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January 11th, 2001, 03:34 AM
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Private
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Join Date: Dec 2000
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Re: Compiled Questions/Bug List/Wish List
This idea was posted a while ago, and I've lost track if it's in the works with MM.
We really need a way to allocate a percentage of avaiable resources to ministers for production. As it is now, my ministers will spend everything I have to upgrade facilities, leaving nothing for me to manually build (fleets, etc.), or for emergencies.
Aloid
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January 11th, 2001, 06:28 AM
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Second Lieutenant
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Join Date: Oct 2000
Location: Link�ping, �sterg�tland, Sweden
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Re: Compiled Questions/Bug List/Wish List
In the various screens for planetinfo it'd be great if I could sort them by type, ie rock, ice or gas. Not possible at the moment. I also want a function where I can exclude all planets in systems not claimed by and add a level between claimed and not claimed called "interested in" (or something better) so the colonization screen isn't so cluttered with planets on the other side of the galaxy. I want to filter out planets in systems I am not interested or have marked as avoid for my ships. If the AI could somehow do this as well and be told not to send colonyships into systems hevaily defended by enemies (me) it's ecenomy wouldn't be overly burdened with building a bunch of colony ships that will only get killed. The AI would first look in all the systems it consider safe and see if there are any empty planets it can colonize not already having a colonyship on the way. If no build no ship, if yes, build ship.
But that means the AI would first have to be coded to understand safe and unsafe....
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You don't go through the hardships of an ocean voyage to make friends...
You can make friends at home!
-Eric The Viking-
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January 11th, 2001, 07:49 AM
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Private
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Join Date: Dec 2000
Location: Canada
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Re: Compiled Questions/Bug List/Wish List
Wishlist (let me know what u think)
More complex, active populations:
Give each planet population abilities in different areas that can improve as they learn from having facilities on the planet. Populations would gain Science ability from Research Centers, Engineering ability from Space Yards, Worker abilities (Miner, Farmer, Refiner) from the production facilities, etc. Their best abilities would determine their Occupation. A player could, for example, select the best Scientists to populate a new Research Compound.
Same for Crews: Give the Crew Quarters or Bridge component an ability to hold a dozen or so population members, then the player could handpick crews from different Occupations to pilot the ship. The crew members would each chip in their unique abilities as bonuses to combat, ship repair, whatever.
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~Warp!
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January 11th, 2001, 08:17 AM
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Lieutenant General
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Join Date: Dec 2000
Location: california
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Re: Compiled Questions/Bug List/Wish List
quote: Originally posted by warp nine:
Wishlist (let me know what u think)
More complex, active populations
to add on that, how about native populations (a-la VGA Planets). neutrals are all well and good, but what if 1 out of 5 planets had a boatload of natives on it (that never developed tech or facilities of their own untill conqured)? it would make planets far more useable, but say they get production negatives because their just dumb natives, or they have harsh happyness problems. again, it would be cool if the racial percentile bonuses of the majority race went with the planet, rather than those of the owning race. it would give alot more potential to this idea.
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...the green, sticky spawn of the stars
(with apologies to H.P.L.)
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January 11th, 2001, 10:07 AM
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Second Lieutenant
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Join Date: Oct 2000
Location: Link�ping, �sterg�tland, Sweden
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Re: Compiled Questions/Bug List/Wish List
I raised the idea of natives like in VGAP some time ago but nobody swallowed the bait. Not sure how useful or fun they'd be in SE4 at the moment though. If nothing drastic is changed in the way population work in the game they'd just be easy targets to flesh out your workpool and get pop that breathes another atmosphere. Even easier pushovers then neutrals. Doesn't add much imo.
However, it would be fun if how you treat them somehow affects your own populations views on you and how other empires view you based on happines type and demeanor. Do just ignore them, protect them, incorporate them into your empire, exterminate them (Something for you Atrocity? Spacing some natives just gotta appeal to your darker side. ) and so on. If you establish a protectorate and hinder contact with high tech to try and not do to them what Europe did to the American Indians some races would think highly of you while others would despise you for being weak and soft. If you did introduce high tech and thus contaminated their culture responses would differ. If you simply conquered them outright it would differ again. And your own populations reaction would also differ based on your happines type and demeanor. Would be kind of fun but I don't see it happening anytime soon, if at all.
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You don't go through the hardships of an ocean voyage to make friends...
You can make friends at home!
-Eric The Viking-
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January 11th, 2001, 10:20 AM
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Sergeant
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Join Date: Dec 2000
Location: Miami, FL U.S.A.
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Re: Compiled Questions/Bug List/Wish List
That would be really cool Puke...
And allow you to determine from the game setup if the computer will randomly generate "Neutral Primatives"... additionally, instead of "Partnership" treaty, it should be "Join Us"... working much like surrender but on positive terms.
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January 11th, 2001, 05:17 PM
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Sergeant
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Join Date: Dec 2000
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Re: Compiled Questions/Bug List/Wish List
Bug time -
haven't seen this one yet but it's happened to me in 2 games.
early game, captured a neutral race by forcing their surrender. Got their tech - or most of it. I knew for a fact they had ships equiped w/level 2 shields but I only received lvl 1 shield tech. My understanding was you get ALL the tech from the newly surrendered race. Either my assumtion was wrong or it's a bug
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Character is best defined as that which you do when you believe nobody is watching.
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Character is best defined as that which you do when you believe nobody is watching.
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January 11th, 2001, 05:21 PM
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Lieutenant General
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Join Date: Dec 2000
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Re: Compiled Questions/Bug List/Wish List
quote: Originally posted by WhiteHojo:
Bug time -
haven't seen this one yet but it's happened to me in 2 games.
early game, captured a neutral race by forcing their surrender. Got their tech - or most of it. I knew for a fact they had ships equiped w/level 2 shields but I only received lvl 1 shield tech. My understanding was you get ALL the tech from the newly surrendered race. Either my assumtion was wrong or it's a bug
Wrong assumption, you get only 1 level per tech.
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January 11th, 2001, 05:41 PM
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Sergeant
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Join Date: Dec 2000
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Re: Compiled Questions/Bug List/Wish List
Under be carefull what you say, Just found another post that references my problem. Seems another poster says you only get 1 tech level in areas you haven't researched yet from races you get to surrender. If this is true - it sucks.
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Character is best defined as that which you do when you believe nobody is watching.
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Character is best defined as that which you do when you believe nobody is watching.
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January 11th, 2001, 06:03 PM
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Sergeant
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Join Date: Dec 2000
Location: Texas
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Re: Compiled Questions/Bug List/Wish List
Daynar's response brings up a problem I seem to be havin w/these forums. It seems that after I view a thread, then go back to the main forum area, then reenter the same thread at a later time no new Messages will be shown unless I hit refresh. Verry annoying. Am I doin something wrong? Could it be some setting on my browser? (I'm using IE)...
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Character is best defined as that which you do when you believe nobody is watching.
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