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				February 22nd, 2001, 09:40 PM
			
			
			
		  
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				Corporal 
				
				
				
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				Bugs / Improvments after 1.27b
	
			 
             
			
		
		
		
		New ideias / concepts / problems in / for SE4 (1.27): 
 
In the creation of galaxy: 
	random size and type 
 
New tech: 
	Stabilize planet core 
	Restore Star nucleus 
	Expand Warp (remove problems that damage ships) 
	Universal colony 
 
In the tactical combat 
	if you start with fighters outside carriers they are reported, otherwise not ->fix 
 
In the Empire options, add the directives for ministers: 
	 
	minimum nº troops p/planet (ships don't remove above that number, and the minister try to build up to it) 
	type of ship priority to build (attack / colony / etc) 
	mines in all waypoints  
	satellites in all waypoints 
	create defense stations 
 
In the Ship designs menu add: 
 
	Info about the maintenance of the design 
	Ship / unit can be build by minister 
	Maximun number in service of this design (the minister don't build more) 
 
In the ships/units menu add: 
 
	Ships of class xxx 
		 
		upgrade to class yyy 
		mothball 
		unmothball 
		scrap 
 
	All Ships AI controled (on/off) 
 
	If units, units of class xxx scrap 
 
In the planets menu add: 
	change all planets type xxx to type yyy 
 
Change the Ship Construction minister : 
 
	Generic Ship 
	Colony  Ship 
	Units 
 
 
If you have the flag 'Automatically use Individual Ministers for newly built vehicles', 
it must include the ships captured or that join you (race surrender / crew insurrection) 
 
If a race surrender to you and have techs that you can't (cristal) you can't research it but  
can build the itens that they have discovered (if surrender to you, they give you the blueprints) 
Also, the blueprints of units/ships they have designed must be acessible  
 
Add the system's Minister 
 
	Manage the creation of system's wide facilities (like urban pacification center) 
	If exist duplications of SWF in a system, remove redundant. 
	If a planet in the system is rioting / angry, call / build troops or UPC. 
 
The troops minister must have the capability to send troops to rioting planets 
 
In the construction queue, add a check if you try to build more units than the planet can get. 
Also add the line 'up to max cargo avaiable' (like the one 'one turn worth'). 
The minister responsible to build units must have a check control before trying to build more units in 
a planet than is possible. 
 
If i send order to 10 ships to retrofit on a planet and in that turn only can retrofit 3 the others forget the order. 
 
The retrofit rotine, must take in consideration that exist ships with cargo and add the 
capability of removing it temporary (if exist avaiable space in the sector) 
 
Add the capability of the Ships that can close warp points to only do it to 
warps with possibility to damage ships (else is too dangerous to asign a minister). 
 
If you put a fighter bay in a ship (you can put it in all), it only have use if the ship is 
of design type carrier, otherwise the ministers igore it. 
 
If i put a cargo bay in a carrier (to add more fighters), the minister start to load generic 
cargo. Is possible to stop this ? 
 
If i build a ship that have minelayer capability / large cargo / shipyard , is possible to 
add a flag for that shipyard only build mines ? 
 
If i build a ship that have satlayer capability / large cargo / shipyard , is possible to 
add a flag for that shipyard only build satellites ? 
 
Is possible to add 'netmouse' support ? 
 
In some games, the minister insist in building small / older models of weapons platforms (even obsolet ones). 
 
		
	
		
		
		
		
		
		
		
		
		
	
		
			
			
			
			
				 
			
			
			
			
            
			
			
				
			
			
			
		 
		
	
	
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				February 22nd, 2001, 10:06 PM
			
			
			
		  
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				Re: Bugs / Improvments after 1.27b
			 
             
			
		
		
		
		Great suggestions.  I'd like to add one little one (maybe it's already there and I'd forgotten- haven't played in a while). 
I'd like to see a race option that would determine how well occupied planets of different races (e.g. you invaded their world or their empire surrendered to you) react to you as their new rulers.  For instance, I've played games where I conquered a few different races, and no matter what, they continued hating me for the rest of the game.  Their homeworld was always on the edge of rebellion, even with Urban Pacification Centers and troops, and any time I shipped them off to colonize new worlds, the new colonies would rebel in a few short turns.    
Is there any way to combat this, other than lots of troops and facilities?  I'd like to see a race stat for "Kindness", "People Management", or something along those lines to ease racial tensions (or make them worse if you want to be the cruel overlord type- and hey, who doesn't?).  Or maybe have tensions be lowered depending on how close the society types are.  After all, it's easier to take being occupied by people with similar cultures/philosophies than by your antithesis.
 
