SE 5: What is coming now? |
After the change log of a new beta patch appearing every week or so in the second half of 2007, there seems to be a standstill from Malfaldor's side during the last weeks. I feel that most bugs have been ironed out now, but I also believe there remain a few major "bug-like" issues (e.g. point defense targeting - though I may have missed part of the discussion here). Then there is the story of UI improvements. And - my favorite - the A.I.. While much can and is being done by modders, other things can surelky only be addressed by Aaron himself. And finally, gameplay extensions, like e.g. more hull sizes, improved ground combat, etc.
In a nutshell, much remains to be done. And even though I understand that poor Aaron needs some time off now and then, I nevertheless hope that he sees things in a similar way. So, does anybody know what (and if) he is going to do next? More bug-fixing patches? UI improvement patches? AI improvements (yeees, please!!!)? Some extensions to the engine? And if it is more than bug-fixing, will he continue to patch the current SE5 or is he already working on an extension pack that will group some or all of these things?
Re: SE 5: What is coming now?
I think bug squashing, game breaking ones first, than annoying ones next.
-Alliance is still broken, such as AI sending *you* a proposal when they should be sending to alliance
-formations/strategy section needs a few finishing touches. Currently there is little point in playing with strategy other than Break Immediately Optimum/Max or Run.
Is there a way to have set an All AI game that will run itself for set number of turns? At the end of X turns, all empire becomes player controlled so you can go in and see for yourself what kind of monstrous things the AI has done. It would be useful to roughly gauge how successful an AI is compared to another with enough test iterations.
This way anyone who can mod AI and has the inclination to do so can help MM build stock AIs, using the most successful sets.
-pull the top modders to see what kind of script functions are the most useful to implement. Keeping the modder base strong is always good for games like this.

Re: SE 5: What is coming now?
The "runturns #" cheat where # is an integer allows you run # of turns with all players as AIs.

Re: SE 5: What is coming now?
Not exploitable on PBW games with only human players I dare hope?? There's a password prompt, so ...
Re: SE 5: What is coming now?
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"Good morning, Pooh Bear," said Eeyore gloomily. "If it /is/ a good morning," he said. "Which I doubt," said he.
Re: SE 5: What is coming now?
The game host could just process turns manually anyways if he wanted to "cheat"...
The default setting is having cheat codes disabled, so there isn't anything to worry about with them in PBW (unless the host is retarded, anyways).
Re: SE 5: What is coming now?
My wishlist, in order:
1) Turn Times - This is still the biggest turn-off for me.
Ive put my current game on hold because it simply is taking too much time. My current invasion plan means it will take roughly 20 turns to build up my fleet and position it. With interuptions from research and other external events i'm probably looking at ~2 hours of sitting by my PC clicking the 'Next Turn' button and waiting. Not fun.
2) AI improvements. Like everyone else I'd want AI to be improved. Although any changes would have to not undo all the hard work Modders have done (maybe Malfador should incoperate all the best bits from various mods, as long as they are compatible of course, and they get permission).
3) AI styles - More variation among the stock races. I want to see and feel the difference between a Neutral personality and a Defensive one, for example.
Different dialogs, different behaviours, as well as incoperating the backstory of some races (i.e. EEE and Drushoka are meant to hate each other, yet in reality they behave the same as other races).
4) Improved Ground Combat AI. Space combat IMO is sorted, Ground is awful. Its far easier, quicker, and less frustrating just to simply skip GC by glassing a world.
5) More of an 'expansion' request than a patch, but i'd like Malfador to add the races that are missing from SE3 and 4. Custom ship sets can be of a good quality, but I'd be nice to have some more 'official' ship sets from the SE universe.

Re: SE 5: What is coming now?
I second the Ai styles comment. I've been going back and playing Alpha Centaurie and am amaized how each group has destinct behaviors. When you run into a race they behave how you might expect. Another Alpha Centaurie feature that's awsome is turns process in seconds... (while still being challenging).
SEV, more than a feeling.




Re: SE 5: What is coming now?
Kwok said in an earlier post that there will probably be more patches.
Personally, I think fasting turn processing times and engine tweaks to improve performance are the most important aspects right now since the game is at a playable state already.