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October 31st, 2002, 04:50 AM
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Second Lieutenant
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Join Date: Dec 2000
Location: Houston, TX, USA
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Re: Things we\'d like to see in the next patch
Actually, I'd just like to see the next patch...
(That "drones 'attack' warp point by going through it and attacking anything on the other side" looks very useful. Hope the AI can do it.)
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...can you and your associates arrange that for me, Mr. Morden?
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October 31st, 2002, 05:28 AM
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Corporal
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Join Date: Sep 2001
Location: PALMDALE ,CA ,US
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Re: Things we\'d like to see in the next patch
Yes JIMBOB, i like the warp editions & DAVID G satilite placements too? a definite vote on me.
Hey JIMBOB are you going to make a new poll?. with new ideas from others that made a post too.??
[ October 31, 2002, 03:30: Message edited by: HEMAN ]
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October 31st, 2002, 03:20 PM
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Corporal
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Join Date: Jun 2002
Location: Hannover, Germany
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Re: Things we\'d like to see in the next patch
I would like to see some improvements for the AI and AI-modding. Forgive me, if I repeat ideas mentioned before:
Fleets:
I would like to decide for myself which design-type can join a fleet. More influence on composing the fleets (numbers of ships AND types) would be nice, too.
The standard training facilities are a great advantage for human players. They are useless for the AI which is too busy sending its ships around. Systemwide effects would help. Training works fine for a psychic AI and makes it a much more challenging opponent. I know that renders one of the main advantages of psychic races pretty useless but it should be possible to compensate for that.
Design
A distinction between the abilities of cloaking devices, ECM and stealth armor. I prefer maximized defensive equipment for my races (ECM plus Cloaking plus stealth plus scattering armor) but so far I found no way to handle it.
The construction vehicles file allows calling for names but the numbers (must have...) are still referring to types only.
Mines
Minefields and mine sweeping should be much more unpredictable. In the current Version mine sweeping is just a matter of mathematics.
The AI tends to forget mining warp points to systems without planets or does it much too late.
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homo homini lupus est
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November 1st, 2002, 04:56 AM
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Lieutenant Colonel
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Join Date: Jan 2002
Location: Dundas, Ontario, Canada
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Re: Things we\'d like to see in the next patch
Quote:
Originally posted by jimbob:
Perhaps if someone opens a new thread - Platinum II -
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Done. 
[ November 01, 2002, 02:56: Message edited by: DavidG ]
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November 1st, 2002, 05:38 AM
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First Lieutenant
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Join Date: Sep 2001
Location: Edmonton, Alberta, Canada
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Re: Things we\'d like to see in the next patch
David: Thanks for the new poll. I went and voted first thing.
Heman: Good to see you've joined the dark side my friend  Remember, the more warp types, the better the FTL modelling!!! While I may have voted for one type of new warp point type, I'm really hoping for a kettle full.
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Jimbob
The best way to have a good idea is to have lots of ideas.
-Linus Pauling
Take away paradox from the thinker and you have a professor.
-Søren Kierkegaard
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November 1st, 2002, 08:20 AM
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Corporal
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Join Date: Sep 2001
Location: PALMDALE ,CA ,US
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Re: Things we\'d like to see in the next patch
THANKS DAVID for making this POLL.
DAVID & JIMBOB you know what 2 i voted for  .
My idea to adjust, Indiv ministers,didnt make it  ? OH well.We know those Indiv ministers arent up to par, especially pop transport for me.Is the only minister i will use with the gitters.
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November 1st, 2002, 01:58 PM
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Lieutenant Colonel
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Join Date: Jan 2002
Location: Dundas, Ontario, Canada
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Re: Things we\'d like to see in the next patch
Quote:
Originally posted by HEMAN:
My idea to adjust, Indiv ministers,didnt make it ? OH well.
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Well I scanned this thread fairly quick so I'm sure I missed a few good ideas. I tried to keep the list somewhat short and things I thought would be patchable as opposed to such a big task it would be more for a new Version,.
[ November 01, 2002, 12:12: Message edited by: DavidG ]
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