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  #61  
Old January 11th, 2001, 06:31 PM
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Default Re: Compiled Questions/Bug List/Wish List

WhiteHojo:

a) It's probably your browser Cache. I see this on Netscape 4/Linux as well. Apparently the topic URLs are straight HTML instead of cgi-generated at read time, so the browser wouldn't know that the content may have been updated since Last load.

b) Yes. You only gain one level of tech per possible area in which the surrendered race exceeds you. At least with Patch 1, you could get around this with constant surrender demands with simultaneous PPP (so you receive multiple surrenders, each filling in the tech gaps), but Patch 2 fixed this so the new rebel faction (if it didn't join you directly, which also gives no tech IIRC) will not inherit the commlink, and thus won't hear your surrender request (or instead won't answer?).

You can try to scavenge some of the tech from their ships, assuming you didn't destroy them all before forcing surrender. Otherwise, you'll have to research it yourself or trade/steal from somebody else.

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  #62  
Old January 11th, 2001, 06:58 PM
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Default Re: Compiled Questions/Bug List/Wish List

<Columbo>
Just one more thing:
</Columbo>

A history log bookmark. Specifically, something that can be used to

a) mark a line in the log, visibly flagging it, and
b) jump to that bookmark immediately. Maybe even via a hotkey from the main window.


Why?

For dealing with the multitude of log events. For instance, in my current very relaxed game (as always. Well, even more so. How much? Hrm. For the first 250 turns or so, or something like that, I didn't build a single armed ship... instead built up infrastructure, researched, explored and colonized. 255-system game, AIs on hard, other options default. My first serious warships will be launched with QE3s, QRs, Solar Sail 3's, max-level weaponry, etc; a few decently-equipped cloaked sensor / boarding / repair ships are already stalking space.), I may deal with numerous log Messages demanding attention, ranging from atmosphere conVersions (part of the development plan) to full cargo space to whatever.

This means that I may potentially do a lot of

a) leaf through history file
b) go to appropriate location or menu, thus closing history file
c) fiddle
d) close location/menu
e) return to history file
f) spend time paging through history file to find out where I left off

The Last bit, paging, gets a bit tedious. (OK. So I'm lazy. But this could be faster.)

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  #63  
Old January 11th, 2001, 07:24 PM

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Default Re: Compiled Questions/Bug List/Wish List

quote:
Originally posted by Taqwus:
3. Option for upgrades to be added to the BEGINNING of a queue instead of the end.

6. Option for naming ships upon production (i.e. dialog popup). Merely for flavor, because going back and renaming gets tedious.

9. [MEGA-HACK] Multiple ship yards allowed to pool (perhaps inefficiently) labor on same queue. Used for building expensive items like starbases, stellar manip ships etc. Low priority.



3. Yes, that would be very nice. (Especially for planetary space yards, which increase production ability.)

6. Definitely. In SE3 I'd buy a bunch of ships and then go in and rename the hulls as they were being built. You could do it using alt and control keys and move down the ship list, going to a particular ship's status screen and renaming it.

9. Actually, I sent that idea to MM and they kind of shot it down. Same for building multiple facilities in one turn, if you had the resources. *sigh*


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  #64  
Old January 12th, 2001, 01:36 AM
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Default Re: Compiled Questions/Bug List/Wish List

Taqwus, I agree. Very annoying after awhile.
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  #65  
Old January 12th, 2001, 01:41 AM
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Default Re: Compiled Questions/Bug List/Wish List

The feature I would love to see added to the game is the ability to produce ORBITAL research facilities. The way I invision this would be to have a research comonent that could be placed onto a starbase or battlestation. (the cost of the comonent would be 2000kt) It would add 10% to the systems research efforts.

Additionally, I would love a feature that showed a player what enemy ships are in the area of space they are about to enter. (Kinda like the one used in Rebellion) This would be very helpful in evaluating wheather or not you wanted to engage the enemy, and vis versa.



