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  #1  
Old April 13th, 2001, 03:25 AM

AJC AJC is offline
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Default Re: Patch wishlist

quote:
Question asked by capnq : 53) Surrender not based on score. What else could it be based on? The AI has to have some criteria to decide with.



This would have to be worked out and I think it is a difficult problem. Maybe a rating system is established that tallys points based on the current situation and what has happened or not happened to the ai - similar to the politics system where certain actions adjust the anger level of the AI. Maybe all the AIs planets must be blockaded, the number of battles its lost, planets destroyed, ships destroyed.

Several things could be done - just one of the problems with basing surrender on a high score is that when one of your planets rebel - they also inherit all of your tech. When your opponent can see that rebelled planet - they can demand its surrender,and it will surrender to them- then your opponents gains all of Your tech from that new empire - its a bad hole in surrender. Empires shouldnt surrender unless there is military pressure being placed against the empire and it faces certain extinction.

An empire you are not even at war with should not surrender to you just because you have the highest score.


[This message has been edited by AJC (edited 13 April 2001).]
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  #2  
Old April 13th, 2001, 03:21 PM
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DirectorTsaarx DirectorTsaarx is offline
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Default Re: Patch wishlist

quote:
Originally posted by dogscoff:
Populations move by themselves- A small percentage of a population's growth on a planet represents immigration from nearby planets.

This could work for nearby allied worlds as well - After all, any country in the world today has a small population of resident foreigners from friendly countries.

What do you think?



And sometimes that small population of resident foreigners are from not-so-friendly countries. Maybe allow members of enemy races to "immigrate" (read: escape from their oppressive empire into your glorious empire). These immigrants cause unhappiness when they move in - you know, the typical "stinkin' illegal immigrants coming over and taking OUR jobs" kind of attitude.
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Old April 13th, 2001, 03:36 PM

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Default Re: Patch wishlist

A new algorithm that determines surrender should do do based upon the empires percieved level of threat to its existence. Essentially it should determine if the race's position is hopeless or not. This should further be modified by the races demeanor. A bloodthirsty race is more likely to be like the Japanese in WWII and be very hard to get to surrender while a more peacable race would be more like the Italians.
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Old April 15th, 2001, 07:04 AM
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Default Re: Patch wishlist

I'd like to see fighter Groups launched on the main game screen NOT use up all of their movement. Right now it is almost impossible to launch an interplanetary fighter strike against an enemy fleet because it will usually have moved or left the system by next turn. Launching should only use 1 or 2 of the fighters' movement points.

I really like the migration idea too. I think Stars! Supernova Genesis is supposed to have that.

I too would like to see the AI capable of mounting a credible offensive, complete with coordinated multi-system attacks and planetary invasions.
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  #5  
Old April 15th, 2001, 09:05 AM
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Default Re: Patch wishlist

perhaps its time for another patch in one update for this thread. Get everything listed in one post up to this point.
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  #6  
Old April 15th, 2001, 08:41 PM

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Default Re: Patch wishlist

Hi Im new to Se4, This is a great game.
I'll toss out a couple here
1. Have some tech research lead to dead ends. have this be a random occurance with several approaches to say Stellar manipulation. 2 would be dead ends 1 would be a good path. This would have to be random with each game. Maybe a game option.

A battle board for land combat on the planet. Each planet would have a certain number of squares based on its size. You could then develope real armies to invade with.
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  #7  
Old April 16th, 2001, 03:21 AM

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Default Re: Patch wishlist

Launch/recover/pickup/drop a specific amount in orders e.g.
Move to 4,6 (my homeworld)
Load 100 colonists (even though the transport can hold 330)
Move to 6,8 (colony A)
Drop 50 colonists
Move to 7,6 (Colony B)
Drop 50 colonists

This can be done in one turn in a non-simultaneous game, but takes 3 turns in a simultaneous game.

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Ability to break up fighters into Groups, in space. As it is, I have to bring all my carriers to one planet and play cargo shift to get the proper fighters on the proper ships.

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Ability to see what defenses a planet has without having to send ships in.

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"Visual" ground combat like MOO2. That was way cool with the little animated dudes and lasers and tanks, etc!

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Allow repeating of "launch fighters" orders for planets. If I have 10 planets all making 6 fighters per turn, it gets very tedious launching them every turn, and then setting their waypoints the next turn. Also, is it possible to have fighters move to a specific waypoint upon construction like with ships?

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How about a "waste one movement turn" order for ships. If I have two fleets I want to use to attack a planet and one is one square away and the other is two away, the closer fleet will get there first and fight without the second fleet AFAIK...
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