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Thread: Work Items for Volunteer Developers

  1. #61
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    Quote Originally Posted by Lor Dric View Post
    We are both going to have to compromise on some stuff and I hope you know that going in, I don't want any hard feelings if all your stuff isn't used and put in I'm sure most stuff will be used, I know you won't let me use all my ideas. Plus we will have a few people to help us decide on some issues.
    Compromise, agreed??
    That's why I said we should stick to fixing stuff. There's little decision making or compromise in that
    We shouldn't really change the base game, that we have already in our mods.

    Did you change spacing, spelling in any of the windows??
    Yep, lots of spelling check, some windows were not correctly centered, and some more minor stuff.
    Let me see if I still have your email address and send them to you.

  2. #62
    First Lieutenant SpaceSloth's Avatar
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    I agree that the graphics for the electronic pulses seems to clutter up the battle view screen; they could definitely be toned down some, or eliminated if necessary.
    As far as weapons stacking, if I am understanding it correctly, I don't see a need for a limit on how many of a specific kind of weapon is allowed in a slot: if someone wants to fill their entire hull capacity with a certain weapon or item, why not allow it?
    I like the icons for the electronics that you showed from the modded game. In the vanilla game, many different ones shared the same icon.
    Not slow, just thorough

  3. #63
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    I'm still here, not going anywhere.
    I'm just blocked at work, so I just pop in here when I can. Also been busy with testing Armada 2526, and some more modding

    Anyways, some more things that would be useful in the game:

    - A mod folder (like in Armada 2526), inside the game's docs folder (My Documents\PolluxGameLabs\LostEmpire-Immortals\Mods) , where we could create a folder structure where modded files are stored (\Mods\IcemansMod for example). In Armada, you create a shortcut for each mod, and the game looks for the files first in the Mods folder, and those that are not there it loads from the game's original folder - so you can mod just a few files.

    - We could also start thinking about allowing both versions of excel files (xls and xlsx) to be used, now that xlsx is much more widely used. We have to keep in mind that xls will eventually be completely replaced. It can be a bit of a pain to maintain both versions though.

  4. #64
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    Now, replying to the rest.

    Weapon stacking: like SpaceSloth, not sure about this. Jonez had something in mind for the game regarding this, I'll dig up my old files and post about it.

    Electronics icons: maybe there could be an option to toggle them? So whoever wants them in (to know what ships are doing, and to what ships), they can keep them; those that don't can turn them off.

    Colored minors pics: they used to be colored before 1.0.3, but then the format changed. Can't recall if I still have the pics in my HD, will check. They looked better IMO - though the current ones also convey the feel of a comms system.

    Planetary weapons: definitely "need" to be tweaked IMO. More variety would be cool.

    Combat system and ship sizes: my opinion is clear in my mod

    My icons: I posted them in my mod's thread. And to another thread too, IIRC, about the icons. I'll get a link.

    Edit: Here, post #77
    http://forum.paradoxplaza.com/forum/...=365547&page=4

    ColonizationModule icon item40 -> item73
    IonDrive icon item44 -> item48
    SingularityDrive item44 -> item74
    NeuralNetworkTargeting item64 -> item67
    ECM item65 -> item96
    WeaponsScrambler item44 -> item94
    GravityWell item44 -> item111
    InertiaBooster item44 -> item107
    PrecisionBooster item44 -> item65
    PrecisionInhibitor item44 -> item64
    EMPRay item44 -> item79
    EnergyShield item114 -> item69
    MagneticShield item98 -> item50
    ParticleAutocannon item77 -> item97
    LaserBlaster item78 -> item87
    PhotonBeam item79 -> item95
    IonCannon item81 -> item105
    PlasmaAutocannon item91 -> item88
    PlasmaBlaster item87 -> item102
    PlasmaBeam item84 -> item82
    FusionCannon item89 -> item85
    AntimmaterAutocannon item97 -> item91
    AntimmaterBlaster item108 -> item83
    AntimmaterBeam item105 -> item90
    AntimmaterCannon item91 -> item110
    SharkRocket item117 -> item121
    HunterRocket item124 -> item126
    HavocHeavyMissile item122 -> item127
    PenetratorHeavyMissile item128 -> item125
    ParticleBeam item93 -> item104
    MassDriver item104 -> item93

  5. #65
    Quote Originally Posted by SpaceSloth View Post
    I agree that the graphics for the electronic pulses seems to clutter up the battle view screen; they could definitely be toned down some, or eliminated if necessary.
    As far as weapons stacking, if I am understanding it correctly, I don't see a need for a limit on how many of a specific kind of weapon is allowed in a slot: if someone wants to fill their entire hull capacity with a certain weapon or item, why not allow it?
    I like the icons for the electronics that you showed from the modded game. In the vanilla game, many different ones shared the same icon.
    unlimited weapons in a slot is unrealistic IMO and is the cause of later game crashes due to too much flying around in the battles, bman fixed this by changing ship stacking I want to look at the weapon stacking see if anything can be done with that.

