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  #1  
Old September 16th, 2001, 04:26 PM

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Default Improtant fixes

Since MM are working what could be the Last patch (http://www.malfador.com/whatsnew.html) I wanted to make a list of the important fixes. These are mostly the exploitable bugs that could ruin a multiplayer game. (In single player you can always decide not to use them).
1) The intelligence stuff is severely broken.
2) The 10 wormhole limit is very serious, as it can completely break the game if a player can lock himself in, causing a stalemate.
This can be fixed either by removing the limit altogether, or by only enforcing it on the outgoing side of the wormhole (when created) thus still limiting the total number of wormholes on the map.
3) Non standard ways of producing supplies, i.e. starbases and fighters (see my thread http://www.shrapnelgames.com/ubb/For.../003702.html).
4) Many people complained that the ability to create a new warp point anywhere into enemy territory and use it the same turn without notice is unbalanced. While this should probably be fixed, care must be taken not to create an opportunity for the defender to close the warp point before it can be used, thus again locking himself in causing stalemate.
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Old September 17th, 2001, 06:47 AM

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Default Re: Improtant fixes

Fixing the AI Research queue percentages would be nice too.
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Old September 17th, 2001, 12:22 PM
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Default Re: Improtant fixes

quote:
Originally posted by dumbluck:
Fixing the AI Research queue percentages would be nice too.


Yes, I second that.

and the "mines override" in the research is annoying. Maybe it should stop at mines 2 or 3.

Rollo

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Old September 18th, 2001, 12:05 PM
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Default Re: Improtant fixes

One thing that is easy to implement is to put a variable that control the number of ships of a determinated design that can be active at the same time, included the ones in the construction queue.
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Old September 18th, 2001, 02:46 PM
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Default Re: Improtant fixes

In addition to a fixed number, something to indicate the "preferred percentage" of ships that this design should be used for.
Then you could get more than one attack design to be built.
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Old September 18th, 2001, 05:04 PM

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Default Re: Improtant fixes

Many simulgame turn bugs and assorted bugs were fixed in the 1.42 Beta

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  #7  
Old September 18th, 2001, 06:47 PM
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Default Re: Improtant fixes

I would like to see MultiPlayer play on a LAN added. Something like the way Stars! works would be fine. The palyers map to one server and load, save turns to the Stars folder. A small program looks for all players to be done then process the turn and updates the files. The players can even get a message that the new turn is waiting.
This works on direct LANs and even dial up LANs.

I don't even need tactical combat.

Please don't leave this function out !!!
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Old September 18th, 2001, 08:00 PM
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Default Re: Improtant fixes

PowerMan, have you tried PBW? It effectively does that, just over the internet.
http://seiv.pbw.cc/

Eric the UI Guy from PBW
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Old September 19th, 2001, 06:42 AM
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Default Re: Improtant fixes

I'd like to see the pathfinding logic improved, especially in combat. It's really frustrating to see an entire fleet freeze in place because the leader can't figure out how to move around a planet or warp point.

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Old September 19th, 2001, 08:19 AM

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Default Re: Improtant fixes

I'de like to see a new option.
Cannot find or trade colonisation techs.

Nothing worse in a multiplayer game than being the poor sucker in the corner who by the time he meets another empire everyone else has already traded colonisation technology like pokemon cards.
Plus finding colonisation in an early ruins is such a big advantage too.

I like the idea of researching it and being able to colonise other worlds so I don't like turning that can't colonise other worlds on.

Askan
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