[11:00:11-AM] Malfador: Sure, Greetings Everyone! [11:00:21-AM] Will^: greetings! [11:00:35-AM] bcool_6: hi [11:00:37-AM] Renegade13: hello [11:00:41-AM] DavidGervais: good to have you here, aaron [11:00:41-AM] Ruatha: hi [11:00:41-AM] TerranC: Hello [11:00:43-AM] DarkAnt: hi agian [11:00:46-AM] DarkAnt: *again [11:00:47-AM] Flame_Empire: hi [11:00:51-AM] Malfador: Questions? [11:00:56-AM] csebal: hi [11:01:03-AM] Fyron: First question: Will SE5 have turn based or real time combat? [11:01:07-AM] DavidGervais: I must say the anticipation was thick enough to cut with a knife. ;) [11:01:44-AM] Malfador: Ouch! At present the combat is going to be real-time with manual pausing or auto-pausing as specified time intervals. [11:01:59-AM] Fyron: Cool. [11:02:05-AM] Fyron: Iansidious, you may ask your question [11:02:40-AM] Iansidious: Will we see any of our old favorite Races from Se4. And will there be some new races? [11:02:49-AM] Malfador: Also, you'll be able to control the rate of time (like in Starfury). [11:03:32-AM] Malfador: Races: Quite a few will be back from SE4. We may redesign the look of the race, but they will be essentially the same. [11:03:45-AM] Iansidious: thank you [11:03:56-AM] Malfador: Many of the ship models are similar to their SE4 originals, but other are reinventions. [11:04:12-AM] Fyron: phone BRB [11:04:17-AM] Fyron: nm [11:04:18-AM] Malfador: Of course there will be Terrans... [11:04:58-AM] Malfador: I think about 10 races will make it from SE4 into SE5. [11:05:05-AM] Ruatha: (Can't make private chat Fyron, sorry) [11:05:33-AM] Iansidious: some names Aaron? If you can? [11:05:44-AM] Fyron: Wll, ask to be in question queue from here if you cant do PMs... [11:05:52-AM] Ruatha: ok. [11:06:07-AM] Ruatha: (Fyron, got a question) [11:06:32-AM] Count_Brass: Ah, but will there by NEW races? The Sithrak would be a cool addition to SE 5... :) [11:06:36-AM] Malfador: We definitely have the Amonkrie, Norak, Eee, CueCappa, Drushocka, and Jraenar. [11:06:49-AM] Malfador: We'll most likely also have the Terrans, Xiati, and Abbidon as well. [11:07:00-AM] Iansidious: sweet! [11:07:15-AM] Katchoo: No Phong?!? [11:07:25-AM] Malfador: The Sithrak will definitely make an appearance in SE5. How exactly they show up is a mystery... [11:07:47-AM] Fyron: Flame Empire, you may ask your question. [11:07:53-AM] DavidGervais: I like a good mystery ;) [11:07:54-AM] Flame_Empire: will we be able to command a ship (like in Star fury) when theres a battle ? [11:08:21-AM] Malfador: Combat wil be at a high level where you can control all of your ships. It will NOT be first-person like in Starfury. [11:08:38-AM] Flame_Empire: ah ok [11:08:52-AM] Fyron: csebal you may ask your question [11:08:56-AM] csebal: Multiplayer / PBW Related: Will the game support PBEM (and as such PBW) and if so: Will the game have an option to save smaller, patch like savegame files on turn generation? I'm talking about files, the client can use to build the actual savegame file itself, taking the previous turn's one, and applying the changes received to it. (instead of downloading the full savegame every turn) [11:09:03-AM] Malfador: Imagine Starfury but with a topdown view where you can see multiple ships at a time. [11:09:04-AM] csebal: ouch that got long ;) [11:10:04-AM] Malfador: PBEM: Yes, there will be turn-based PBEM. Its still up in the air whether it will work like in SE4 with the full turn file going out to all of the players. [11:10:30-AM] Malfador: Sending out the full turn file solves a lot of update problems, and makes sure that no one gets out of sync. But I am going to look into it. [11:10:47-AM] csebal: well, i wish you could find a way around that ;) thanks for the answer [11:10:55-AM] Malfador: My intention is to have all of the multiplayer features that SE4 had. [11:11:27-AM] csebal: at least all of them, or specifically all of them? ;) [11:11:31-AM] Fyron: How about a better TCP/IP server mode, with automatic execution isntead of host intervention every turn? [11:11:45-AM] Malfador: But if you have suggestions, please feel free to email them to se5@malfador.com. I read all sugggestions and save most of them to a file. [11:11:54-AM] csebal: sounds good by the way. thanks. [11:11:56-AM] Count_Brass: What he really