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  #66  
Old January 12th, 2001, 01:52 AM

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Default Re: Compiled Questions/Bug List/Wish List

quote:
Originally posted by Atrocities:
The feature I would love to see added to the game is the ability to produce ORBITAL research facilities. The way I invision this would be to have a research comonent that could be placed onto a starbase or battlestation. (the cost of the comonent would be 2000kt) It would add 10% to the systems research efforts.

Additionally, I would love a feature that showed a player what enemy ships are in the area of space they are about to enter. (Kinda like the one used in Rebellion) This would be very helpful in evaluating wheather or not you wanted to engage the enemy, and vis versa.




Actually, you can. "System" abilities for Facilities also work in components! It's the PLANET abilities that don't work in components. So, you can't make a "Research Lab" in a base, but you can make a System Computer Complex in a base! Weird, huh? I haven't done this myself, yet. But I'm playing a new game where I've added some system abilities to some components. I'll be able to test them when I can research the techs.
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  #67  
Old January 12th, 2001, 09:23 PM
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Default Re: Compiled Questions/Bug List/Wish List

Another possible UI tweak...

In the simulator, Change Cargo section, you can only place 100M at a time before you have to close/re-open the Change Cargo menu (apparently the 'warehouse' only has 100M...)... perhaps, for a short cut, there should be a 'Specify Number' option [which should arguably be in all cargo transfer/launch/etc menus] in addition to the transfer x1, transfer x5 et al.

Considering that I was planning to test how difficult an invasion of, say, an 8000M-person Gas Giant might be, to gauge how many troops I should take in an invasion force, this would have been mind-numbingly dull...

(So I tested w/ 500M people, plus a varying number of Large Troops. Interestingly, mines in storage help the defender, although they don't seem to be lost until all the defending troops were. Didn't test w/ other units involved.)

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  #68  
Old January 23rd, 2001, 11:59 PM
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Default Re: Compiled Questions/Bug List/Wish List

Here is the latest and greatest post (already e-mailed to Malfador). A number of items changed and have further explanations based on my Last three weeks of editing and playtesting. . . As always, this list should be taken in the light that we are simply trying to help make the greatest space 4x game out there currently, even better.

SE4 VERSION 1.19
LIST UPDATED 01/23/01

QUESTIONS/POSSIBLE BUGS

(1) [AI Strategy] There are currently two "Strategies" files - one in the \Data subdirectory and one in the \AI subdirectory. There are a number of additional strategies in the \Data file. Perhaps it would be easier to use one? Also, the AI will only use the default, even if you place a "[RaceName]_AI_Strategies.txt" in their particular \Pictures\Race subdirectory.

(2) [AI Design/Strategy] The Strategy "Kamikaze Attack" is not used by the design files, they make a call for the strategy "Ram" which is a movement strategy. However, even when I change the design to use "Kamikaze Attack" or other user-defined strategies, the AI always picks "Optimal Firing Range" - are these files broken?

(3) [AI Planet Types File] There seems to be a default Planet_Types "hard-coded" into the game b/c in certain situations (where the AI is temporarily low in one resource) the AI will completely ignore any specific Planet_Type file in their directory and the Default_Planet_Type and instead designate the next XX number of colonies as the type they are low on resources. Can you confirm this?

(4) [General] Not so much a question, but a suggestion to take 5 minutes (prior to the next patch) per AI main file (i.e. construction_vehicles, construction_facilities, planet_types, design_types, strategies) and write in the comments section any additional comments or changes that you made at that Last minute that would make it easier for the modders to interpret how the file reacts with the actual game - nothing fancy (e.g. explain if there are hard-coded planet_types in certain situations the AI will default to, what the interaction is between the \AI and \Data strategies files, etc.). I think this would also help the community pin-point some of the remaining bugs and "features" for you.


AI RELATED PROBLEMS WITH SOME SUGGESTED FIXES

(1) [AI Intel Projects] The AI needs a file similar to their research file, but for intelligence projects. This file would look to the same AI states and cycle through available AI projects BUT limit the number of simultaneous projects similar to the research file (i.e. 25, 33, 50, 100, etc.). This change would result in (a) certain races using neutral, aggressive or defensive intel projects in line with their demeanor and (b) prevent the current problem of AI races having 12 projects at a time running!!! If nothing else, please limit the number of active intel projects to a lower number (say 4-6).

