|  | 
| 
 
 
 
 
 
 
 
 
    
    
 |  | 
 
 
	
		|  |  |  
	
	
		
	
	
	| 
			
			 
			
				September 16th, 2001, 04:26 PM
			
			
			
		 |  
	| 
		
			
			| 
 Private |  | 
					Join Date: Sep 2001 
						Posts: 10
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 Improtant fixes 
   Since MM are working what could be the Last patch (http://www.malfador.com/whatsnew.html ) I wanted to make a list of the important fixes. These are mostly the exploitable bugs that could ruin a multiplayer game. (In single player you can always decide not to use them). 
   1) The intelligence stuff is severely broken. 
   2) The 10 wormhole limit is very serious, as it can completely break the game if a player can lock himself in, causing a stalemate. 
This can be fixed either by removing the limit altogether, or by only enforcing it on the outgoing side of the wormhole (when created) thus still limiting the total number of wormholes on the map. 
  3) Non standard ways of producing supplies, i.e. starbases and fighters (see my thread http://www.shrapnelgames.com/ubb/For.../003702.html). 
  4) Many people complained that the ability to create a new warp point anywhere into enemy territory and use it the same turn without notice is unbalanced. While this should probably be fixed, care must be taken not to create an opportunity for the defender to close the warp point before it can be used, thus again locking himself in causing stalemate.
			
			
			
			
				  |  
	
		
	
	
	| 
			
			 
			
				September 17th, 2001, 06:47 AM
			
			
			
		 |  
	| 
		
			
			| 
 Lieutenant Colonel |  | 
					Join Date: Feb 2001 Location: iola, ks, usa 
						Posts: 1,319
					 Thanks: 3 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 Re: Improtant fixes 
 Fixing the AI Research queue percentages would be nice too. |  
	
		
	
	
	| 
			
			 
			
				September 17th, 2001, 12:22 PM
			
			
			
		 |  
	| 
		
			|  | 
 Brigadier General |  | 
					Join Date: Jul 2001 Location: Kiel, Germany 
						Posts: 1,896
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 Re: Improtant fixes 
  quote:Originally posted by dumbluck:
 Fixing the AI Research queue percentages would be nice too.
 
 
Yes, I second that.
 
and the "mines override" in the research is annoying. Maybe it should stop at mines 2 or 3.
 
Rollo
 |  
	
		
	
	
	| 
			
			 
			
				September 18th, 2001, 12:05 PM
			
			
			
		 |  
	| 
		
			|  | 
 Corporal |  | 
					Join Date: Feb 2001 Location: Porto Portugal 
						Posts: 163
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 Re: Improtant fixes 
 One thing that is easy to implement is to put a variable that control the number of ships of a determinated design that can be active at the same time, included the ones in the construction queue. |  
	
		
	
	
	| 
			
			 
			
				September 18th, 2001, 02:46 PM
			
			
			
		 |  
	| 
		
			|  | Shrapnel Fanatic |  | 
					Join Date: Feb 2001 Location: Waterloo, Ontario, Canada 
						Posts: 11,451
					 Thanks: 1 
		
			
				Thanked 4 Times in 4 Posts
			
		
	      |  |  
    
	| 
				 Re: Improtant fixes 
 In addition to a fixed number, something to indicate the "preferred percentage" of ships that this design should be used for.Then you could get more than one attack design to be built.
 
				__________________ 
				Things you want: |  
	
		
	
	
	| 
			
			 
			
				September 18th, 2001, 05:04 PM
			
			
			
		 |  
	| 
		
			
			| 
 BANNED USER |  | 
					Join Date: Jul 2000 
						Posts: 901
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 Re: Improtant fixes 
 Many simulgame turn bugs and assorted bugs were fixed in the 1.42 Beta 
------------------
H ADRIAN T. A VENTINE
   admin@spaceempires.org   
Administrator  | SpaceEmpires.org |  
	
		
	
	
	| 
			
			 
			
				September 18th, 2001, 06:47 PM
			
			
			
		 |  
	| 
		
			|  | 
 Corporal |  | 
					Join Date: Sep 2001 Location: Seattle,Wa. USA 
						Posts: 132
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 Re: Improtant fixes 
 I would like to see MultiPlayer play on a LAN added.  Something like the way Stars! works would be fine. The palyers map to one server and load, save turns to the Stars folder.  A small program looks for all players to be done then process the turn and updates the files.  The players can even get a message that the new turn is waiting.  This works on direct LANs and even dial up LANs.
 
 I don't even need tactical combat.
 
 Please don't leave this function out !!!
 |  
	
		
	
	
	| 
			
			 
			
				September 18th, 2001, 08:00 PM
			
			
			
		 |  
	| 
		
			|  | 
 Corporal |  | 
					Join Date: Nov 2000 Location: Ann Arbor, MI, USA 
						Posts: 191
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 Re: Improtant fixes 
 PowerMan,  have you tried PBW?  It effectively does that, just over the internet.http://seiv.pbw.cc/ 
Eric the UI Guy from PBW |  
	
		
	
	
	| 
			
			 
			
				September 19th, 2001, 06:42 AM
			
			
			
		 |  
	| 
		
			|  | 
 General |  | 
					Join Date: Feb 2001 Location: Pittsburgh, PA, USA 
						Posts: 3,070
					 Thanks: 13 
		
			
				Thanked 9 Times in 8 Posts
			
		
	      |  |  
    
	| 
				 Re: Improtant fixes 
 I'd like to see the pathfinding logic improved, especially in combat. It's really frustrating to see an entire fleet freeze in place because the leader can't figure out how to move around a planet or warp point.
 ------------------
 Cap'n Q
 
 The most merciful thing in the world, I think, is the inability of the
 human mind to correlate all of its contents.  We live on a placid
 island of ignorance in the midst of black seas of infinity, and it was
 not meant that we should go far. -- HP Lovecraft, "The Call of Cthulhu"
 
				__________________Cap'n Q
 
 "Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
 |  
	
		
	
	
	| 
			
			 
			
				September 19th, 2001, 08:19 AM
			
			
			
		 |  
	| 
		
			
			| 
 Corporal |  | 
					Join Date: May 2001 Location: Sydney, Australia (the 3rd island!) 
						Posts: 198
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 Re: Improtant fixes 
 I'de like to see a new option.Cannot find or trade colonisation techs.
 
 Nothing worse in a multiplayer game than being the poor sucker in the corner who by the time he meets another empire everyone else has already traded colonisation technology like pokemon cards.
 Plus finding colonisation in an early ruins is such a big advantage too.
 
 I like the idea of researching it and being able to colonise other worlds so I don't like turning that can't colonise other worlds on.
 
 Askan
 
 
				__________________It should never be forgotten that the people must have priority -- Ho Chi Minh
 |  
	
		
	
	
	
	
	
	
	| 
	|  Posting Rules |  
	| 
		
		You may not post new threads You may not post replies You may not post attachments You may not edit your posts 
 HTML code is On 
 |  |  |  |  |