|  | 
| 
 
 
 
 
 
 
 
 
    
    
 |  | 
 
 
	
		|  |  |  
	
	
		
	
	
	| 
			
			 
			
				March 9th, 2001, 02:23 AM
			
			
			
		 |  
	| 
		
			
			| 
 Second Lieutenant |  | 
					Join Date: Jan 2001 Location: Eldersburg, Maryland, USA 
						Posts: 410
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 Re: New Features You Would Like to See That Would Have to Be Hard Coded 
 I would like to see the victory conditions modified so each race could pick their own victory. One race might pick to just survive, one might pick a high score etc. There would have to be some minimum numbers and you should also have to meet your conditon for a set number of turns in a row, unless of course you pick conquer them all!
 |  
	
		
	
	
	| 
			
			 
			
				March 9th, 2001, 02:24 AM
			
			
			
		 |  
	| 
		
			|  | 
 Captain |  | 
					Join Date: Jan 2001 Location: Dallas, Texas 
						Posts: 817
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 Re: New Features You Would Like to See That Would Have to Be Hard Coded 
 I would like to be able to filter out all planets that are not in systems that I claim when I am searching for planets to colonize and a settign to inforce that the Minister colonizes all my moons and planets before sending ships to other unclaimed systems. |  
	
		
	
	
	| 
			
			 
			
				March 9th, 2001, 04:15 AM
			
			
			
		 |  
	| 
		
			|  | Shrapnel Fanatic |  | 
					Join Date: Feb 2001 Location: Waterloo, Ontario, Canada 
						Posts: 11,451
					 Thanks: 1 
		
			
				Thanked 4 Times in 4 Posts
			
		
	      |  |  
    
	| 
				 Re: New Features You Would Like to See That Would Have to Be Hard Coded 
  quote:weapon mounts for seeker weapons
 
 
You can already make a seeker mount, just copy an existing mount and change the setting from "direct-fire" to "seeker"
 
NOTE: as of 1.27b, the extending range mounts was messed up for seekers, in that the missiles could be fired from extended range but would still fizzle after moving their original range.
 
Changing that same setting from "direct-fire" to "none" will allow you to mount armor, but unfortunately, also allow you to mount your bridge/engines/shields/everything.  Making things larger  is probably not in your best interests for anything other than armor though...  it could work.
 
------------------ 
Lots of good ideas, everybody.
 
I think I'll add that armor mount thing to my mod.   
				__________________ 
				Things you want: |  
	
		
	
	
	| 
			
			 
			
				March 9th, 2001, 04:23 AM
			
			
			
		 |  
	| 
		
			|  | 
 Captain |  | 
					Join Date: Feb 2001 Location: Peterborough, Ontario, Canada 
						Posts: 907
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 Re: New Features You Would Like to See That Would Have to Be Hard Coded 
 The one problem with modding seekers is that the damage seems to be hard coded.  You can mod the missle mount to be 1/2 size and the mount says half damage but the seeker itself does normal damage (fun for strengthing missle races).  Same for extending the ranges, the mount may go that far, but the actual seeker will not.  At least as of 1.27b (but I could be wrong, these are just my observations)     
------------------ 
"The Empress took your name away," said Chance. 
Owen smiled coldly.  "It wasn't hers to take.  I'm a Deathstalker until I die.  And we never forget a slight or an enemy."  -Owen Deathstalker.
				__________________We are all...the sum of our scars....(paraphrased) Matt. R. Stover-'Blade of Tyshalle'.
 
 Human existance is all imagination...Reality is no more than a simple agreement among its participants that this is where we shall meet, and these are the rules that we shall abide by.- Kevin McCarthy/David Silva The Family:Special Effects..
 
 Long Live the Legion!!-Comic book fandom...
 |  
	
		
	
	
	| 
			
			 
			
				March 9th, 2001, 06:49 PM
			
			
			
		 |  
	| 
		
			
			| 
 Sergeant |  | 
					Join Date: Nov 2000 Location: Somewhere on the wine-dark sea... 
						Posts: 236
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 Re: New Features You Would Like to See That Would Have to Be Hard Coded 
 The #1 thing I'd like to see changed, which would require hard-coded, is to do something about the current inability to stop your "allies" from colonizing in your systems (short of breaking the treaty & declaring war).  This, in effect, ruins the diplomacy system for me because I never agree to anything higher than non-intercourse.  My suggestion for the simplest way to fix this would be the following changes:
 1) You can’t colonize, invade or remote mine a planet (or asteroid belt) in any system you have not claimed.
 
 2) You can't claim a system already claimed by another race with which you have contact, unless you are at war with the previous claimant (or in that nebulous "no treaty" state that exists from first contact until you either go to war or form a treaty).
 
 3) Replace the option "automatically claim any system colonized" with "automatically claim any system explored", but this would not violate #2.
 
 4)  If you agree to a treaty without resolving all conflicting system claims, both sides can  act as if it is their system, on a "first come" basis for each individual system body (remote mining in progress would prevent colonization by another race).  However, in such contested systems a "no peace beyond the line" state would exist- combat would not be initiated if you move into a sector containing ships/colonies belonging to your "roomie", but you could use the "attack" button to initiate combat manually (only in contested systems) no matter what treaty exists.  Such combat in contested systems would cause less AI anger than normal (i.e. undeclared limited war).
 
