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August 24th, 2001, 01:18 AM
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Captain
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Join Date: May 2000
Location: Tampa, FL USA
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Re: Most bang-for-the-buck hard code changes
Although it will echo what others have already said, and what has been sent repeatedly to MM. . .
(1) Ability to call ships/units based on design name instead of design type in Construction file. This will not effect that current AI since their design names already = their design types.
(2) A field in which we can designate a ship as eligible for the AI to add it to a defense fleet, attack fleet or either.
(3) Allow negative/positive anger adjustment in the Anger file based on race name. This will allow historical enemies and allies.
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No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country.
-General George S. Patton
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August 24th, 2001, 01:20 AM
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Second Lieutenant
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Join Date: Jun 2001
Location: Australia
Posts: 409
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Re: Most bang-for-the-buck hard code changes
Make HUGH improvement on the AI! The current Artificial Idiot is very inadequate and gets me really mad at times, especially in strategic combat. Most of the time I don't even think it is fighting on my side!
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A propeller is just a big fan in front of the plane designed to keep the pilot cool. Want prove? Stop the prop and watch the pilot break out in a heavy sweat!
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August 23rd, 2001, 02:37 PM
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General
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Join Date: Jul 2001
Location: Canada
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Re: Most bang-for-the-buck hard code changes
Small : ability to show where all system wide abilities are on the system map.
Med : The ability to filter reports ( all of them )
Large : The ability to chose stragetic or tatical combat in multi player games on different computers
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RRRRRRRRRRAAAAAGGGGGGGGGHHHHH
old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg
Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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August 23rd, 2001, 04:37 PM
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Corporal
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Join Date: Jan 2001
Location: Newport News, VA
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Re: Most bang-for-the-buck hard code changes
Trivial: Seeing enemy movement in your system
If I have a presence in a system, and an enemy ship moves in that system, I should be able to see it. Currently, an enemy ship suddenly appears in a system, and the following turn it disappears. You don't know where it came from or where it went. You should be able to see enemy movement during that enemy's turn in your systems.
Small: Straighten out the engines/supplies
It's silly for the same size engines to power escorts and battleships and for an engine to have the same amount of supplies as a supply bin twice its size. My solution would be to have the engines proportional to the hull size in size, cost, supply storage, and supply usage. Also, cut the supplies carried by engines in half, and double the supplies in each supply bin.
Medium: Fix the ministers
The reason the AI's aren't any better is that they have to use all the ministers. This includes the exploration minister that keeps sending ships through damaging warp points and the resupply minister that jerks your fleet back just before it reaches its objective. (Add your favorite minister stupidity here.)
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August 23rd, 2001, 05:17 PM
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Captain
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Join Date: Sep 2000
Location: USA
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Re: Most bang-for-the-buck hard code changes
Good responses so far, but keep in mind the criteria for the effort categories: trivial (a few hours of programming), small (a few days), and medium (a few weeks).
Also remember that we're discussing HARD CODE changes -- stuff that can't possibly be modded.
Lastly remember that we're discussing "most-bang-for-the-buck", not pet peeves. (E.g., fixing Enter and Escape in dialog boxes would be nice but would not give a substantial "return on investment" in terms of improving the game.)
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Give me a scenario editor, or give me death! Pretty please???
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August 23rd, 2001, 05:40 PM
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Lieutenant Colonel
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Join Date: Dec 1999
Location: Pittsburgh, PA, USA
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Re: Most bang-for-the-buck hard code changes
I'm not sure if this is trivial, medium, or huge, but here goes:
Diplomacy. Right now, either you can move safely through ALL of an empires systems, or you can't move safely through ANY of an empires systems. I would like to have an option to make systems as "hostile" or something. That way, if I set up a trade alliance with the Phong, but only want them to be allowed into the first two systems (closest to them), and not go parading through the depths of my empire, I can set up space stations, mines, or whatever, and stop them.
General John
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August 23rd, 2001, 05:51 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Most bang-for-the-buck hard code changes
quote: Small: Straighten out the engines/supplies
It's silly for the same size engines to power escorts and battleships and for an engine to have the same amount of supplies as a supply bin twice its size. My solution would be to have the engines proportional to the hull size in size, cost, supply storage, and supply usage. Also, cut the supplies carried by engines in half, and double the supplies in each supply bin.
See my Pirates & Nomads v2 mod. You will be very happy, and realize that those fixes need no hardcode changes.
------------------
The latest info on Pirates & Nomads (forum thread).
-< Download V2.3>- (just extract to your SE4 folder)
-< Download P&N Classic>- (The final release of P&N v1.x, just extract to your SE4 folder)
-< Download compatible EMPs for P&N v1.2 through v1.7>-
-< Download SJs latest AI Patcher>-
Visit My Homepage
Other Links:
-< Play By Web>-
-< Schlock Mercenary>- (great space-based webcartoon) -< First Strip>-
-< 8-bit Theater>- (fun comic with the pixellated FF1 characters)
<SE4Code>
MpN R*-A RM(L) RP+ TCP- Fq++ FR!++ P? A+/- Sf+ Nd- L $ M++++ Pw!+
</SE4Code>
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