(2) [AI Planet Types] The current file appears to only allow resource values in excess of 101. Is it possible to allow values of less than 101 (say 75)?

(3) [AI Construction Queues] Even if the AI has ample resources available, it does not fill up its construction queues for either planet facilities or vehicle construction - this results in considerable inefficiency. I often use the "Players" options to verify my modified AI files are functioning and for all empires this is true - most of the time they are completely empty. Perhaps when the AI construct files, it only executes a set number of entries at a time for its empire?

(4) [AI Construction Queues] Once the AI uses an "Atmospheric Converter" to change the atmosphere, it is not scrapping it to make room for additional facilities even though the atmosphere is changed.

(5) [AI Diplomacy] Add a short distinct .wav file that plays when the button is pressed on the log file for a message from a particular race. I think this would be fairly easy to implement, but will go a long way to developing distinct personalities among races. You can put a placebo empty .wav file there for now until you have time to expand the music (the modders will fill in the music in no time for you!).

(6) [AI Diplomacy] Should be a penalty for asking for a treaty every turn. I know the xenophobic races have this built in, but even the Eee should be pissed-off if you ask for a treaty every turn for 20 turns!

(7) [AI Diplomacy] Players can promise to trade xx resources with a race, but actually not have that amount available to transfer when the turn executes. The race currently makes a decision based on the amount promised, not amount the will actually receive.

(8) [AI Diplomacy] Players should be penalized for ignoring any message (even if it is a general message, players should have to send a general message back). This would make diplomacy better.

(9) [AI Diplomacy] If I accept to break a treaty or declare war, have it automatically happen.

(10) [AI Diplomacy] If I promise to support in war, the AI should at least take a look and see if I have had a battle with the target race in xx # turns.

(11) [AI .emp Files Missing] The Last patch did not cure the problem of several .emp files missing for 8-10 of the races - I can provide list if needed.

(12) [AI Fleets] Non-direct combatant mine-sweepers, transports, colonizers, boarding ships, troop transports, etc. do not appear to be joining fleets for protection. Could there be a toggle or flag field in the design file to indicate whether a design type should seek a fleet? - however, I suppose this might confuse the ministers. . .

(13) [AI Fleets/Design] Since the design types for the AI are rather strict, we need one additional - call it "Support Ship" this class would always be assigned to a fleet (perhaps limit # in the fleet) and would contain supplies, solar collectors, repair facilities, quantum reactor, etc. - More in line with what human players do.

(14) [AI Design] The AI appears to make a new design for Attack Ships, Satellites, Defense Ships and Weapon Platforms just about every turn (for some races - I have not isolated why yet). This in turn leads them to run out of design names very quickly (as well as taking up processing time). Also, the AI needs to loop the design files more than 5-6 times because when design names run out, they stop making designs (perhaps change to Mk xx system then you could loop it up to 99 times).

(15) [AI Design] Fighter designs seem to always put two of the primary weapon slot on the design (if they fit after engines) regardless of the values placed in the XX to one slot. This makes it very difficult to modify the designs further by adding secondary weapons in small and medium fighters. Is this a bug or lack of knowledge on my part?

(16) [AI Design] There is no "defense ship" design in the AI even though there are calls for it in the construction ques. I made a design nonetheless (AA and repair), so its not a big deal to me personally.

(17) [AI Design] If the AI places larger mounts in a design and still has enough space for normal mounts, it will not "flip" back to normal mounts to fill the extra space.

(18) [AI Design] Design files are still using the old ability name for "Combat to Hit" modifications. A search and replace needs to be done on all the files to replace them with the new ability names.

(19) [AI Design/Construction] AI should re-evaluate xx number of years whether to (i) retrofit ship to newest design type, (ii) auto-upgrade facilities, (iii) re-evaluate planet type and production after significant amount of time passed to make sure still efficient, and (iv) send population to a colony if there current queue completion date is "never".

(20) [AI Game] The AI does not appear to be cloaking its ships/sats when it has the ability. I suggest that the AI always leaves their ships cloaked until such time as they trigger the "low supplies" flag- at that point they can be turned over to the Supplies Minister for resupply.

