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

This Month's Specials

Air Assault Task Force- Save $8.00
World Supremacy- Save $10.00

   







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

Reply
 
Thread Tools Display Modes
  #11  
Old October 1st, 2006, 03:03 PM

Phoenix-D Phoenix-D is offline
National Security Advisor
 
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
Phoenix-D is on a distinguished road
Default Re: SEV suggestions/gripes

Perhaps your opponent should be building troops of his own? I mean, would you call it "cheap" if you attacked his systems and glassed his planets without issue because he had no ships to oppose you?

EDIT: and yes, I realize this is an AI issue in that case.
__________________
Phoenix-D

I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
-Digger
Reply With Quote
  #12  
Old October 1st, 2006, 03:18 PM
Baal's Avatar

Baal Baal is offline
Sergeant
 
Join Date: Feb 2001
Location: Utah
Posts: 221
Thanks: 0
Thanked 0 Times in 0 Posts
Baal is on a distinguished road
Default Re: SEV suggestions/gripes

I was going to suggest AI issues seeing as I don't PBW. It makes it kind of a deal breaker for me to buy the game if the AI can't build enough ships to fight me.

Also, the reports of 50 troops being contructed clutter the news.

I find that my ships refuel in enemy systems off of enemy resupply depots.
Reply With Quote
  #13  
Old October 1st, 2006, 10:03 PM

arthurtuxedo arthurtuxedo is offline
Corporal
 
Join Date: Aug 2001
Posts: 103
Thanks: 0
Thanked 0 Times in 0 Posts
arthurtuxedo is on a distinguished road
Default Re: SEV suggestions/gripes

I still maintain that troops should be treated more like ships than fighters. The quantities of troops that can be easily landed on a planet brings my system to its knees, often causing the game to freeze, and is rarely necessary anyhow. I say make them cost ~3 times as much and weigh ~10 times as much. Giving weapon platforms the ability to hit ground troops at ranges and damages far exceeding them would also make things a lot more interesting.
Reply With Quote
  #14  
Old October 1st, 2006, 11:24 PM
thorfrog's Avatar

thorfrog thorfrog is offline
Sergeant
 
Join Date: Nov 2000
Location: USA
Posts: 368
Thanks: 0
Thanked 0 Times in 0 Posts
thorfrog is on a distinguished road
Default Re: SEV suggestions/gripes

Well I hate the current troop use. I'd rather see the MOO2 version then this. I just hope mods address this.
Reply With Quote
  #15  
Old October 2nd, 2006, 02:36 PM

Baron Munchausen Baron Munchausen is offline
General
 
Join Date: Aug 2000
Location: Ohio, USA
Posts: 4,323
Thanks: 0
Thanked 0 Times in 0 Posts
Baron Munchausen is on a distinguished road
Default Re: SEV suggestions/gripes

Another good solution would be to require special launch-bays as are needed to deploy other types of units. Then you can limit the number of troops that can be landed per turn. Now it's just 'as many as your transport can carry'. MM almost did this in SE IV. There is an unused 'Launch Troops' ability in the abilities file.
Reply With Quote
  #16  
Old October 2nd, 2006, 05:20 PM
Ed Kolis's Avatar

Ed Kolis Ed Kolis is offline
General
 
Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
Thanks: 1
Thanked 7 Times in 5 Posts
Ed Kolis is on a distinguished road
Default Re: SEV suggestions/gripes

You mean it's posssible in SE5?
I suppose a workaround would be creating a "Landing Pod" unit type which is the only type of unit capable of dropping troops, if "drop troops" is even a vehicle capability listed in VehicleUnitTypes.txt... but I doubt that would work, as ships are not listed there, so you couldn't remove the ability from ships without removing all ships and redefining them as units...
__________________
The Ed draws near! What dost thou deaux?
Reply With Quote
  #17  
Old October 2nd, 2006, 06:55 PM
dmm's Avatar

dmm dmm is offline
Captain
 
Join Date: Sep 2000
Location: USA
Posts: 806
Thanks: 0
Thanked 0 Times in 0 Posts
dmm is on a distinguished road
Default Re: SEV suggestions/gripes

Main UI gripes with demo: 1) "Enter" key sometimes works, often doesn't. 2) Can't click into text box to change the middle of a name; you have to use the left arrow. 3) Tab key doesn't change tabs in UI; you have to click. 4) Clicking on sector with planet should pick planet by default; instead it picks nothing. 5) Clicking on planet brings up a large, pretty window, low on info. "What is it building??!!" You have to left-click, then click again on the construction tab. Aargh! 6) Default system magnification shows only MOST of the system. 7) Wierd inconsistencies in shortcuts for closely-related tasks. (But you can change that in full game, so that's not a biggie.) 8) Only 1st item in each planet's queue is shown in the overall construction queue (Shift-Q). 9) Planetary construction queue has picture where there should be info: "What does this planet already have??!!" You have to left-click the picture, then click on the Facilities tab.
10) PageUp and PageDown no longer work; you have to use the mouse scroll wheel.

In summary: Too many clicks. Carpal tunnel syndrome producer.
__________________
Give me a scenario editor, or give me death! Pretty please???
Reply With Quote
  #18  
Old October 2nd, 2006, 06:56 PM
Kana's Avatar

Kana Kana is offline
Captain
 
Join Date: Apr 2004
Location: Texas
Posts: 962
Thanks: 0
Thanked 3 Times in 3 Posts
Kana is on a distinguished road
Default Re: SEV suggestions/gripes

Drop Drones?

Drop Shuttles (Fighters)?

Drop Pods (Satellites) ?
Reply With Quote
  #19  
Old October 2nd, 2006, 10:11 PM
AngleWyrm's Avatar

AngleWyrm AngleWyrm is offline
Second Lieutenant
 
Join Date: Mar 2005
Location: Seattle, WA
Posts: 417
Thanks: 0
Thanked 0 Times in 0 Posts
AngleWyrm is on a distinguished road
Default Re: SEV suggestions/gripes

Forcing the player to use limited release components wont solve the problem. The player will simply build ships with lots (or if it per ship) many small ships. The outcome will be the same: Player arrives on planet with a bajillion troops, and stomps all over the three to five defenders. Maybe troops should take up more cargo space. Or, if that's too easy, the AI should build a competetive defense force.

There's another problem with making it even more expensive for the player though: The choice of just glassing the planet from orbit vs landing troops will become a no brainer. Why waste time with marines? Just bring a colony ship instead.
Reply With Quote
  #20  
Old October 2nd, 2006, 11:59 PM
Captain Kwok's Avatar

Captain Kwok Captain Kwok is offline
National Security Advisor
 
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
Thanks: 1
Thanked 14 Times in 12 Posts
Captain Kwok is on a distinguished road
Default Re: SEV suggestions/gripes

Keep in mind, it does cost 1/10 of a bajillion in resources for maintenance.
__________________
Space Empires Depot | SE:V Balance Mod
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 07:33 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.