Author Topic: Voting for features and bugfixes for patch 3.6  (Read 11551 times)

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Offline Yitzi

Voting for features and bugfixes for patch 3.6
« on: January 21, 2016, 09:37:29 PM »
It's taken a while, but 3.5 is nearing completion (there are only a few features left to add), and I think it's time to start the voting for features and bugfixes to be included in 3.6...and there are a lot of candidates this time.

So the basic rules of voting are the same as last time: For each feature or bug you're interested in, assign a rating from 1-100 saying how much you want it (where 100 is the most, 50 is something you want half as much, etc.).  If you're not that interested in any, you can vote less than 100 for all of them.  Bugfixes and features will be tracked separately.

The options for features are:
1. Create the "Focus Research" production option, a research equivalent to "Stockpile Energy".
2. Create an auto-plant-forest auto-terraforming action for formers.
3. Make it moddable to have fully automated units continue full automation after being withdrawn from enemy territory.
4. Enable bombing as artillery for air units.  Air artillery would be at range 1 and only against non-air targets (and would have the effects of nerve gas against bases).  "Duels" would be done when attacking SAM units, and the maximum range and max damage vs. base/bunker, sea, and open would be set separately from land artillery; there would also be the ability to make it single-target.  In addition, if this is implemented there will be the ability to choose, for each non-missile air chassis type, whether artillery is always present (e.g. make it mandatory on copters and single-target to weaken chop-and-drop), present only with the Heavy Artillery ability, or unavailable (by default, it will be present only with Heavy Artillery, and Heavy Artillery is by default not available to air units, so it will play the same as without the mod).
5. Make it moddable to require a network node in a base to carry out techsteal and/or Kill Prominent Researcher in that base.
6. Create a "can only be built by AI" special ability, so that you can place it on predesigned units to make AI-only units.
7. Create the possibility for "interlude landmarks".  Unlike regular landmarks, these would not show up on the map, and could not be placed in-game, but they could be placed by a scenario (or even map) creator, and interludes could be made for getting within a certain distance of them (with further ability to adjust things somewhat based on what other interlude landmarks have been reached at what distance.)
8. Increase the 2048 unit limit to something set by alphax.txt.  Because this is fairly major, its total score will be halved...but it will vastly reduce the difficulty of many other possible changes.  Speaking of which.
9. Make infiltration not necessarily permanent; instead, infiltration would create a "pool" that is then depleted over time, with the rate of depletion being affected by the target's PROBE rating; when it hit 0, infiltration would end.  Repeating the infiltration action would restore the pool to maximum, and The Empath Guild would both increase the size of the pool and set it to maximum once built (but once it ran out, you'd need to infiltrate again).
  I am not sure yet if this is feasible without changes such as the one needed to increase the 2048 unit limit (option 8); therefore, if this wins, I will investigate; if it is not possible without option 8, any votes for this will count toward 8 as well, and this will only be selected if option 8 is as well.
10. Make an option that artillery vs. ship battles are to the death.
11. Make "Territory: max distance from base" moddable for sea bases.  Make it moddable how close a sea square has to be to land to be claimed by a land base, or vice versa.  Also make it moddable how far out to sea a square can be and still be claimed by a land base merely for being within its normal territorial radius (provided there are no bases in the same sea trying to get it), and likewise for how far inland a square can be and still be claimed by a sea base for being within its normal territorial radius (assuming no bases on that continent trying to get it).
12. Make the duration of sunspots, as well as their frequency, moddable.
13. Enable interlocks for energy theft.
14. Make the game remember the last directory it saved to, and default to that when saving.
15. Allow faction bonuses for forest nutrients/minerals/energy just like for fungus
16. Allow setting of PROBE modifier to be immune to infiltration, and modifier to be immune to all probe team actions (as Hunter-Seeker Algorithm).
17. Turn the Caretakers' "cannot build Voice of Planet" and "cannot build Ascent to Transcendence and will declare vendetta on anyone who does" into faction features that can be applied to any faction for any project, facility, or predesigned unit.
18. Allow users to assign a single faction ability to each project or facility, to then apply to the base with that facility/faction with that project.  (Start-of-game things such as TECH and UNIT wouldn't apply, of course, and something faction-wide like TECHCOST would work for projects but not facilities.)
19. Allow the cost of changing social engineering to be proportional to total population as well as difficulty.