(21) [AI Game] Tech Lv 3 starts for all the AI pose the following problems: (i) there is no limit to the amount spent on upgrading facilities, thus most AI players spend their first 50 turns upgrading facilities and quickly run out of resources leaving them very vulnerable (suggest putting a cap on % resources spent per turn on facilities), (ii) regardless of what there individual research file says, this type of start gives them all techs even when there designs don't call for them - this throws off the design files b/c they don't think that race is going to get any weapons other than those they research (suggest letting tech 3 start all the way through a particular race's file to establish what techs they start with).

(22) [AI Pathfinding] When the AI encounters a blacked path (e.g. non-combat ship entering warp pint with enemy sats) it will use all remaining points going back-and-forth between two points next to it.

(23) [AI Retrofit] If designs are the same and the "Retrofit Minister" is ordered to upgrade, the ship is caught in a loop until there actually is a "real" design change. I do not think the AI is using this ship while it is under the control of the "Retrofit Minister"

(24) [AI Strategies] Should be a "Target Priority" for Weapons Platforms - this would solve the problems of (A) ships killing planets prior to landing troops and (B) ships killing weapon platforms and population (i.e. planet priority) while being bLasted by a defense base.

(25) [AI Strategies] I think I fixed the problem with the AI not using "Boarding Ships" properly - if you reverse the current order of the movement strategies to first "Optimal Firing Range" then "Capture Enemy Ships" they will not avoid the ship until their shields are down, but instead seek to knock those shields down.


BUGS

(1) [Game Settings] Finite resource game - planets still producing after countdown to 0k.

(2) [Game] Resupply should occur after (A) entering sector and (B) deducting cost to move into sector.

(3) [Game] Appears to be a memory leak either upon executing turn or during one of the AI race turns.

(4) [Game] If a planet is rioting, resupply and spaceport facilities (system modifications) still function - should this be? If so, could you provide an option in the set-up to have these non-functional during a riot?

(5) [Game] If my fleet encounters enemy mines in the same sector that I have mines. I get a message that my minefield triggered.

(6) [Game] If a ship is destroyed in a blackhole during a turn, the graphics in the upper left-hand of the screen are corrupted (I have a 19inch monitor with resolution at 1078).

(7) [Game] Stellar components for storm/nebula/planet creation not using supplies when using components unless in tactical combat.

(8) [Game] The game is not tracking "tonnage destroyed" statistics when a Seeker weapon is used for the "kill".

(9) [Game] Mines, Sats and Fighters (perhaps all units) destroyed while "Cargo" on a planet or ship are listed as still "in service." This creates a problem for the AI and its construction queue b/c it thinks they already have xx amount in service when they really don't.

(10) [Tactical Combat] I can see enemy mines during combat even if I do not have the proper sensors.

(11) [Tactical Combat] If a ship uses a "Boarding Attack" during a turn, all of the components are used in the attack and destroyed this is fine assuming the multiple components gives them additional % success - is this the case? Please clarify in the description. Thanks.


WISHLIST

(1) [Game Setting] Ability to "purchase" via points certain techs for starting. This would simplify creating races with say Intel or Stealthiness to start (like the Darloks) instead of creating "modified components" around it. B/T/W - I did make a "Stealthy" racial trait with earlier cloaking technology if you want to include it.

(2) [Game Setting] In the "Settings.txt" file - add a line item for how many organics per population/per turn to deduct from storage or production. This would end a long debate and allow players to actually think about building organic extraction facilities again.

(3) [Game Setting] In the "Settings.txt" file - add a separate user-defined maintenance % for each of the following (similar to what we now have for ships): fighters, troops, sats, weapons and facilities. By letting everyone tweak their own maintenance % - it would end the long debate on this subject.

(4) [Game Setting] Option to limit effect of weapons fire to maximum of one weapon/one kill.

(5) [Game Setting] Max. amount of mines and sats per warp point/per race or maybe two restrictions - one for human players, another for AI players.

