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				January 8th, 2003, 02:34 AM
			
			
			
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 Shrapnel Fanatic |  | 
					Join Date: Jul 2001 Location: Southern CA, USA 
						Posts: 18,394
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				 Re: Next Upgrade/patch 
 
	Hit the Spacebar. It works in combat and out of combat too.Quote: 
	
		| 3. Have hot keys in combat for "next unit with movement points remaining" and "center window on currently selected unit" (if these are in the game already, I have not found them). I tried the "c" key for center and found the capture ship option (nice) though. |   Hit the Help button (F1) and then look in the Hotkeys tab. 
 
 
	That would be a great feature, but it would require the savegame files to be a lot larger. And I mean a lot. This is bad for MP games for Users on dial-up modems.Quote: 
	
		| 18. it would be nice if the system had the Last visited info displayed. IE, I visit a system but decide to not leave a unit there to monitor traffic. It now will show as explored when selected in the galaxy window. I would like something along the lines of "this information is 15 turns old" or "system Last visited on stardate 2404.9". this could be displayed underneath the system name in the upper left corner. It could also show red if it has been more than ten turns since Last visited, but color coding is not necessary, just a nice addition. |  
 
 
	In an ancient Version of the game, you would maintain the construction points already accumulated towards building a project when changing to a new one. But, that was easily exploitable, and so was removed. A system similar to Research and Intel was in SE3 though. MM tried to do something different with SE4, but that part didn't work.Quote: 
	
		| 21. Why do you lose construction accumulated when re-ordering the build queue? this is dumb. sorry, you have to destroy that partially built mine before you can build a ship on the other side of town. absurd. ESP since you retain research points accumulated when re-ordering the tech choices. It's bad enough that excess construction don't roll over to the next project in line. But having both is too much construction penalty IMNSHO. |   I do agree that it would be good to keep the construction done on a project just like Research and Intel Projects, but it is too late to code that into SE4. It might make its way into SE5 though.   
 
 
	When you get the full game, research Chemistry 2, then Resource Manipulation. You get a Resource Converter, which can convert resources from one type to another. It doesn't use up any build queues.Quote: 
	
		| 24. Some sort of mineral alchemy would be nice. even if it is a small amount. just something to put in the queues of those planets that you can't build anything else with. like 10 to 100 of each mineral/organics/radioactives per turn. the amount could be a racial trait, or just limit it to 50 or 100. call it alchemy, or a recycling program, whatever. most cities have some sort of program like this so it is not out of the realm of reality. Recycle prgrams, comunity compost heaps, and old car batteries and used oil reclamation about cover the 3 resources in the game. lol |  
 [ January 08, 2003, 00:48: Message edited by: Imperator Fyron ]
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