The options for bugfixes are:
1. Make children's creches actually work right (i.e. fix all creche-related bugs).  This is fairly straightforward, and gets its total score doubled.
2. Fix the MP faction graphics bug.
3. Fix the bug where apparently the AI can attempt to corner the global energy market while such an attempt is already in progress.
4. Fix the bug where reactor autodesigns apply even when autodesign is turned off.
5. Fix the bug where turning a base to another faction causes non-combat units to disappear.
6. Make it so that in an artillery duel, the attacker does not sometimes have a -100% hasty penalty.
7. Make it so that the prompt about breaking a truce/treaty occurs before attacking a square with artillery (even if it doesn't hit), and before air attacks are intercepted, not after.
8. Make the faction energy bonus/penalty show up in the energy report screen (F3).
9. Examine a potential lead from kyrub that may fix the "bases are too cheap when exchanged" problem...and if it does turn out that what he noticed is a bug, fix it.  This should be fairly straightforward, and will count double.
10. Make "disable automatic prototyping" work properly in TCP/IP games.
11. Make it so that you can't invite AI to attack a human player unless you can contact them, and cannot call council unless you can contact all human and AI players.
« Last Edit: January 25, 2016, 08:55:08 PM by Yitzi »

Offline Dio

Re: Voting for features and bugfixes for patch 3.6
« Reply #1 on: January 22, 2016, 04:23:41 PM »
Decipher Script Options:
100
Probe Energy Interlocks:
100
Children's Creche Bug(s):
100
Faction Energy Bonus/Penalty Display Correctly:
100

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Re: Voting for features and bugfixes for patch 3.6
« Reply #2 on: January 22, 2016, 04:45:29 PM »
Fix the MP faction graphics bug
100

Create the possibility for "interlude landmarks"
100

Offline Dio

Re: Voting for features and bugfixes for patch 3.6
« Reply #3 on: January 22, 2016, 04:47:31 PM »
I want to attempt to make it so that all the military morale facilities fall under the influence of MILVIRUS script rather than just Command Centers.

Offline Eadee

Re: Voting for features and bugfixes for patch 3.6
« Reply #4 on: January 22, 2016, 06:12:50 PM »
Features:
1. "Focus research" 100%
7. "Interlude Landmarks"100%
Bugfixes:
1. Children creches 100%
2. MP factions graphic bug 100%
Disclaimer: No mind worms were harmed in the making of this post.

Offline MercantileInterest

Re: Voting for features and bugfixes for patch 3.6
« Reply #5 on: January 22, 2016, 06:59:57 PM »
Edit: If it's alright, would like to modify my vote to the following:

6. 50.

15. 100.

18. 60. This means factions can build unique facilities, right?

The options for bugfixes are:
1. 50.

6. 50.
« Last Edit: March 15, 2016, 10:14:19 PM by MercantileInterest »

Offline see

Re: Voting for features and bugfixes for patch 3.6
« Reply #6 on: January 25, 2016, 11:43:08 AM »
Features:
2: 20
7: 40
13:  20
17:  100
18:  100

Bugfixes:
1:  80
2:  50
7:  80

Offline PvtHudson

Re: Voting for features and bugfixes for patch 3.6
« Reply #7 on: January 25, 2016, 01:23:49 PM »
Features:
4 - 100
5 - 100
9 - 50. I'm not an expert, but does it really requires more storage room? Can't "Infiltrated" flag be used as a counter, rather than as boolean?
11 - 100
19 - 50
Bugfixes:
1 - 100
4 - 50
5 - 50
7 - 30
9 - 100
become one with all the people

Offline Yitzi

Re: Voting for features and bugfixes for patch 3.6
« Reply #8 on: January 25, 2016, 08:54:12 PM »
Alright, I've made these choices largely with multiplayer in mind. For some areas, you'll see comments without votes. Don't want to skew things by larding down batches of 1s.

1. Comment: Seems to favor mineral grubbers over science factions.

By default, the option would be disabled, but it could be enabled by text modding.  (Oh, and you can always simply not provide any votes for something, if you so choose.)  Also, the ratio could be adjusted...by default if enabled it'd be 1 research for every 2 minerals, but it could be made even more extreme if desired.

Quote
4. 10. Wouldn't it just be easier to use the Alphax file to create cheap low attack value rockets?

It would, but sometimes someone might want bombers that aren't single-use.

Quote
5. Comment: Conducting a probe operation is already hard enough.

The option wouldn't have to be used...

6. 40.

15. 80.
16. 100. Prefer this over the other option because it helps probe more and leaves the Empath Guild worthwhile.

Quote
18. 60. This means factions can build unique facilities, right?

By "unique", you mean "for that faction only"?  That will actually become available in 3.5, but this would allow more options for what that unique facility can do.

Quote
The options for bugfixes are:
1. 50.

3. Comment: The AI needs all the help in can get. Or do you mean it's own attempt is in progress?

I think "its own"; I just heard about the bug.

6. 80. Artillery needs more support.

Quote
11. Comment: Sounds more like a feature.

Since normally you need contact to do such things, I think having an exception for human players (other than the general "can contact from the start" exception options) is a bug.

