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January 28th, 2003, 08:50 PM
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National Security Advisor
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Re: new SEIV patch !!
Quote:
Originally posted by Krsqk:
"The only thing then is for the cases where you might want both. But the current fix has that problem as well."
Couldn't you just call for the B/LS/CQ abilities as Misc Abilities?
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Maybe. What I was thinking is though is that the first part of the idea would override that. If se4.exe sees MC in the mics abilities it is supposed to use MC instead of a bridge. BUT, if it sees bridge in the misc abilities farther down the list, it needs to know "Now I want you to use both".
I could see it getting confused and using the Last one requested, or always override with MC. But I am not a programmer. I am sure there's a way around that.
Geoschmo
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January 28th, 2003, 08:56 PM
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Re: new SEIV patch !!
I know how to get people to stop grumbling about AI limitations. Tell them to start build one of their own.  Then maybe they'll see that programs have a habit of doing things that they were not program to do and rarely do the things that they were suppose to do.
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January 28th, 2003, 08:59 PM
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National Security Advisor
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Re: new SEIV patch !!
Quote:
Originally posted by Crimson:
I know how to get people to stop grumbling about AI limitations. Tell them to start build one of their own. Then maybe they'll see that programs have a habit of doing things that they were not program to do and rarely do the things that they were suppose to do.
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Well, technically a program is incapable of doing something it wasn't programmed to do. Although it's prefectly capable of doing something that it was programmed to do that you didn't know you programmed it to do.
Geoschmo
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I used to be somebody but now I am somebody else
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January 28th, 2003, 11:55 PM
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Re: new SEIV patch !!
Quote:
Originally posted by geoschmo:
quote: Originally posted by Krsqk:
"The only thing then is for the cases where you might want both. But the current fix has that problem as well."
Couldn't you just call for the B/LS/CQ abilities as Misc Abilities?
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Maybe. What I was thinking is though is that the first part of the idea would override that. If se4.exe sees MC in the mics abilities it is supposed to use MC instead of a bridge. BUT, if it sees bridge in the misc abilities farther down the list, it needs to know "Now I want you to use both".
I could see it getting confused and using the Last one requested, or always override with MC. But I am not a programmer. I am sure there's a way around that.
Geoschmo This is not a problem. All you have to do is install a subroutine to remove standard ship control components when the MC is installed. Don't change anything with regard to the standard components. If you DO want both, just put the abilities for the standard ship controls after the call to the MC ability just like you would if you wanted extras in a standard ship.
What would be more interesting is to have supply usage enabled for crew quarters and life support. Then you could have default supply usage for ships if you wanted it, and this would be an extra advantage for the MC as well.
I'd also like to see different effects for crew quarters that let you have more or less 'ample' accomodations for your crews - then you could get better crew morale/performance for good quarters but less space for war machinery, or less crew morale/performance for poor quarters but more space for sheer equipment. You could even have racial advantages/disadvantages involving more or less need for life support equipment in your ships. As it is, we have the usual 'all or nothing' problem. Either you have enough Crew Quarters or not. But I suppose that's a major design change that would be too much for SE IV at this late stage. We'll have to wait for SE V to ask for that.
[ January 28, 2003, 22:02: Message edited by: Baron Munchausen ]
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January 29th, 2003, 12:57 AM
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Corporal
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Re: new SEIV patch !!
When playing with AIs, most of us give them some sort of bonus, right? So having them build a MC on colonizers or transports isn't quite as bad as if a human did it.
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January 29th, 2003, 01:00 AM
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Colonel
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Re: new SEIV patch !!
Quote:
Originally posted by Dralasite:
When playing with AIs, most of us give them some sort of bonus, right? So having them build a MC on colonizers or transports isn't quite as bad as if a human did it.
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Yeah, we really do have to try and see. People are really worried about the MC on a colonizer, but it is on a one way trip after all. I know, the farther it goes, the more maintenance costs mount up, but what if it doesn't go far?
[ January 28, 2003, 23:00: Message edited by: Arkcon ]
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January 29th, 2003, 03:53 AM
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National Security Advisor
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Re: new SEIV patch !!
I know, the farther it goes, the more maintenance costs mount up, but what if it doesn't go far?"
It takes longer to build.
Phoenix-D
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