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Accueil » news » forums » Space Empires V » Space Empires V General

Good Game Overall...Some Suggestions for Improvement

Soumis par semper fi le Sam, 2006-12-30 13:43 Space Empires V General

I’ve been a fan of the Space Empires games and this includes SE V. There are still some bugs/playability issues that need to iron out and most of them have been already mentioned. Here are some suggestions that I would like to see incorporated in to the game:
· The ability to selectively upgrade only certain components on a ship. For example, if I just want to upgrade just the weapon systems and sensors on a ship and not the engines, I should have the option.
· More emphasis on the other resources besides minerals.
· The requirement to actually train crews for your ships (except colonization ships).
· The requirement to expend resources in order to generate supplies/ordnance at resupply depots. For example, an expenditure of 1 x mineral, 1 x radioactive and 1 x organic will generate XX supplies/ordnance.
· Units should only be built at space yards. Another option is that units may only be built at specialized factories i.e. fighters at fighter production factories, mines at mine production factories, etc…
· Limit the amount of research in any one area to 25%. Another option is to specialize the research facilities in to the different research areas: applied sciences, cultural advancement, theoretical sciences and weapons technology. Each type of research facility would only generate research points in that specific field of study.
· In the ship list window include small icons of what each ship/planet is carrying. This pertains to multiple ships/planets in the same hex.
· The ability to retrofit units.
· The ability to create your own design types as SE IV allowed.
· The ability to set more than 9 x waypoints…as many as a player wants.

‹ Preset Empires and new ship sets Upgrading ships ›
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Image de redbullbear68

Very good ideas

Soumis par redbullbear68 le Sam, 2006-12-30 14:42

Very good ideas semper.

What 'design types' are you referring to from SEIV?

Kerry-

"...I say we must move forward, not backward, upward, but forward, and always twirling, twirling, twirling towards freedom!"
-Kodos for President

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Image de Rilbur

semper fi wrote:· More

Soumis par Rilbur le Sam, 2006-12-30 15:33

semper fi wrote:
· More emphasis on the other resources besides minerals.

Play an organic / crystaline race, or go play a mod Laughing out loud

Quote:
· The requirement to expend resources in order to generate supplies/ordnance at resupply depots. For example, an expenditure of 1 x mineral, 1 x radioactive and 1 x organic will generate XX supplies/ordnance.

That could be interesting for a mod.

Quote:
· Units should only be built at space yards. Another option is that units may only be built at specialized factories i.e. fighters at fighter production factories, mines at mine production factories, etc…

Eeek, no! Maybe alow that to be modded, but otherwise no. Ships and bases require spaceyards, other than that, we're talking a nightmare.

Quote:
· Limit the amount of research in any one area to 25%. Another option is to specialize the research facilities in to the different research areas: applied sciences, cultural advancement, theoretical sciences and weapons technology. Each type of research facility would only generate research points in that specific field of study.

Um... why? And the obvious realism issues do NOT count as why.

Quote:
· The ability to upgrade units.

Supposedly, its merely a lack in the UI there.

Quote:
· The ability to create your own design types as SE IV allowed.

Would be nice. I always deleted the entire "default" design types and used my own custom "tender/attack/defense/colonization" system.
_______________________
There are 10 types of people in the world:

Those that understand binary, and those that don't.

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Design types

Soumis par semper fi le Sam, 2006-12-30 16:01

In SE IV, you were allowed to create your own design types for ships/untis beyond the standard design types (Attach ship, Satellite, etc...). You could create designs like, "Scout Ship, Repair Ship, Spy Satellite, Master Blaster Death Ship," or whatever your heart desired. It was option that you typed in during the design step.