needs in simultaneous transfer of turn files instead of serial. It'd speed things up dramatically. [11:12:02-AM] Sivran: What's wrong with sending the full turn? They're not THAT big.. [11:12:25-AM] Malfador: Unfortunately, with the new features in SE5, the save game files will be getting larger... [11:12:47-AM] Count_Brass: Probably the fear of people breaking the encrryption and learning things they shouldn't know... [11:12:49-AM] SummerJunkie: Would zip or rar compression help the filesize much? [11:13:09-AM] Malfador: A TCP/IP automatic execution is a goal of mine, but I can't guarantee it. Same goes for automatic host turn generation on a LAN. [11:13:09-AM] csebal: it doesnt helps much, i've tried ;) saves about 30-50% [11:13:55-AM] csebal: i think there are plenty of people around to provide the multiplayer support tools, we just need a way to interact with the game [11:13:58-AM] Fyron: We only have 30 minutes in this chat, so lets move to the next subject. [11:13:58-AM] Fyron: Will, you may ask your question. [11:14:02-AM] Will^: Hey Aaron. What are the modding possibilities we will have with SEV? I assume we will still have complete control of things like components and facilities, and David said he is lobbying for easier UI modding, but is there anything else you are considering opening up to greater user tweaking (eg. scenarios, AI strategies a-la the Strategies thread in Intel Forums)? [11:14:13-AM] Malfador: That reminds me: How do players feel about the extra files such as the Statistics and History text files that go with the Turn File? Incorporate them into the turn file, or leave them separate? [11:14:24-AM] Fyron: Separate. [11:14:27-AM] Will^: I would say leave seperate [11:14:35-AM] Flame_Empire: seperate [11:14:37-AM] Will^: can always compile them later [11:14:48-AM] Ruatha: Depends.. unencrypted! [11:14:52-AM] ekolis: Separate if that's the only way to keep them visible to custom written programs [11:15:08-AM] Malfador: In SE5, there will be greater history options so that you can go back and read all of your old log messages. Keeping them in the Turn File might get pretty large. [11:15:10-AM] Kana: Darn companion..wouldn't connect right grr.... [11:15:24-AM] Fyron: Make sure to read the rules: (Link: http://se4irc.spaceempires.net/rules.php)http://se4irc.spaceempires.net/rules.ph p [11:15:27-AM] Ruatha: Sorry kana [11:15:44-AM] Sivran: you can go back and read all of your old log messages. <---Now that's one thing I'd like to see [11:16:00-AM] Malfador: Modding: I'm trying to make SE5 even more moddable than SE4. There were quite a few things I realized that SE4 could have had moddable but didn't. [11:16:09-AM] Count_Brass: Yeah, best to keep them external for the helper programs. And diplomatic logs are only useful to the player, not the game itself, so those are also best kept external to save the size of the turn file. [11:16:13-AM] Will^: very true :) [11:16:14-AM] Malfador: In SE5 you can mod the bonuses you get from ship experience. [11:16:22-AM] Malfador: You can mod the planet types and atmospheres. [11:16:28-AM] Renegade13: Awesome! [11:16:32-AM] Malfador: You can mod the effects of damage. [11:16:33-AM] Fyron: How about a Labels.txt that lets you control every piece of random text in the game? [11:16:44-AM] Count_Brass: But what about the 'talent pool' approach to ship experience that I suggested? [11:17:09-AM] Malfador: You can mod the specific capabilities each unit type has (so you can create new unit types). [11:17:27-AM] Malfador: Labels.txt: This will definitely be in there for internationalization. [11:17:40-AM] Ruatha: Yipey, Swedish SE5 [11:17:41-AM] SummerJunkie: Does that include all vehicle sizes, rather than just "units"? [11:17:49-AM] Will^: wonderful. Thanks Aaron! [11:17:59-AM] douglas: Is the prohibition on Gas/None still in, and if so is it hardcoded? [11:18:17-AM] Count_Brass: heh... you want gas/none worlds or something? [11:18:19-AM] Malfador: The prohibition on Atmosphere and Planet Type together is now in a data file. [11:18:23-AM] Fyron: Next question [11:18:24-AM] * Sivran wonders how you can have a gas/none [11:18:30-AM] Ruatha: (me?) [11:18:33-AM] Fyron: TerranC, you may ask your question [11:18:34-AM] Renegade13: whose question is