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  #1  
Old May 3rd, 2001, 07:58 AM
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Default Re: What would you like to see in an expansion pack

I would like to see better multiplay. Maybe some new treaties, like one that prevents blowing up stars and planets. Or one that allows two empires to join as one without surrendering. Like an alliance, both sides are friends.
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Old May 3rd, 2001, 08:43 AM
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Default Re: What would you like to see in an expansion pack

My list is:
1) Detailed tactical ground combat.
2) Possibility to implement mines warfare in tactical combat, may be allowing to deploy satellites and mines in tactical combat using a "formation and launch units" menu, like the options used for fleet formations and fighter's launch.
3) A pirate MOD.
The other points may fit better for a future patch:
4) Retreat option from combat.
5) Option to save starting games settings (add manually each customized race and set the preferences every time is a bit annoyng).
Thanks and best regards.
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Old May 3rd, 2001, 09:34 AM

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Default Re: What would you like to see in an expansion pack

My main wish, and it's a pretty simple one, is for drones to be added. I understand that the code is all basically in there, it just doesn't work right yet. I want my tectonic-bomb and plague bomb drones!

Also, I'd like to be able to do something more with asteroids. Stealth space stations, massively armored space stations (how many kt of damage would a kilometer of nickel-iron absorb? , etc. would be good things to carve into asteroids.
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Old May 3rd, 2001, 11:00 AM

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Default Re: What would you like to see in an expansion pack

I don't want them to spend time on anything that can already be modded... I want hardcode changes to allow new stuff/ideas.

I have lots of things I want, but here are my top 13:

1) GET CUSTOM GROUPS WORKING!!!!

2) Allow us to add new atmospheres/planet types in a .txt file.. Plus be able to determine how often they occur when generated randomly and to charge/give back starting points for certain selections. Additionally, allow toggles to make certain planet types only habitable by those who picked it... all others have to live in domes, regardless of atmosphere (this is race specific NOT empire specific). Also make atmosphere able to be put into families, (i.e., Thin Oxygen/Standard Oxygen/Dense Oxygen/etc.)... and atmosphere converion use both values, the first for any converion the second for "same family"... where 0 means not possible.

3) Allow us to set in sectortype.txt the resources of a planet (i.e., Organics: None, Radioactives: High, Minerals: Any) and the planetary conditions.

4) Allow RESTRICTIONS to restrict a componet from being placed unless the ship has/does not have a certain Ability (i.e., No cloaks if their are active sensors), also get the restrictions in racialabilites.txt and facility.txt working.

5) Allow facility abilities to stack (using the 1 per planet restriction) between diffrent facility families... make a planet Version for all system abilities (i.e., Happiness, plague prevention, growth)

6) More stellar constructions, using the "empty" 2nd value to determine if the construction has to be around a star, a planet, an asteroid field, a storm or empty space. A ability that can move planets would also be nice!

7) Allow componets that generate intell/research/ and can allow populations to grow while in cargo! Also, allow us to determine how much cargo space 1M population takes in systems.txt

8) Allow the AI to use "multi-"componets/facilities properly... if you make a componet that has 2 abilities, and the ai is told to build things with those abilities it will build 2 of those componets, not just one.

9) Give fields in the AI facility creation file for EXTRA FACILITIES, here you would list a number of extra facilities for the AI to build if there is still room and all primary facilities that CAN be built have been... now when one of the primary facilites become available, the AI will scrap one of the extra facilities to make room for it!

10) Allow techs to be chosen in packages to be bought under advanced racial traits (i.e., Energy Branch= Physics 1, Shields 1, energy Stream and Energy pulse at 1 / Terran Branch = Chemistry 1, Armor 1, Projectile weapons 1, Missile Weapons 1 / etc.), thus allowing for races to have unique "tech-personalities" from game start... the first selection would be free, each extra selection would cost points

11) Get emmisive armor (the ability) working... make the emmissive "check" before damage is multiplied for the number of fighters/sats and before "carry-over" damage is added. Also add a second type of armor ability... "Hardened Armor", and a new damage type "Skips Normal Armor". OR better yet, add a Damage.txt file... it would list every armor type and shield type (you would add the type to each armor/shield/weapon/componet... it would be a number or name like "Projectile", "Explosive", "Phased")... and how weapons affect them... (i.e. 100% (normal damage), 50% (damage cut in half), 200% (double damage), Ignore (Is not affected by/does not harm), 0% (does no damge), -10% (is healed with 10% of the damage)... thus a shield depleter would have 100% to shields and 0% to all else, Engine Destroying weapons do 100% to ENGINES, Ignores armor and shields (or maybe just armor!)... the possibilities would be great, each weapon could be very unique)

12) New types of SUPPLIES, there would be Supplies (use by crew quarters, etc.)... they are either drained at the beginning of every turn for "always-on" componets (if no supplies, the componet is destroyed) or is used when-ever the componet is activated (i.e., for stellar manipluation or space yards)... then there is FUEL, used during movement just like now (allow min. speed when out of fuel to be set in settings.txt), also there would be ENERGY used at turn start or for each time a weapon fired, and finally AMMO, used each time a weapon fires. There must also be abilities to STORE and to GENERATE each type... solar generation/quantum reactor abilities would apply to ENERGY. All types of supplies should be able to be moved between ships just like cargo... and bases should not have ENDLESS, neither should fighters/Sats.