 5) If the other race agrees to "give" you the system, that means they abandon their claim to it (as now), but they can't reclaim it later (except while at war with you) as they usually do now, plus it means IMMEDIATELY abandoning all colonies they have not agreed to give to you.
 
 6) Mines would detonate on any race's ships unless they have a Military Alliance or better with the mine owner, so that mines can be used to protect your interests in contested systems.
 
 [This message has been edited by Barnacle Bill (edited 09 March 2001).]
 
			
			
			
			
				  |  
	
		
	
	
	| 
			
			 
			
				March 9th, 2001, 07:07 PM
			
			
			
		 |  
	| 
		
			|  | Shrapnel Fanatic |  | 
					Join Date: Feb 2001 Location: Waterloo, Ontario, Canada 
						Posts: 11,451
					 Thanks: 1 
		
			
				Thanked 4 Times in 4 Posts
			
		
	      |  |  
    
	| 
				 Re: New Features You Would Like to See That Would Have to Be Hard Coded 
 Make the mine Groups have a setting for exactly who they will detonate for.  So, you would be able to disable your mines for your partner, but leave them up for somebody who you have only a trade alliance with.
 You could also turn them off for an "at war" race, so you don't waste them on single ships.
 
				__________________ 
				Things you want: |  
	
		
	
	
	| 
			
			 
			
				March 10th, 2001, 07:03 PM
			
			
			
		 |  
	| 
		
			
			| 
 Second Lieutenant |  | 
					Join Date: Jan 2001 Location: Eldersburg, Maryland, USA 
						Posts: 410
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 Re: New Features You Would Like to See That Would Have to Be Hard Coded 
 I would like to see additional victroy points added for captured/destroyed ships and points given for each turn you survive, ideally with a racial trait multiplier. This would give Nomad,Pirate and other non-empire type races a way to win while staying within their racial style. |  
	
		
	
	
	| 
			
			 
			
				March 11th, 2001, 08:51 AM
			
			
			
		 |  
	| 
		
			|  | 
 Brigadier General |  | 
					Join Date: Jan 2001 Location: Ohio, USA 
						Posts: 1,951
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 Re: New Features You Would Like to See That Would Have to Be Hard Coded 
 I would like "Range Error" fixed once and for all. I thought the new patch was to take care of it. I was playing 1.27B and was in battle for my main planet, when "Range Error"showed up "again"..... I didn't download 1.30 yet because of my ex-current game...
 
				__________________ 
				just some ideas   Mac
 
BEWARE;  crochety old geezers play SE4, in between bathroom runs
Phong's Head Parking |  
	
		
	
	
	| 
			
			 
			
				March 11th, 2001, 05:24 PM
			
			
			
		 |  
	| 
		
			|  | 
 Corporal |  | 
					Join Date: Feb 2001 Location: Porto Portugal 
						Posts: 163
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 Re: New Features You Would Like to See That Would Have to Be Hard Coded 
 New ideias / concepts / problems in / for SE4 (1.30):
 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
 MineFactory 	(to place in a ship and make mines)
 FighterFactory
 SatelliteFactory
 
 New Keys
 
 All the windows must have a key to each option
 example strategic/tactical (S/T)
 
 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 (surrender disigns window)
 
 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
 
 When you are asked about enter in combat, show info about your/enemy forces for better call.
 
 If you have one (or more) colonies whitout pop, send the pop transporters to drop in that colonies.
 
 Don't send mov orders to construction ships that are building, this generate desnecessary error windows.
 
 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 / scrollmouse' support ?
 
 In some games, the minister insist in building small / older models of weapons platforms (even obsolet ones).
 
 Add the capability for the AI to build Starbases at warppoints.
 
			
			
			
			
				  |  
	
		
	
	
	| 
			
			 
			
				March 11th, 2001, 07:36 PM
			
			
			
		 |  
	| 
		
			|  | 
 General |  | 
					Join Date: Feb 2001 Location: Pittsburgh, PA, USA 
						Posts: 3,070
					 Thanks: 13 
		
			
				Thanked 9 Times in 8 Posts
			
		
	      |  |  
    
	| 
				 Re: New Features You Would Like to See That Would Have to Be Hard Coded 
 mac, in a program as complex as SE4, there are probably a couple hundred possibilities that can cause a range error. Anything that's been modded at all has the potential to break something else that you'd never expect. If you can get the error to occur consistently in the same situation, try to get save games from before it happens, and send them in with a bug report.
 
 ------------------
 Cap'n Q
 
 [This message has been edited by capnq (edited 11 March 2001).]
 
				__________________Cap'n Q
 
 "Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
 |  
	
		
	
	
	
	
	
	
	| 
	|  Posting Rules |  
	| 
		
		You may not post new threads You may not post replies You may not post attachments You may not edit your posts 
 HTML code is On 
 |  |  |  |  |