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  #1  
Old August 25th, 2001, 05:35 PM

shonae shonae is offline
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Default Re: Most bang-for-the-buck hard code changes

Rollo, Thanks for the edited QuadrantTypes.txt file, I must admit I hadn't thought of that.

However the point still stands that you can't have the Black Hole systems without crippling the AI somewhat especially if it starts next to one.

I did like the strategic aspects of having an early effective (mostly) defense against enemies until later in the game as well as the potential of hampering your expansion to other systems.

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  #2  
Old August 25th, 2001, 08:30 PM
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Default Re: Most bang-for-the-buck hard code changes

quote:
1. The ability to set starting points when setting up the game.
I assume you mean setting them before randomly generating the map? Because you can already do this in the Map Editor.

Which gives me another idea: add a toggle for whether a random map has ruins, rather than only allowing them on "blind" maps as it does now.

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  #3  
Old August 25th, 2001, 10:25 PM
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Default Re: Most bang-for-the-buck hard code changes

quote:
Rollo, Thanks for the edited QuadrantTypes.txt file, I must admit I hadn't thought of that.
However the point still stands that you can't have the Black Hole systems without crippling the AI somewhat especially if it starts next to one.
I did like the strategic aspects of having an early effective (mostly) defense against enemies until later in the game as well as the potential of hampering your expansion to other systems.

De nada. And I agree with you. I like black holes as well, it's just too bad the ministers don't handle them well.

Back to the topic: I have noticed that most suggestions (including my own) are either bug fixes, things that don't require hard code changes or stuff involving the AI (which is very important, but only effects the regular player indirectly). While they are good and valid they don't really apply to the "most bang for the buck" topic.
So I have giving it some more thought this time and tried to find something that really would make game more interesting while only requiring little hard code changes (remember: most bang for the buck). To get my point across, please allow me to be a little long winded and sorry for this in advance.
I assume that the most commonly played game is a solo game against the AI, either using standard SE4 or one of the various mods and maybe a few new races. Depending on the bonus the AI gets and the skill of the player things only get really interesting when the solo player becomes MEE (Mega Evil Empire: a game condition were one player (usually the human) is far ahead in the game, resulting in all computer players declaring war against him). Btw, if you don't agree with me on this, you can stop reading now, because my suggestion will be pointless to you . Anyway, I like the concept of MEE and the fact that the condition that will trigger MEE can be modded makes it even better. However, and that brings me to my actual point, the condition is known to the player and predictable. Sure, newbies will be surprised the first time they become MEE (I was), but any player with some experience or one that reads the forum knows about it and knows the condition that will trigger it. So me suggestion is: Randomize the condition that triggers MEE. It could still be moddable like putting benchmarks. ----> default suggestion (MEE min :=300, MEE max:=700, MEE score percent min :=130, MEE score percent max :=190).
So the effect would be that the player doesn't know when he will turn MEE, it could be as early as 300k score or anytime later. IMHO this would add a lot of excitement and unpredictability to the game. Knowing the exact time one will turn MEE can be exploited. Not knowing might cause some of the more prudent players to worry about defenses earlier and some of bolder expand aggressively longer. Anyway, a certain level of unpredictability would make it a lot more interesting.

Just my 0.02. Any takers? I hope so, otherwise I would have typed all this for naught .

Rollo
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  #4  
Old August 26th, 2001, 12:08 AM
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Default Re: Most bang-for-the-buck hard code changes

Rollo - I like your random MEE setting idea.

[This message has been edited by Tampa_Gamer (edited 25 August 2001).]
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Old August 26th, 2001, 08:59 AM
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Default Re: Most bang-for-the-buck hard code changes

MME
But semi-random MEE surely isn't a change that gives the most bang-for-the-buck .. declare war on all AIs you encounter, and you'll have a likewsie enjoyable game


My 0,02 EUR of thoughts:

small change (?)
fix the ministers

medium change
fix the rest of the AI

really big change
give ua SEV, with all the good stuff from SE3 back, e.g. right-click, loadable ship styles, inteligence etc. etc.

A.
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Old August 26th, 2001, 07:46 PM
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Default Re: Most bang-for-the-buck hard code changes

quote:
Originally posted by Arralen:
... declare war on all AIs you encounter, and you'll have a likewsie enjoyable game


I agree with you that this would make a challenging game. I am not so sure about enjoyable, though, because it completely gets rid of one of the aspects of the game (diplomacy) and leaves no place for roleplaying. You can't play a "nice" race this way .

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  #7  
Old August 26th, 2001, 09:06 PM

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Default Re: Most bang-for-the-buck hard code changes

quote:
Originally posted by Arralen:

really big change
give ua SEV, with all the good stuff from SE3 back, e.g. right-click, loadable ship styles, inteligence etc. etc.



And the ship repair/construction queues! I loved how ship construction and repair worked in SEIII, and really wish that approach had been retained. So controllable and it made so much sense. I hate not being able to build ships and facilities at the same time...

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