13) A simple one: allow Ships\FTR\SATS to be a legal target type
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  #5  
Old May 3rd, 2001, 12:34 PM
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Default Re: What would you like to see in an expansion pack

In no particular order...

1> I would like to see the best of the player mods / races "oficialised" into a mod pack or patch. (including new racial techs, crossover techs, more PDC options, pirates & nomads, improved AI files for default races...)

2> Asteroids: the ability to build space station-like structures on them would be nice.

3> I'd really like it if other species kept their racial abilities when they join your empire. The you'd have reasons to acquire alien populations other than what atmosphere they breathe.

4> The ability to decide how restricted or free your citizens are to move around within your empire. This would affect happiness, plagues (free movement= plagues spread more quickly) research (free movement= better sharing of ideas, better research), intel (free movement= harder to catch spies) and also numbers 5 & 9 on this list.

5> I really hope that automatic migration of species from planet to planet will be implemented. Non-domed planets should be able to hold a small domed population (maybe just 5 or 10 million for huge worlds, 1 or 2 million for tiny) without any of the current space penalties.

6> sort out damage for different armour types / shield types / skipping weapons etc. It's a real mess.

7> Tactical combat: "resolve combat peacefully" button.
Strategic combat: Better handling of ramming / boarding strategies.

8> "Wait" command for ships, where you can specify exactly how many turns you want it to wait.

9> Changing planet descriptions according to game events: for example I could colonise a planet that says "A huge gas planet known for it's swirling colours." After several years of mineral mining and weapons platform production it might change to "A well defended mining colony" or even just "A colonised world with some great restaurants." After taking damage in a battle it might change again to "A war-torn planet with ruined cities"



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  #6  
Old May 4th, 2001, 01:17 AM
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Default Re: What would you like to see in an expansion pack

I would definitely pay for any expansion pack, but it would have to contain changes that we could not otherwise mod. Some suggestions included the following (note some of you will recognize this from my usualy post - I typically send this list to MM about once a month as a reminder

(1) [Tactical] Upon launch of seeker, no corresponding sounds is playing (capital ship missile, seeking parasite, etc.), please add it back.

(2) [Combat Report] Report fighters/other units lost/destroyed.

(3) [AI Intel Projects] The AI is not optimizing its intel. While eventually a file similar to research file would nice to dictate what types of intel projects the race will conduct depending on AI state, for now here are two quick fixes: (A) limit the AI to 6 active projects. This should be enough to have some counter-intel, but also prevent the current problem of the AI having too many projects with 100+ years to complete; and (B) delete the following intel projects (for the AI) that it will never use even if successful (i.e. steal designs, pop. centers, ship construction and fleet location, etc.).

(4) [AI Game] The AI does not know to "uncloak" its ships with minesweeping ability and colonization (which both still do not work while cloaked in Version 1.35).

(5) [AI Game] Tech Lv 3 starts for all the AI pose the following problems: (i) there is no limit to the amount spent on upgrading facilities, thus most AI players spend their first 50 turns upgrading facilities and quickly run out of resources leaving them very vulnerable (suggest putting a cap on % resources spent per turn on facilities), (ii) regardless of what there individual research file says, this type of start gives them all techs even when there designs don't call for them - this throws off the design files b/c they don't think that race is going to get any weapons other than those they research (suggest letting tech 3 start all the way through a particular race's file to establish what techs they start with).

(6) [AI Planet Types] The current file appears to only allow resource values in excess of 101. Is it possible to allow values of less than 101 (say 75)?

(7) [AI Diplomacy] Add a short distinct .wav file that plays when the button is pressed on the log file for a message from a particular race. I think this would be fairly easy to implement, but will go a long way to developing distinct personalities among races. You can put a placebo empty .wav file there for now until you have time to expand the music (the modders will fill in the music in no time for you!).

(8) [AI Diplomacy] Should be a penalty for asking for a treaty every turn. I know the xenophobic races have this built in, but even the Eee should be pissed-off if you ask for a treaty every turn for 20 turns!

(9) [AI Diplomacy] Players should be penalized for ignoring any message (even if it is a general message, players should have to send a general message back). This would make diplomacy better.

(10) [AI Diplomacy] If I accept to break a treaty or declare war, have it automatically happen.

(11) [AI Diplomacy] If I promise to support in war, the AI should at least take a look and see if I have had a battle with the target race in xx # turns.

(12) [AI Fleets] Non-direct combatant mine-sweepers, transports, colonizers, boarding ships, troop transports, etc. do not appear to be joining fleets for protection. Could there be a toggle or flag field in the design file to indicate whether a design type should seek a fleet?

