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-   -   The Things That Worked In SE V (http://forum.shrapnelgames.com/showthread.php?t=42016)

Gandalf Parker January 25th, 2009 11:52 AM

Re: The Things That Worked In SE V
 
Applying to planets could be interesting also. :)
But only at a very high level of tech.

Arkcon January 25th, 2009 02:48 PM

Re: The Things That Worked In SE V
 
[quote=Hugh Manatee;669197]
Quote:

Revolving, as in orbiting, as in it moves every turn around the sun.

Just a dumb thought, is it possible to have a component give movemnt points to another ship? like say you could get the tractor beams to pull space stations and crippled ships around... Always wanted that...
Oh yeah, that first one was on my wishlist for SE5, and early messages from MM hinted they were working on it. But it became too problematical to implement, as I recall. It worried some people too, we didn't really understand system-wide resupply depots, having come fresh from SE4's planet-based resupply depots. But that would have been great (will be great, in SE6 ... please, maybe?) But with planets moving from turn to turn, the path finding logic must be a calculation monster. Maybe even too much of a penalty to the A.I.

We would also have liked the second one. Or co-operative constitutions -- for monster projects, meaning many ships, working in concert, to open a warp-point, or build a ringworld, instead of the current "spend lots of money on one ship and use it all you want" model. Maybe. Maybe, next time.


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