    Before replying to .Iceman I want to play the stock game a little more, refresh myself with some of the screens etc.. been playing my mod so long forgot what the stock game looked like.
    Last edited by Lor Dric; 12-02-2010 at 02:08.
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  6. #66
    Update: I heard from Paradox today and it looks like we will be starting soon.
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  7. #67

  8. #68
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    Quote Originally Posted by Lor Dric View Post
    weapons stacking how many weapons can go in one slot?? like 2 large per slot 3 med per slot 5 smalls per slot if it can be done that way might have to go say 3 weapons per slot no matter the size.
    The components already have a size, which is the limiting factor. This change would have the side effect of you not being able to mount say 5 med weapons of one type and 1 of another (in a ship with 2 med weapon slots), but 3+3 would be ok. Doesn't make much sense.

  9. #69
    Quote Originally Posted by .Iceman View Post
    The components already have a size, which is the limiting factor. This change would have the side effect of you not being able to mount say 5 med weapons of one type and 1 of another (in a ship with 2 med weapon slots), but 3+3 would be ok. Doesn't make much sense.
    All I know is there is a problem with mounting too many weapons in any given ship later in the game, could make the hull sizes so small the ships are pretty useless in the beginning, or make components so large only frigates on up would be able to hold anything in the beginning. Suppose could limit upper hull size that might give the proper effect. Your thoughts?? You should play more 5000 system galaxies, you don't have these problems in a small galaxy no one is around long enough to advance that far.

    Suppose could limit upper hull size that might give the proper effect. I think this would work.
    Last edited by Lor Dric; 13-02-2010 at 19:29.
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  10. #70
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    Upper hull sizes ar already limited. ? You mean limiting space whatever the hull tech level? I actually suggested that to Jonez during beta, and gave him a formula for it. I'll dig it up.
    It would also help with Colonization Modules, MAMs, etc.

    Oh, and my limits are what I consider fun - a "personalized" game vs a sufficiently big game that doesn't fall in a kind of a boring repetition of conquering systems; with the added disadvantage of the unlimited techtree becoming abusive, like you mentioned
    I prefer playing two or three 2k games to one 5k game. The interesting part of the game is when you're exploring the techtree, not when you're abusing it. IMO of course

  11. #71
    FYI after I made my ship-stacking fix I realized another fix that should also be done is to make it so that AI-AI battles do not record the battle. A WHOLE LOT of turn-processing time is spent recording battles between mega-sized AI fleets, none of which is used for anything. Once you turn your eye in that direction, I suggest you if() away the recordings (but leave the stubs since the AI does use the information in the stubs--ie record that a battle took place and maybe record the first and last frame but dont record the frames in between) if a Player is not involved in the battle.
    Current developer of Lost Empire: Immortals patches

  12. #72
    First I will have to play a stock game, all I have played in a long time is my mod. My mod had faster firing missiles and pds, pds shot at everything, everyone had mobile starbases, and I upped the max hull sizes, so possibly the ship stacking fix will take care of the stock game.

    Things I want to use out of my mod are spacing change on main window with the numbers at the top of screen(incomes and totals), moved colonies and number of colonies in empire window. Some of my icon changes will use mostly .Icemans new icons.
    My mysteries file.
    I would like to remove equipment slot from scout replace with elec slot.
    Give shields back to AI even if they can't cheat like a human player.(this is for later)
    Last edited by Lor Dric; 15-02-2010 at 00:43.
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  13. #73
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    Quote Originally Posted by Lor Dric View Post
    Update: I heard from Paradox today and it looks like we will be starting soon.

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  14. #74
    Quote Originally Posted by .Iceman View Post
    Upper hull sizes ar already limited. ? You mean limiting space whatever the hull tech level? I actually suggested that to Jonez during beta, and gave him a formula for it. I'll dig it up.
    It would also help with Colonization Modules, MAMs, etc.
    I meant dropping it a space or two. Maybe could change the formula slightly instead of say .2 increase make it .1 or something like that.(numbers from thin air as don't have code yet)

    Quote Originally Posted by .Iceman View Post
    Oh, and my limits are what I consider fun - a "personalized" game vs a sufficiently big game that doesn't fall in a kind of a boring repetition of conquering systems; with the added disadvantage of the unlimited techtree becoming abusive, like you mentioned
    I prefer playing two or three 2k games to one 5k game. The interesting part of the game is when you're exploring the techtree, not when you're abusing it. IMO of course
    Your preferences are not the point, the game goes up to 5000 systems and we have to deal with the problems from all size games.
    My preference would be for a 50k game, more on the techtree, capping the techs, etc.... (But I'm sure that would create all kinds of problems)
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  15. #75
    Quote Originally Posted by .Iceman View Post
    Anyways, some more things that would be useful in the game:

