart facilities for planets. IOW, if I want to double or treble the physical size of my spaceyard, I should be able to do so, and see -some- return on the investment. Doesn't have to produce another Queue for the ship or planet ... just more CAPACITY for the sole queue of the spaceyard-capable ship or planet.

7.) The ability to create components that give build capacity to a Ship, but do NOT include full spaceyard capacity. JUST UNITS. Thus oen might be able to build a large ship that builds sattelites, and ONLY sattelites, and then directly deploys them. Or mines. Or Weapon Platforms, and delivers them. And so on, while NOT orbiting a planet and UNABLE to build *ships* (making the component cheaper, and probably SMALLER).
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  #12  
Old August 22nd, 2002, 12:04 AM
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Default Re: Things we\'d like to see in the next patch

Quote:
Originally posted by overminder:
About the racial hate. You are talking about just in Mods right? It's kinda hard to have a hate against someone you never seen before as the stander game seems to show. Just my two cents of course.
In the default game, the description for the Eee say that they hate the Drushoka. The reason given is because the Eee are an energy race and the Drushoka use energy draining weapons and the Eee are frightened by them.

Problems:
1). Like you said everyone is just starting to explore space and shouldn't have met as yet

2). The Drushoka don't use energy draining weapons, their weapon choice seems to be going as fast as they can for High Energy Weapons. There aren't even energy draining weapons in the game. Well, shield depleters, but they don't kill the Eee.

3). IMHO, people(dinosaurs,crystal shards,organic energy blobs) ought to be able to get along if circumstances warrant. If they're losing the war, met a worse opponent.

4). The AI often gets mad and declares war anyway. The goal I guess is to prevent the Eee and Drushoka from ever having better then nonintercourse treaty or something

Seems to me the fastest way to fix this "bug" would be to remove text from the description.

Once in a while, someone reads the self destruct description "Overloads engines to destroy ship and boarding ship". Then, dutifully destroys the engines, trys to board, and gets blown up. And wnat's to know what they did wrong.

Another text block fix the game needs.
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  #13  
Old August 22nd, 2002, 12:08 AM

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Default Re: Things we\'d like to see in the next patch

enforced racial requirements and restrictions in RacialTraits.txt
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  #14  
Old August 22nd, 2002, 12:22 AM
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Default Re: Things we\'d like to see in the next patch

Quote:
Originally posted by Lemmy:
enforced racial requirements and restrictions in RacialTraits.txt
yeah.
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  #15  
Old August 22nd, 2002, 12:23 AM
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Default Re: Things we\'d like to see in the next patch

My two cents:

1) an AI that recognizes more types of colonies (it only recongnizes the default ones)so we can edit the AI files so the AI use better the planets that it colonizes... (could be optional).

2) re-activate the Restricions field in the facilities .txt files, so we can set facilities dependent of population, that some "bigger" facilities (like Space Yards) can only be constructed in higly populated planets... (could be optional also).

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  #16  
Old August 22nd, 2002, 12:24 AM
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Default Re: Things we\'d like to see in the next patch

whhel mouse support (just to shut everyone else up=-)

Alter route finding to auto-divert ships and fleets to resupply depot if they can do so at no extra movement cost.
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  #17  
Old August 22nd, 2002, 12:38 AM

Baron Munchausen Baron Munchausen is offline
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Default Re: Things we\'d like to see in the next patch

I think there's a difference between most wanted and most needed additions to the game.

Most wanted is probably new features and abilities. The 'exploding' component that does additional damage when destroyed is a good example. Discussed but never implemented. Also, planetary cloaks, planetary engines, warp gates, research/intel generation from components (for nomads), restore the ability to colonize asteroids (like SE III), restore the chlorine atmosphere type, more political functions like a 'capital' facility and some real need for it to control your empire... the list is endless. MM will have no trouble at all coming up with ambitious ideas for SE V!

Most needed is a bit different, although many of the most needed features are also wanted. We really, really need those 'arbitary' ability tags for components so people can stop using facility or stellar abilities just to foolthe AI into doing what they want in ship design. We also really need an ability for the AI to make 'either-or' choices in ship design (either a Quantum Reactor OR a Solar Panel, but NOT BOTH!) in misc. abilities. Currently the only 'hierarchical' choices the AI can make are for weapons. We need more options for the AI to use in choosing how to colonize planets and how to construct it's colonies once it has founded them. And it needs to 'rethink' it's colony types once in a while and be able to CHANGE the type of a colony if it would be really helpful to do so. Some sort of controls to influence the policy of the Intelligence Minister would go a long way towards making AI intel usage actually make sense. And some way to specify how many ships of what type go into a fleet, especially if it understood more than just 'attack' and 'defense' fleets, would help make the AI more effective strategically. In short, the AI needs LOTS more options to make it more sophisticated. The AI is the weakest part of the game at present.

[ August 21, 2002, 23:40: Message edited by: Baron Munchausen ]
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  #18  
Old August 22nd, 2002, 01:13 AM
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Default Re: Things we\'d like to see in the next patch

"1.)UI change of build queues to mirror/mimick the UI of Research Projects and Intel Projects; this would include
... two, allowing a "distribute evenly" WRT that queue's Rate limits, permitting simultaneous build of multiple items"

This idea I like. Also to go along with this idea is to make the Space Yard facility sort of like Repair Bays. What I mean by this is Repair Bays have a set amount of how many components it can repair per turn. Maximum of 8 if I'm not mistaken. It'd be nice if the Space Yard facilities were like this. So for instance: Space Yard I would have a maximum of one ship being worked on per turn. Space Yard II would be three, Space Yard III would be five. Temperal Space Yards would have something along the lines of: I = 2 ships, II = 5 ships, and III would be able to work on 8 ships per turn.
Then as was in the other idea be able to devide points evenly or all in one ship. This is just what I'd like to see.

"Restore the ability to colonize asteroids (like SE III)"

I like this idea as well. I didn't play SEIII, but this was the case in SEII. But if it was added again make it so you can't build facilities to the asteroid fields. But only be able to put like a few robot miners there. It could be made so it could be a facility but only asteroids could be able to build them and that's the ONLY facilities it could build. Don't know how hard this would be to add but would be interesting to see.
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  #19  
Old August 22nd, 2002, 01:45 AM
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Default Re: Things we\'d like to see in the next patch

If we go back to the poll I did a fairly long time ago (and then after doing all that work never forwarded it to MM ), a good 13% of votes (of 205 total) were for less predictability as to where the satelites are when combat happens (opinions ranged from randomly place at one of the corners around the planet to actual orbital movement).

And 9% voted for mouse wheel support.

I think these should be included in the next patch.

It was nice to see that many of the community's wants were included in 1.78. The number of possibilities with the mounts is quite impressive (yah MM!)

[ August 22, 2002, 00:46: Message edited by: jimbob ]
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  #20  
Old August 22nd, 2002, 01:45 AM
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Default Re: Things we\'d like to see in the next patch

i dunno. i dont think that i would go about italicizing want and need like they are some kind of absolute truth. i think your needs are about as important as many of other peoples wants, in the grand scheme of things.

to me, they are infinetly less important: i dont play against the AI.

the only thing the game "needs" are bug fixes. and i have not noticed any since the Last few patches. actually scratch that, i never checked if the UI bug i noticed with gold regarding drone cargo moving was fixed. and i may or may not have found a bug with ships tracking targets that cloak after they are ordered to intercept them. DocShane wont tell me.
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