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Concerning martial  
valor, merit lies more in  
dying for one's master  
than in striking down  
the enemy  
-Hagakure  
		
	
		
		
		
		
		
		
			
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				Concerning martial valor, merit lies more in  
dying for one's master than in striking down  
the enemy  
-Hagakure
			 
		
		
		
		
		
		
	
		
		
	
	
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				February 22nd, 2001, 10:23 PM
			
			
			
		  
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				Re: Bugs / Improvments after 1.27b
			 
             
			
		
		
		
		I wouldn't mind having the Last known scan of a system staying on the screen for that system instead of disappearing as soon as you don't have a colony/ship/treaty/etc giving you that information. Maybe put a little bit of information in a corner stating the amount of turns it's been since you Last scanned that system or something. 
Would be -very- useful for those treacherous types who get a military/partnership treaty just so they can figure out where all the spaceports/resupply depots/space yards are.
 
Not that I'm one of those people. Nope. Not me.     
Maybe traits besides atmosphere breathed should travel with races as well. Say, resource gathering traits, plague immunity, etc. 
 
Some traits should be empire-based while others should be racial-based. (Yes, sort of like MOO2. Capturing Silicoids could make those toxic worlds useable. Assuming you weren't overrun by the Silicoid Empire.)
 
------------------ 
-- 
"What do -you- want?" "I'd like to live -just- long enough to be there when they cut off your head and stick it on a pike as a warning to the next ten generations that some favors come with too high a price. I would look up into your lifeless eyes and wave like this..." *waggle* "...can you and your associates arrange that for me, Mr. Morden?"
 
[This message has been edited by Sinapus (edited 22 February 2001).]  
		
	
		
		
		
		
		
		
			
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				-- 
...can you and your associates arrange that for me, Mr. Morden?
			 
		
		
		
		
		
		
	
		
		
	
	
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				February 22nd, 2001, 10:45 PM
			
			
			
		  
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				Re: Bugs / Improvments after 1.27b
			 
             
			
		
		
		
		 quote: Originally posted by Crazy_Dog: 
New ideias / concepts / problems in / for SE4 (1.27): 
 
In the creation of galaxy: 
	random size and type 
 
  
I would like to see ALL the galaxy options have a randomization option.  
		
	
		
		
		
		
		
		
			
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				February 22nd, 2001, 10:48 PM
			
			
			
		  
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				Re: Bugs / Improvments after 1.27b
			 
             
			
		
		
		
		How about a setting to automatically remove Climate Control Facilities, Atmosphere fixers, etc, when the task is done....you get the message that "the atmosphere is breatheable, Atomsphere fixer scrapped." 
		
	
		
		
		
		
		
		
			
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				February 22nd, 2001, 10:50 PM
			
			
			
		  
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				Sergeant 
				
				
				
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				Re: Bugs / Improvments after 1.27b
			 
             
			
		
		
		
		Spyder, 
 
That was fixed in the patch. 
 
6. Fixed - AI should check if the planet already has the desired atmosphere 
before building an atmospheric converter.  
7. Fixed - AI should scrap any atmospheric converters if the desired  
atmosphere has been attained on the planet. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				February 22nd, 2001, 11:07 PM
			
			
			
		  
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				Re: Bugs / Improvments after 1.27b
			 
             
			
		
		
		
		The patch .txt file addresses this issue for the AI, but is there such an option for the human player(s)?   
 
[This message has been edited by eSnaffu (edited 22 February 2001).] 
		
	
		
		
		
		
		
		
			
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				February 23rd, 2001, 01:07 AM
			
			
			
		  
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				Re: Bugs / Improvments after 1.27b
			 
             
			
		
		
		
		One of the most annoying thing if you have the retrofit minister on is the message(s) 'cannot retrofit xxx because as cargo.' 
If as cargo, the minister can have a check prior to try to retrofit, right ? 
 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				February 23rd, 2001, 02:59 AM
			
			
			
		  
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				Re: Bugs / Improvments after 1.27b
			 
             
			
		
		
		
		I received several times this:'A cloaked vehicle cannot launch units into space'. 
1- I don't have any cloacked ship. 
2- this report to a battle of 2 AI's. 
 
This message replay about 100 times (i think is the number of fighters inside the cloacked carriers). 
 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				February 23rd, 2001, 05:47 AM
			
			
			
		  
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				General 
				
				
				
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				Re: Bugs / Improvments after 1.27b
			 
             
			
		
		
		
		I have two really trivial suggestions: 
 
1) Alphabetize the the design names in states.txt . It's the only list that isn't in alphabetical order, and the first thing I changed in every Version I've installed. I like to use the design name to remind myself of the ship's function: attack ships start with "A", etc. 
 
2) It would be nice if there were a way to edit the race description text after you've saved an empire. As far as I can tell, if you make a typo or think of a better description, you have to create an entire new .emp file to make a change. 
		
	
		
		
		
		
		
		
			
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