    - A mod folder (like in Armada 2526), inside the game's docs folder (My Documents\PolluxGameLabs\LostEmpire-Immortals\Mods) , where we could create a folder structure where modded files are stored (\Mods\IcemansMod for example). In Armada, you create a shortcut for each mod, and the game looks for the files first in the Mods folder, and those that are not there it loads from the game's original folder - so you can mod just a few files.

    - We could also start thinking about allowing both versions of excel files (xls and xlsx) to be used, now that xlsx is much more widely used. We have to keep in mind that xls will eventually be completely replaced. It can be a bit of a pain to maintain both versions though.
    Nice thoughts but really a lot of work considering that only 2 mods are still being worked on and only 4 were ever released we might look into stuff like that way down the line, can't have cream cheese yet!!
    As far as the excel files xls is going to be our route for now.(how it is now)
    Last edited by Lor Dric; 14-02-2010 at 17:25.
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  16. #76
    First Lieutenant SpaceSloth's Avatar
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    I understand the need to deal with the game crashes caused by too many things "flying around" in battles later in games with big galaxies, which can result in huge fleets with lots of ships and weapons. We have to be careful, however, to not "mess up" the usability of ships early in the game. I know, basically this has already been said. Perhaps, if there were some way to place limits on battles/weapons, later in the game, or in huge battles, such as a battle-size limiter like in Mount & Blade, or something. I know, this would take out some of the fun of the bigger fleets. Personally, I like to attack early to keep from needing such big fleets.
    Just some thoughts...
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  17. #77
    First Lieutenant SpaceSloth's Avatar
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    Quote Originally Posted by Lor Dric View Post
    I would like to remove equipment slot from scout replace with elec slot.
    Give shields back to AI even if they can't cheat like a human player.
    I think the equipment slot in the scout should stay; it lends more flexibility to the scout, especially if we're going to fix the AI's ability to use shields. Without an equipment slot, you can't put shields (or any other equipment) into the scout. Is the idea to limit other equipment from being used in the scout? If so, perhaps the limit could be accomplished by adjusting the size of specific equipment.
    Not slow, just thorough

  18. #78
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    Quote Originally Posted by Lor Dric View Post
    Nice thoughts but really a lot of work considering that only 2 mods are still being worked on and only 4 were ever released we might look into stuff like that way down the line, can't have cream cheese yet!!
    Just because only those were made public, doesn't mean there aren't others. And this is mostly useful for those people that would like to make smallish tweaks to the game but shy away from it because they don't like to mess with the stock game files.

  19. #79
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    Quote Originally Posted by SpaceSloth View Post
    I understand the need to deal with the game crashes caused by too many things "flying around" in battles later in games with big galaxies, which can result in huge fleets with lots of ships and weapons. We have to be careful, however, to not "mess up" the usability of ships early in the game.
    Agreed. Just because the game *allows* big fleets and big galaxies, doesn't mean that in order to make them "work" the smaller games should suffer in some way. Even because the bigger games also start out as a smaller game

  20. #80
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    Quote Originally Posted by Lor Dric View Post
    I meant dropping it a space or two. Maybe could change the formula slightly instead of say .2 increase make it .1 or something like that.(numbers from thin air as don't have code yet)
    Yep, what I had was something like
    slotSize = 1 + hullTech * 0.1

    For each class, the value of hullTech would be capped at N * the max hull size for that class, with N being something like 3 or 4, depending on how much we want to cap components per slot.

    So a Patrol with max size 4, with 4 hull components added would have a total space of 7.2 (7) @ hull tech level 8 (1.8*4), and
    (if N=3) 8.8 (8) @ tech 12 and above
    (if N=4) 10.4 (10) @ tech 16 and above

    Some tweaks to the components' sizes could then be made, and to the max sizes of ships if required.


    Your preferences are not the point, the game goes up to 5000 systems and we have to deal with the problems from all size games.
    My preference would be for a 50k game, more on the techtree, capping the techs, etc.... (But I'm sure that would create all kinds of problems)
    At that point, you're not playing a strategy game anymore IMO. You're just going through the motions.
    It wouldn't hurt you to play some of the other 4X space strategy games, especially the iconic ones like MoO/2, to get a feel for the genre, you know


    ---

    Oh, and kep in mind that the game should be played with the stock galaxies, not with some modified ones (I believe your mod has them set differently?).

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