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  #1421  
Old August 23rd, 2004, 02:34 AM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

SE4 is highly moddable, and it takes only a minute or two to add a new troop class that requires no technology, or to make Small Troops require no technology to research. To make Small Troops available from the start, go into TechArea.txt and locate the Troops tech. Set this field to 0 instead of 1, so that the Troops tech area requires no technologies to be able to research:

Number of Tech Req := 1

change to:

Number of Tech Req := 0

Then, set this field to 1 instead of 0, so that you will start any game with level 1 in Troops technology:

Start Level := 0

change to:

Start Level := 1

Of course, it is best to create a mod folder, named whatever you would like (such as Fast Troops), then copy the data folder (folder and all) into it. Make your modifications in this mod folder. Then, go to the folder with the SE4 executable, and open Path.txt. Change this line to have the name of your mod:

Using Mod Directory := None

change to:

Using Mod Directory := Fast Troops
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  #1422  
Old August 23rd, 2004, 03:50 AM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Quote:
if SE5 let me create a "blugblater beasts of traal" race so that I could viciously stomp people on the ground. I might give it a try.
You can already create such a race in SE4. Simply increase physical strength so your people are stronger. You still need to develop troops, but your troops will have an advantage against weak races. In practice though this has little benefit as the advantage is cancelled out by players habits of dropping 400 troops at once.
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  #1423  
Old August 23rd, 2004, 07:42 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

There's also the tendency for players to glass the planet from orbit instead of fighting on the ground...
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  #1424  
Old August 23rd, 2004, 09:26 PM

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Default Re: SE5, Tell Aaron what\'s on your Wish List

Hey OT but kool fast reply

Anyways, I think fighters should play more of a role in troop combat also there should be weapons for fighters that only attack defensive ground units and facilties (ie troops, Planet Shield Generator). Also I think all units should be able to play into a general invasion. Example, Ships take out all defensive ships and bases, Drones attack targets like Planetary Shields, Then Fighters come in for a full sweep of Troops, and then Ground Troops start there invasion. Also a general side note but fighters need to be MUCH more moddable, i have tried modding somethings haveing to do with fighters but most everything with fighters is hard coded.
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  #1425  
Old August 24th, 2004, 01:43 AM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

In the #se4 chats, Aaron stated that you will be able to mod the vehicle types themselves. Not Small Fighter vs. Large Fighter, but what defines a fighter...
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  #1426  
Old August 24th, 2004, 11:20 AM

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Default Re: SE5, Tell Aaron what\'s on your Wish List

A SCENARIO EDITOR!

I really want to be able to write specific scenarios such as The Fifth Zhodani War (traveller), Star Wars (rebs v. empire), Dominion Wars (Star Trek DS9), etc...etc...etc...

It would have to allow you to set up game starts with empires that were vastly different in tech, starting positions, resources, pre-defined fleets, pretty much everything...but I can't really see as how that'd be so difficult, given that the savegames and EMP-PLR-GAM file structure seems suited to just that...

Hopefully it ain't wishful thinking...

Alarik
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  #1427  
Old August 24th, 2004, 10:57 PM

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Default Re: SE5, Tell Aaron what\'s on your Wish List

Quote:
Randallw said:
Quote:
if SE5 let me create a "blugblater beasts of traal" race so that I could viciously stomp people on the ground. I might give it a try.
You can already create such a race in SE4. Simply increase physical strength so your people are stronger. You still need to develop troops, but your troops will have an advantage against weak races. In practice though this has little benefit as the advantage is cancelled out by players habits of dropping 400 troops at once.
I can't see Any problem with that! I'm not going to send 10 troops when i can send 400 to do the same job.

There is No such thing as Overkill. There is No Kill or Just Enough Kill.

Next you'll be criticising me for sending 200 ship fleets to glass a newly established enemy colony, or sending star destroyers to destroy the system that pesky Alien scout keeps passing through.
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  #1428  
Old August 24th, 2004, 11:55 PM

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Default Re: SE5, Tell Aaron what\'s on your Wish List

The main reason i want troops to be more vaible option is only because it is just easyer for me to send a star destroyer with a mine sweeper to the enemy capital system and blow S*I* Up.
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  #1429  
Old August 24th, 2004, 11:58 PM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Quote:
Colonel said:
The main reason i want troops to be more vaible option is only because it is just easyer for me to send a star destroyer with a mine sweeper to the enemy capital system and blow S*I* Up.
Yes, but you lose all the potential benefits of capturing that system - resources, population, etc. - doing that.

Anyways, Aaron has mentioned that ground combat is going to a bit more sophisticated than SE:IV.
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  #1430  
Old August 26th, 2004, 04:09 AM
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Default Re: SE5, Tell Aaron what\'s on your Wish List

Warning Rant:

For the love of all that is good fix the AI so that it knows the difference between maximum movement and necessary movement [img]/threads/images/Graemlins/mad.gif[/img]. I am sick of running simulations where the AI moves ships right next to enemy ships and then realises it has movement left so it moves away. I just did a sim where it was next to the enemy in the corner, it had 3 movement left so it moves away 3 thus reducing its chance to hit the enemy.
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