.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #91  
Old January 25th, 2003, 04:42 PM

Egregius Egregius is offline
Private
 
Join Date: Jan 2002
Location: Holland
Posts: 46
Thanks: 0
Thanked 0 Times in 0 Posts
Egregius is on a distinguished road
Default Re: Space Empires 5

I see a lot of people wishing for the stars, but I really would just like to see just a few things:

1) AI revamp, where the AI can actually figure out stellar manipulation, asteroid-mining/remote-mining and politics (which includes trading!), and maybe even new added components (although this would just be a bonus as it's moddable anyway).

2) Remote mining being even remotely usefull

3) A real character for all the races, and every special ability having it's uses. NO MORE Narn-regimes with non-existant ground combat capabilities and high research and maintenance-reduction abilities owning everybody! When I meet the Cryslonite, I want to tremble for having met a psychotic race, with genocidal leanings and dangerous tech, instead of going: "Cool, I can get gas-colonizing tech somewhere finally. Good thing they havent been exterminated yet like usually is the case.". When I meet the Orkz, let it be experienced as if I met a zany warlike race (actually I'm pretty content with that race, it has a pretty good own character compared to most races).
That is what I want to see. Of course there should be space for easy-to-modness, but now it feels a bit improvised, like they're all coming from the same mould, but with different paint on them.
More special racial abilities would be nice. For example: giant race (half population maximum, ships standard one size bigger; just a random idea)
Also this character should extend to diplomacy, and of course everyone likes to see the EEE really at conflict with the Drushocka, and races like the Drushocka really having energy-depleting weapons.

4) Integrated ground-combat. Problem with troops now is that it's such a hassle, especially for the AI (!). I feel a lot could be solved by making conscripts/enlisted troops part of the population. Possible adjustable, marines would be recruited automatically and gradually. (optional: costing resources like minerals, albeit little)
Every planet should have troops, and every ship should have some troops. Automatically. With optional components/facilities for more for planets that are in the frontline, and for ships fending off boarding or conducting boarding operations on their own. Marines dont take up that much place (barracks!) so why small troops take up so much is a riddle to me. Space-ship crew can double as security troops.
Then you could leave medium and large troops to be the really nasty weapons of ground-war, that DO take space up in cargo, and give nasty bonuses.
Then ground-combat can become interesting, especially with added suppressing fire from starships added to the equation.
(dont forget wars are rarely fought with soldiers alone, or tanks alone for that matter)

Perhaps ground-combat should be left moddable, so some smart wizzkid can code some really nifty plugin for SEV for GC.

Of course, in the best tradition of SEIV, this integrated GC-S could be left optional in favor of the current system =)

5) A use for all 3 resources. Heck, I'd be content if populations fed on organics, just give me a reason to trade, and to have more than 3 organics farms. Same goes for radioactives. Perhaps things would be different if refineries would produce one tenth of what they do now (and more realistic), but that's moddable.

6) Oh and a program that makes it easy to mod (and scenario-edit) would be nice

7) On start up, pre-select amount of random races, and *randomized* races. Yes randomized races. If it's moddable, it's randomizable

8) One Last simple request...make the game remember my selections I made Last time when starting up. It's infuriating when I'm starting a game, forgot something, and have to click-click-clickety-click all the options I want on again. Especially when I prefer certain settings. I was so pissed off when Blizzard fubared this up in WC3, while Total Annihilation has had this for centuries.

======================================
And yes, a real-time 3D space-combat system would be my wet dream. But considering how (even them!) Lucas Arts fubared the space-combat in Star Wars Rebellion, I think it's safe to keep this out of everybody's wish-list. The game is a lot more playable when it's simple, not a resource-hog, and fast and overseeable.
But again as with a moddable GC-S, this would be nice to be up for mods! If the game calls upon a function, giving the number and position and qualities of ships/other involved to an external program, where that external program will give back the number, position and qualities of ships/other involved at the end of combat to the main program, someone could also make an improved SC-S all the same.
But perhaps this is just fancifull dreaming.
Reply With Quote
  #92  
Old January 25th, 2003, 05:26 PM
mlmbd's Avatar

mlmbd mlmbd is offline
Major
 
Join Date: Oct 2002
Location: Irving, TX
Posts: 1,237
Thanks: 0
Thanked 0 Times in 0 Posts
mlmbd is on a distinguished road
Default Re: Space Empires 5

How about adding a facet of playability to 'Diplomacy'! Like a 'Diplomat'.
How about being able to hire a 'Hero' or two.

mlmbd
Reply With Quote
  #93  
Old January 25th, 2003, 11:19 PM

Lemmy Lemmy is offline
Second Lieutenant
 
Join Date: Mar 2001
Location: Netherlands
Posts: 479
Thanks: 0
Thanked 0 Times in 0 Posts
Lemmy is on a distinguished road
Default Re: Space Empires 5

Hmm..did i post here before..?

Anyway, i probably haven't posted this yet:
Moddable equations.
That's what i'd like to see in a game, it may seem complex, but it's possible.
Equations that can/should be made moddable are for example the planet happiness, or the hit-or-miss equation in combat.

A bad thing is that depending on the AI design, it may be impossible for the AI to handle it.
Off course, SE5 could also have a multihtreaded AI like in GalCiv, not only will the AI be better, but it could also handle the changing equations if designed for it.

[ January 25, 2003, 21:21: Message edited by: Lemmy ]
__________________
[Boo!]
Reply With Quote
  #94  
Old January 26th, 2003, 12:11 AM

Chris Adams Chris Adams is offline
Private
 
Join Date: Jan 2003
Posts: 4
Thanks: 0
Thanked 0 Times in 0 Posts
Chris Adams is on a distinguished road
Default Re: Space Empires 5

I think scripting needs to be carried further - forget just the AI, I want scriptable ministers! It's relatively easy to embed a language like python and it'd be extremely handy for so large games:

- planets can build-and-launch mines or satellites, one turn's worth at a time. Nice for those 200kt cargo planets...
- low priority building - e.g. "if there's excess capacity this turn build these defenses in this order starting with border worlds"
- automatic replacements for weapons platforms, satellites, etc. The major interface would be a way to set the upgrade path. Scripting would allow this to happen one-by-one so you get the benefit of jettisoning the turn before completion and building, one unit at time so a planet is never undefended without all of the micromanagement.

This would also allow automating defense buildups (e.g. have planet x build only at the rate your mine/satellite layer can launch & automate the launch-resupply process; if there are already 100 satellites but they're older than the ones on-board, destroy/move the old ones and replace with modern, etc).
Reply With Quote
  #95  
Old January 26th, 2003, 12:24 AM

Egregius Egregius is offline
Private
 
Join Date: Jan 2002
Location: Holland
Posts: 46
Thanks: 0
Thanked 0 Times in 0 Posts
Egregius is on a distinguished road
Default Re: Space Empires 5

Heh, almost forgot:

9) auto-launch option for unit producing planets.
Reply With Quote
  #96  
Old January 26th, 2003, 12:46 AM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: Space Empires 5

Play a Simultaneous game. Give Launch orders, then Repeat orders. It accomplishes the same thing.
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 01:52 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.