(6) [Game Sounds] Separate volume controls for music and sounds (many players like their sounds high, but music low in background)

(7) [Abilities] Need abilities added similar to "Combat Modifier - System", but limited to Sector or Fleet (this would allow a lot more facilities/components variety - say command ships)

(8) [Abilities] Please let Weapon Platforms have the same range modifications as Bases (this will help the AI and negate some of the "missile dancing" by human players.

(9) [Abilities] Please put a subroutine in so components can use the point generation abilities (i.e. research and intelligence).

(10) [Abilities] Repulsor beams should react automatically similar to PD weapons (to push away boarding ships, fighters, seekers, etc.) this would make it a more viable weapon.

(11) [Game] Provide a way to toggle a planet so that it would not show-up in the "Planet" list of production queues (this would be helpful for small planets which get maxed-out early and really are not touched for the rest of the game except for auto-upgrades)

(12) [Tactical Combat] Combat results should list out units deployed/destroyed in combat.

(13) [Tactical Combat] Add a .wav file for when (A) a shield takes a hit and (B) a ship moves in tactical combat. You can put placebo empty .wav files there for now until you have time to expand the sounds (the modders will fill in the sounds in no time for you!)

(14) [Tactical Combat] Chance to discover tech when taking a planet over by troops (or alternatively, by scrapping unknown facilities on such planet)

(15) [Tactical Combat] I have been working on a solution to what I think is a major hurdle for sats and WPs - their inability to fire first when ships come into weapons range. To solve this I added the "Point - Defense" ability to a DUC II while leaving the "Target Type" the same to expirement. Theoretically, the automatic response turrets (as I call them) should fire when ships move into weapons range. They do for fighters (as they are supposed to), they cannot fire at seekers (as they are supposed to) and if unfired in a turn, they can still be manually fired (as they are supposed to) but unfortunately they do not automatically fire at ships. My theory is that the ships movement subroutine does not have the same "check" for response fire that seeker and fighter movement has. Would it be possible to add a line of code to the ship movement subroutine similar to the one already there for seeker and fighter movement (if my theory is correct). This would then provide the capability of making sats/wps (or ships) that automatically fire when a ship or fighter moves into weapons range (similar to MOO2).

(16) [Intel Ops] Ability to target intel ops on specific Groups of facilities (already have Groups based on group names in facility.txt file)

(17) [SE5 Game Graphics] Add 3-5 additional pics for each hull size - similar to in MOO2 where you could go sideways for different graphics of same hull size and up/down for different hull size (you can put placebos in for now all based on same pic, but for those that want more variety can modify their own). This would allow for more variety between support/attack ships of the same size

(18) [SE5 Ground Combat] Expand ground combat so that it is similar to space (each unit would be a battalion/division) - I forwarded an extensive e-mail earlier and there are several other earlier Posts about this on the Shrapnel Board - I have also heard many beta testers discuss this)

(19) [SE5 Tactical Combat] Allow different ship sizes (currently all are 1x1 square) similar to Armies of Armageddon where there could be 1x2, 2x2, 3x1 and 3x2 units (planets would still be larger than ships). This would allow the budding artists to take advantage of the larger canvas area and those if us with 19" monitors won't have to squint as much - and also provide some disparity between and escort and a baseship.

(20) [SE5 Tactical Combat] Initiative-based dependent on hull size, engines and experience and possible special components (similar to MOO2).


Wow. . .Sorry about the long post
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  #69  
Old January 24th, 2001, 12:20 AM
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Default Re: Compiled Questions/Bug List/Wish List

Ouch Tampa, that is loooooooooooong post. I think you just broke a record.
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  #70  
Old January 24th, 2001, 01:49 AM
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Default Re: Compiled Questions/Bug List/Wish List

Additional bugs/thoughts:

[bug] 1. If you land troops from more than one ship during combat, each landing is treated as a separate battle. But the damage to the planet's defenders isn't carried over.

[idea] 2. In my first game, it seemed as if I was forced to destroy every Last unit before the empire was actually defeated. In my case, there were just a few pesky satellites hiding in the upper left of one sector. I *hope* you aren't expected to also destroy every Last mine as well?!?

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