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Image de Psieye

Still do-able

Soumis par Psieye le Sam, 2006-12-30 16:15

semper fi wrote:
In SE IV, you were allowed to create your own design types for ships/untis beyond the standard design types (Attach ship, Satellite, etc...). You could create designs like, "Scout Ship, Repair Ship, Spy Satellite, Master Blaster Death Ship," or whatever your heart desired. It was option that you typed in during the design step.
This is still do-able in SE V. Just that it's less obvious as you have to dig into the data files - ShipTypes.txt or something on those lines.

Also, how do you set waypoints in SE V? I know it must be possible but haven't figured out how.

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Thanks for the response...In

Soumis par semper fi le Sam, 2006-12-30 16:55

Thanks for the response...In SE IV, it was possible create your own design types within the game. You didn't have to mess around with the game files.

One clarification - In my original post, I meant the ability to retrofit units.

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Image de Rilbur

On the Fly

Soumis par Rilbur le Sam, 2006-12-30 17:22

Psieye wrote:
semper fi wrote:
In SE IV, you were allowed to create your own design types for ships/untis beyond the standard design types (Attach ship, Satellite, etc...). You could create designs like, "Scout Ship, Repair Ship, Spy Satellite, Master Blaster Death Ship," or whatever your heart desired. It was option that you typed in during the design step.
This is still do-able in SE V. Just that it's less obvious as you have to dig into the data files - ShipTypes.txt or something on those lines.

Yeah, but you can't do so on the fly.
_______________________
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Those that understand binary, and those that don't.

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Crew Experience

Soumis par FAdmiral le Mar, 2007-01-02 16:55

It looks like the only way to gain experience past average
is too fight in battles. But not being at war with another
race makes this a forgotten method. So I propose to take a
page from the "CIV" series games and create some Space Pirates.
Everyone would be against them and try to get into battles to
wipe them out. They in turn would do what pirates do, plunder
and steal ships, supplies, ordnance, etc. This means that the
player would always have to be on guard against their actions.
In this way, your crews could gain that much needed experience
without having to be at war with another race. PLUS, it would
make this game much more exciting !!

JIM

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Image de Kana
Mod Designer

Crew Experience

Soumis par Kana le Mar, 2007-01-02 17:15

I'm fairly sure that there are provisions in SEV that allow ships to gain experience without actually being in combat. Basically if the crew survives 6 months, they can go up a level of experience in lieu of actual combat experience...also there are training facilities as well...

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Image de Rilbur

Linestops

Soumis par Rilbur le Mar, 2007-01-02 18:34

FAdmiral wrote:
It looks like the only way to gain experience past average is too fight in battles. But not being at war with another race makes this a forgotten method. So I propose to take a page from the "CIV" series games and create some Space Pirates. Everyone would be against them and try to get into battles to wipe them out. They in turn would do what pirates do, plunder and steal ships, supplies, ordnance, etc. This means that the player would always have to be on guard against their actions. In this way, your crews could gain that much needed experience without having to be at war with another race. PLUS, it would make this game much more exciting !!

JIM

A) There is NO need to manually hit linestop when you hit the end of the textbox, the window will do it for you. And if you DO do so, it looks HORRIBLY ugly when viewed from another resolution.

B) There are training facilities in game

C) The concept of "Space Monsters" is included in many mods, and fits your request.

_______________________
There are 10 types of people in the world:

Those that understand binary, and those that don't.

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Monsters?

Soumis par FAdmiral le Mer, 2007-01-03 14:36

Comparing monsters vs. Space Pirates is like comparing night vs. day. Two very different entitys in my opinion. Monsters in the game would turn me off while Space Pirates would enhance the experience greatly. END OF STORY.........

JIM

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Image de Thy Reaper
Mod Designer

Mod or Custom AI

Soumis par Thy Reaper le Mer, 2007-01-03 16:05

It's possible to make a custom AI that hordes one system for itself to pay for its ships, and then sends them off, far away, in order to attack and steal whatever else it needs. Give the modders some time, they'll make anything you could imagine and more.

-----
Watch for my mod - codename: Dimensions - coming by Summer, 2007!

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