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				March 6th, 2001, 10:54 PM
			
			
			
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 Corporal |  | 
					Join Date: Jan 2001 Location: PA 
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				 New Features You Would Like to See That Would Have to Be Hard Coded 
 I am posting this to see what kind of interest there is in features that can't be modded, only hard coded by Aaron. Features such as vagabond space races, natives, etc...
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 "He's dead, Jim."-- Lt. Commander Leonard "Bones" McCoy |Chief Medical Officer / USS Enterprise (NCC-1701)
 
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 He's dead, Jim.-- Lt. Commander Leonard Bones McCoy |Chief Medical Officer / USS Enterprise (NCC-1701)
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				March 6th, 2001, 11:20 PM
			
			
			
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 Major |  | 
					Join Date: Dec 2000 Location: Northern Virginia, USA 
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				 Re: New Features You Would Like to See That Would Have to Be Hard Coded 
 Components that can produce resources; the various elements required for making a nomadic race (i.e., population growth on a starship; maybe special super-sized hulls, with requirement for 50% population storage components; high-yield remote miners; resupply base component; resource storage components).  Maybe a special cargo component that can ONLY hold population (I'm mostly certain this requires hard-coding, not just modding).  Obviously, there'd also have to be a way for them NOT to start on planets, but on the special starship hulls.
 Some of the above would also be nice for the generic races...
 
 DRONES!!! Whatever they are, they sound interesting...
 
 More options for ruins - maybe this is where "natives" belong...
 
 TCP/IP multiplayer - to at least allow play across a LAN without having to send files to a server & restart SE4.exe...
 
 More flexibility in cargo transfer and resource transfer menu selections - I dislike clicking the "Move 5" button 50 times to move 250M population.
 
 Also more flexibility in number of units to build.  Maybe I only need 7 fighters to fill a carrier, and have no more cargo space on the planet; I want to build just 7 fighters in the most efficient way.  Building 5, then spending a turn building 1, and yet another turn building 1, is horribly inefficient and wastes mouse clicks.  Building 10 would waste resources as the Last 3 fighters aren't completed due to lack of storage...
 
				__________________L++ Se+++ GdY $++ Fr C+++ Csc Sf Ai AuO M+ MpTM S Ss RRSHP+ Pw- Fq->Fq+ Nd+++ Rp G++ Mm++ Bb---
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				March 6th, 2001, 11:55 PM
			
			
			
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 Major General |  | 
					Join Date: Aug 2000 Location: Mountain View, CA 
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				 Re: New Features You Would Like to See That Would Have to Be Hard Coded 
 1.  Interface improvements.  None of thesechange the game, just how it is played
 (intent:  reduce micromanagement,
 repetition, and resulting sanity loss.
 I usually play 255-system quadrants,
 in case it's not obvious from below...)
 
 Things like --
 
 * Better information access.
 * Allowing for a custom filter for, say,
 listing colonies with idle queues and
 facility space left.  Or, just idle
 spaceyards.
 * System summary reports.
 Is there a System Robotoid Factory here?
 How many units, total, are in this
 system?
 * Searches.
 Which planet in this system has my
 fighters?
 * Log bookmarks.
 Re-opening the log file and scrolling
 to find each event that I've "processed"
 is repetitive, and should be easy to
 avoid.
 * Better, and more, log Messages.
 If something (say, a random event)
 destroyed a facility of mine, tell me
 *what type*, for instance.  If a queue
 is now empty, *tell me* -- so I know
 whether or not I need to update an idle
 build queue.
 
 And so forth.
 
 Incidentally, if there were a way to generate a text dump of the Empire (listing, say, ship designs, whatever) it'd be simple Perl scripting to design arbitrary filters, and these could be hacked into XForms/Tk/whatever fairly quickly.  But organizing all that data would be non-trivial.
 
 
 * Better information entry.
 * Letting me enter numbers, directly,
 wherever numbers apply.
 * Specifying a quantity for facilities;
 e.g. "Build 200 Monolith IIIs" for a
 Sphereworld, rather than clicking 200
 times.  Perhaps with a 'Change Qty'
 button.
 * Perhaps, allowing user notes on a per-
 planet basis; or simply making the
 per-system notes visible just by clicking
 the system background.
 
 * Other interface foo.
 * Search and delete/replace for
 construction orders would be nice --
 replacing orders to construct old designs
 with orders to create new ones, for
 instance.
 * Allowing the queueing of an order to
 scrap something (taking zero time, just
 delaying it until then) would be sweet --
 Sometimes, I'd like to queue
 
 * Scrap (1) mineral facility.
 * Build (1) monolith III.
 
 several times in order to replace
 facilities with a minimum production
 hit, and minimum repetitive micro.
 