9 - 50. I'm not an expert, but does it really requires more storage room? Can't "Infiltrated" flag be used as a counter, rather than as boolean?

If that flag is already stored in an area large enough for a counter, you're right, but I'm not so sure that's the case.  I'll edit the original post to account for that, though.

Offline voker57

Re: Voting for features and bugfixes for patch 3.6
« Reply #9 on: January 27, 2016, 05:00:31 PM »
Quote
4. Enable bombing as artillery for air units.  Air artillery would be at range 1 and only against non-air targets (and would have the effects of nerve gas against bases).  "Duels" would be done when attacking SAM units, and the maximum range and max damage vs. base/bunker, sea, and open would be set separately from land artillery; there would also be the ability to make it single-target.  In addition, if this is implemented there will be the ability to choose, for each non-missile air chassis type, whether artillery is always present (e.g. make it mandatory on copters and single-target to weaken chop-and-drop), present only with the Heavy Artillery ability, or unavailable (by default, it will be present only with Heavy Artillery, and Heavy Artillery is by default not available to air units, so it will play the same as without the mod).
50

Quote
5. Make it moddable to require a network node in a base to carry out techsteal and/or Kill Prominent Researcher in that base.
80

Quote
9. Make infiltration not necessarily permanent; instead, infiltration would create a "pool" that is then depleted over time, with the rate of depletion being affected by the target's PROBE rating; when it hit 0, infiltration would end.  Repeating the infiltration action would restore the pool to maximum, and The Empath Guild would both increase the size of the pool and set it to maximum once built (but once it ran out, you'd need to infiltrate again).
  I am not sure yet if this is feasible without changes such as the one needed to increase the 2048 unit limit (option 8); therefore, if this wins, I will investigate; if it is not possible without option 8, any votes for this will count toward 8 as well, and this will only be selected if option 8 is as well.
40

Quote
10. Make an option that artillery vs. ship battles are to the death.
70. By the way, they are to the death in TCP/IP, so maybe this can be at least unified.
 
Quote
13. Enable interlocks for energy theft.
50

Quote
19. Allow the cost of changing social engineering to be proportional to total population as well as difficulty.
40

Bugfixes:

Quote
1. Make children's creches actually work right (i.e. fix all creche-related bugs).  This is fairly straightforward, and gets its total score doubled.
100
Quote
2. Fix the MP faction graphics bug.
70
Quote
4. Fix the bug where reactor autodesigns apply even when autodesign is turned off.
100
Quote
6. Make it so that in an artillery duel, the attacker does not sometimes have a -100% hasty penalty.
80
Quote
10. Make "disable automatic prototyping" work properly in TCP/IP games.
100
Quote
11. Make it so that you can't invite AI to attack a human player unless you can contact them, and cannot call council unless you can contact all human and AI players.
70

Offline L29Ah

Re: Voting for features and bugfixes for patch 3.6
« Reply #10 on: January 27, 2016, 05:13:03 PM »
f:
4. 5
5. 5
9. 50
10. 35
13. 15
14. 100
19. 5

b:
1. 30
10. 100
11. 40

Offline Vidsek

Re: Voting for features and bugfixes for patch 3.6
« Reply #11 on: February 09, 2016, 04:49:25 AM »
Features:
  1) 60%
  4) 40%
 8 ) 50%
11) 100%
12) 100%
15) 40%
17) 40%
19) 50%

Bugfixes:
  1) 100%
  4) 100%
  5) 100%
  7) 100%
 8 ) 40%
11) 50%
All this talk of fungus and worms makes me hungry...

Offline vonbach

Re: Voting for features and bugfixes for patch 3.6
« Reply #12 on: February 09, 2016, 12:40:47 PM »
2
4
8
11
15
All sound nice.

Offline ete

Re: Voting for features and bugfixes for patch 3.6
« Reply #13 on: May 22, 2016, 07:28:58 PM »
features:
2. 100 (would make lategame *much* more fun, micromaneging 40+ formers is super annoying, and I only want forests once I have Hybrid Forest everywhere)
5. 40
6. 45
8. 50
11. 10
12. 100 (sunspots are not a fun feature or an interesting challenge)
14. 20
15. 20
17. 15
18. 20
19. 15

bugfixes:
1. 40
3. 10
4. 35
5. 25
6. 10
7. 15
8. 30
9. 60
« Last Edit: May 23, 2016, 07:07:19 PM by ete »

Offline Nevill

Re: Voting for features and bugfixes for patch 3.6
« Reply #14 on: May 29, 2016, 04:09:59 PM »
Features:
1. 30
2. 30
4. 80
6. 80
9. 100
10. 100
11. 50
13. 30
16. 80
17. 30
19. 30

Bugfixes:
1. 100
3. 100
4. 60
5. 60
6. 100
7. 100
8. 60
9. 100
10. 80
11. 80

 

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