Done requests:
- Map range bonuses for more tech level (Peter1981)
- Planetary assault troop transport suggestion (Callahan)
- Stolen ships - crew experience bug-fix (eber3 in "What would you like to see in combat if it was possible?")
Hereinafter I'll stick with commenting on suggestions which could be a realistic project w.r.t. the given knowledge & time exposure.
There is some broken/unfinished code for system-based random events. If we're lucky that's sufficient to obtain some simple bonus features like the following examples:KrazeeXXL wrote:then the random events:
asteroid impacts f.e.: y having a shield generator on each planet when it isn't of any use in this case?
also ships oribiting systems could reduce the chance of random events from happening. (the unused class of special ships f.e.)
they could help vaporizing asteroids, stabilize suns, help stabilizing the core of planets to reduce the impact of earth quakes or earth quakes in general.
So I mean a special ship in orbit should reduce the chance that something bad happens on some %. If you got the Enterprise then the chance that nothing happens should be indeed much higher
Seconded :/ But even some small steps not the realization of all and everything could mean a big improvement to the gameTethys wrote:As far as for BotF goes tho, not sure how possible this would be, I know would definitely not be easy.
-> prevent specific events if a counter building present on system (checked via ID or output ID)
This can be coupled to given buildings or newly created special buildings with only this purpose (if there are no issues with adding new building output types? we just need them for the ingame description of what the buildings are good for).
In order to prevent a confusing/overspammed build list, we can prefix those new buildings (which will be present regardless of random events on/off) with e.g. X- so that they stay at the bottom of the list due to alphabetic sorting.
Needless to say the new buildings should be only for players (in aibldreq.bin disabled or no entry), with the system events disabled for AI.
Probably unrealistic:
- an energy check (unless for special building with prepared code sequences that we know and can call, e.g. OBs, shield generator, scanners)
- just lowering the event probability if building present
- checks for ships in sector
-> prevent specific events if an empire reaches a tech level (e.g. energy tech 6)
-> e.g. for supernova add a free colony ship (regardless of shipyard) to sector and change event message "some inhabitants emergency evacuated...".
Plus a further decrease of supernova frequency, if possible.
-> prevent climate shifts for systems with Gas Giants (more system stability/safeness vs. less max. population)
-> prevent rebellions(not to 100%, just skip main code) during unrest orders (e.g. martial law)
Remember starting delay in turns & overall frequency of system events can be handled directly via the difficulty level.
More suggestions are welcome. But it has to be a realistic project and we are very limited. So keep it simple.