 A 'wait X turns' command would be
 even sweeter, since we could
 auto-scrap atmosphere modifiers
 when they're no longer
 needed.
 
 * Per-planet unit auto-launch toggle.
 
 2. Ministers that aren't high quite as often.
 * Ministers sometimes try things they
 cannot do, like create stars in SW
 systems, or trying to drop people on a
 world another M-controlled transport
 just filled.
 * Ministers that aren't afraid to resupply
 if their path would cause them to run out
 of supply...
 * More configurable ministers; e.g. allow
 me to specify maximum mine size, or what
 sort of features I want to mine (my
 stars, warp points between my systems,
 'frontier' warp points, my planets,
 all planets...).  Default pop count for
 Colonization minister.  Option to NOT
 use damaging warp points.
 
 
 3.  Funky stuff.
 * Allowing components to have facility
 abilities.  I suspect that this may
 add a fair bit of computational cost,
 depending on how he set things up;
 hopefully, it wouldn't have to iterate
 over every ship component in every
 ship on every turn.
 
 * Mobile habitats.  Needed for truly
 vagabond races.
 
 * Derelict ships; can happen if life
 support, or MC, is entirely
 destroyed.  Board, repair and
 analyze.
 
 * Option for BAD things to happen from
 mucking around in ruins.  "A Fire Upon
 the Deep", anyone?  ;-)
 
 * Multiple spaceyards on one big
 project <sigh>.
 
 * Option for e-build penalty to be
 resource waste, not down time.
 
 * AIs that instead of surrendering to me,
 possibly surrender to each other.
 Remember MoO2 when you rejected the
 Council (even if *you* were the one
 elected, heh)?
 
 * Option to have assimilated populations
 *not* automatically take on your racial
 traits (probably fairly nasty to do).
 
 * Saner blockade rules.  An unarmed moon
 colony, for instance, should not be able
 to blockade.
 
 * A more configurable start.  For instance,
 spending race points for better starting
 tech, or for primitive ships.
 
 * More configurable race abilities, like
 a higher default or higher maximum
 experience level.
 
 * Negative racial traits, like not handling
 overpopulation well (ala Moties in
 _The Mote in God's Eye_ and sequel).
 
 * Option to make warp points cost more
 than one MP, possibly with an amount of
 'free' MP that you can use if you can't
 meet the first cost (e.g. 1/0 means it
 costs 1 always; 2/0 means if you only
 have 1, you need to wait until you have
 2; 99/98 means it'll eat ALL your
 movement, but you only really need 1).
 
 * Variable warp-point limit, if one has to
 be there at all (currently, 10).
 
 * Option to base refit cost limits on
 original cost (to stop refit chains).
 
 Uh-oh.  Netscape's thrashing; better post now before it crashes.
 
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 -- The thing that goes bump in the night
 
				__________________Are we insane yet?  Are we insane yet?   Aiiieeeeee...
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				March 6th, 2001, 11:58 PM
			
			
			
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 Private |  | 
					Join Date: Mar 2001 Location: Winchester, Ohio, United States 
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				 Re: New Features You Would Like to See That Would Have to Be Hard Coded 
 HOw about some good random events?
 Drones or space probe type ships.
 
 Warp capable missiles (a la Starfire).
 
 I agree...some way to build the exact number of ships or units you want (ex. if you want 7 right now you have to build 5, then 1, then 1 again, as DirectorTsaarx said)
 
 Well, others have probably already suggested these but I just wanted to get my 2 cents in!
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				March 6th, 2001, 11:59 PM
			
			
			
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 Private |  | 
					Join Date: Feb 2001 Location: Tucson, AZ USA 
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				 Re: New Features You Would Like to See That Would Have to Be Hard Coded 
 An intelligence project like "PROPAGANDA".  Points are applied to make planets happier.  Supplements happiness facilities.
 
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				March 7th, 2001, 12:06 AM
			
			
			
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			|  | Shrapnel Fanatic |  | 
					Join Date: Feb 2001 Location: Waterloo, Ontario, Canada 
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				 Re: New Features You Would Like to See That Would Have to Be Hard Coded 
 1) Launch extra units that won't fit in storage into orbit instead of wasting resources.
 2) Repeat build repeats the LAST item.  Then I can add one item to the queue, and not have to disable/enable repeat build after it finishes.
 
 The repeat build LAST would give you a "Keep building nuke sats, but before you do that, finish your mineral miners"
 
 Either that, or repeat build works like Research and Intel repeat.  ie. when complete, move it to the bottom of the list.  Then I could have 2 nukesat, 2 PDCsat, 2 nuke, 2 PDC, etc.
 
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