(13) [AI Fleets/Design] Since the design types for the AI are rather strict, we need one additional - call it "Support Ship" this class would always be assigned to a fleet (perhaps limit # in the fleet) and would contain supplies, solar collectors, repair facilities, quantum reactor, etc. - More in line with what human players do or even better - allow calls in the Construct_Vehicles file based on "Design Name" instead of "Design Type."

(14) [Game Setting] Ability to "purchase" via points certain techs for starting. This would simplify creating races with say Intel or Stealthiness to start (like the Darloks) instead of creating "modified components" around it.

(15) [Game Setting] In the "Settings.txt" file - add a line item for how many organics per population/per turn to deduct from storage or production. This would end a long debate and allow players to actually think about building organic extraction facilities again.

(16) [Game Setting] In the "Settings.txt" file - add a separate user-defined maintenance % for each of the following (similar to what we now have for ships): fighters, troops, sats, weapons and facilities. By letting everyone tweak their own maintenance % - it would end the long debate on this subject.

(17) [Game Setting] Option to limit effect of weapons fire to maximum of one weapon/one kill (i.e. to prevent entire fighter Groups from being wiped out by single shot).

(18) [Game Sounds] Separate volume controls for music and sounds (many players like their sounds high, but music low in background)

(19) [Abilities] Need abilities added similar to "Combat Modifier - System", but limited to Sector or Fleet (this would allow a lot more facilities/components variety - say command ships)

(20) [Abilities] Please let Weapon Platforms have the same range modifications as Bases (this will help the AI and negate some of the "missile dancing" by human players.

(21) [Abilities] Please put a subroutine in so components can use the point generation abilities (i.e. research and intelligence).

(22) [Abilities] Repulsor beams should react automatically similar to PD weapons (to push away boarding ships, fighters, seekers, etc.) this would make it a more viable weapon.

(23) [Game] Provide a way to toggle a planet so that it would not show-up in the "Planet" list of production queues (this would be helpful for small planets which get maxed-out early and really are not touched for the rest of the game except for auto-upgrades)

(24) [Tactical Combat] Add a .wav file for when (A) a shield takes a hit and (B) a ship moves in tactical combat. You can put placebo empty .wav files there for now until you have time to expand the sounds (the modders will fill in the sounds in no time for you!)

(25) [Tactical Combat] Chance to discover tech when taking a planet over by troops (or alternatively, by scrapping unknown facilities on such planet)

(26) [Tactical Combat] I have been working on a solution to what I think is a major hurdle for sats and WPs - their inability to fire first when ships come into weapons range. To solve this I added the "Point - Defense" ability to a DUC II while leaving the "Target Type" the same to expirement. Theoretically, the automatic response turrets (as I call them) should fire when ships move into weapons range. They do for fighters (as they are supposed to), they cannot fire at seekers (as they are supposed to) and if unfired in a turn, they can still be manually fired (as they are supposed to) but unfortunately they do not automatically fire at ships. My theory is that the ships movement subroutine does not have the same "check" for response fire that seeker and fighter movement has. Would it be possible to add a line of code to the ship movement subroutine similar to the one already there for seeker and fighter movement (if my theory is correct). This would then provide the capability of making sats/wps (or ships) that automatically fire when a ship or fighter moves into weapons range (similar to MOO2).

(27) [Intel Ops] Ability to target intel ops on specific Groups of facilities (already have Groups based on group names in facility.txt file)

(28) Add 3-5 additional pics for each hull size - similar to in MOO2 where you could go sideways for different graphics of same hull size and up/down for different hull size (you can put placebos in for now all based on same pic, but for those that want more variety can modify their own). This would allow for more variety between support/attack ships of the same size

(29) Expand ground combat so that it is similar to space (each unit would be a battalion/division) - I forwarded an extensive e-mail earlier and there are several other earlier Posts about this on the Shrapnel Board - I have also heard many beta testers discuss this)

(30) Allow different ship sizes (currently all are 1x1 square) similar to Armies of Armageddon where there could be 1x2, 2x2, 3x1 and 3x2 units (planets would still be larger than ships). This would allow the budding artists to take advantage of the larger canvas area and those if us with 19" monitors won't have to squint as much - and also provide some disparity between and escort and a baseship.

(31) Initiative-based dependent on hull size, engines and experience and possible special components (similar to MOO2).
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  #7  
Old May 4th, 2001, 01:31 AM

Nitram Draw Nitram Draw is offline
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Default Re: What would you like to see in an expansion pack

I would like to see:
The ability to adjust starting techs.
A wider variety of components that do specific things, as in Trachmyr's #13, so that you must adjust throughout the game to different strategies. Not just have bigger Versions of the original items.
An AI that is a little more on the ball, one that analyized the overall game situation better.
Improved AI diplomacy.
Something to make specific systems/planets more valuable than others. A center of your culture if you like whos loss would be devastating to your empire.
Facilities that had an empire wide effect.
A population requirement for each facility to operate at full value and the ability to rank facilities on each planet in order of importance.
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