next? [11:18:53-AM] Malfador: Vehicle Sizes: I'm not sure what capabilities you want. What do you want to be able to get a Vehicle Size to do? [11:18:58-AM] Fyron: Please start joining the question queue. [11:19:14-AM] TerranC: Will we be able to issue orders to our ships in those pauses in combat you described, and will combat be in 3-d or 2-d? [11:19:26-AM] Malfador: In SE4, unit types had hard coded capabilities such as only fighters could move in space, Weapon Platforms had to be on planets, etc. [11:20:14-AM] Malfador: In Combat, you can give orders at any time to any of your ships. You just pause, and then tell them what you want them to do. Combat will be in glorious 3D. [11:20:16-AM] SummerJunkie: Right, I meant if you were including ships and bases in that hull type customization. [11:20:24-AM] SummerJunkie: Along with fighters and other units [11:20:38-AM] douglas: Is the 3D for display only, or can ships move in 3D? [11:20:46-AM] Fyron: Ships and bases definitely need to be included in customization [11:20:51-AM] TerranC: we are at 2:20; there are other people who want their questions answered. [11:20:58-AM] TerranC: 10 minutes left in the chat [11:21:12-AM] Malfador: All ships have basic capabilities that are inherent in the game. They can: Move through warp points, carry cargo, carry supplies, have crew, etc. [11:21:40-AM] Fyron: Those should all be customizable, so we can make ships that cant warp, for example. [11:21:59-AM] Fyron: Due to time constraints, lets move to the next question. Renegade13, you may ask your question. [11:22:05-AM] Renegade13: Do you know (approximately) when beta testing is going to begin, and when applications to become a beta tester will be available? [11:22:11-AM] Malfador: Combat: 3D graphics, 2D combat plane. This has been a matter of some debate for me, but I really think keeping movement in 2D helps with simplicity and faster resolution of combat. [11:23:02-AM] Malfador: Beta testing is scheduled to begin in January 2005. It may move back a little if I get behind, but that's when I'm planning for. I'll post info on the MM website when players can send in applications. [11:23:16-AM] Renegade13: Great, thanks :) [11:23:22-AM] Malfador: That should give us 6 months of testing before the game is released! [11:23:22-AM] Fyron: Douglass you may ask your question [11:23:29-AM] * ekolis wonders if the Race to SE5 game will be done in time... :p [11:23:54-AM] douglas: Will it be possible to modify game mechanics in a mod through scripts similar to Warcraft III's triggers? [11:24:14-AM] Fyron: You might want to clarify that for those that never played Warcraft 3 [11:24:36-AM] Malfador: That's a tough one. I would need more specific requests for what kinds of mechanics modders would like to control. [11:24:52-AM] douglas: specify a set of events and conditions [11:25:05-AM] douglas: when an event occurs and all conditions are true, the actions execute [11:25:07-AM] Malfador: I am hoping to have event condition triggers for scenario making. [11:25:18-AM] Fyron: cool [11:25:22-AM] Ruatha: goodie [11:25:24-AM] TerranC: 5 minutes [11:25:25-AM] Malfador: Time permitting, these will go in. [11:25:27-AM] Fyron: Ruatha you may ask your question [11:25:37-AM] Ruatha: Will it be possible to get more data availible for external programs, such as the current viewable map for history savers that can show you where ship where and when, get the log info (What happened this turn) etc?? [11:25:47-AM] Ruatha: In an other unnamed game, the savegames was made unique for each player, that way all data could be unencrypted. I saw your views on savegames earlier, but more unencrypted data would be good! [11:25:56-AM] Ruatha: I'd also like the possibilty to make a reprise of the game, showing the empires flowing over the map... (and if you got time, how about non-warp movement, I know it's another question, disregard at will) [11:26:00-AM] Malfador: You can do this to an extent now with the moddable Victory Conditions. They rely on requirement formulas which you can place pretty much anything in. [11:27:28-AM] Malfador: Allowing the saving of unencrypted data is a two-edged sword. I'm all for it in a single player game. I'm hoping to have options for multiplayer games that will allow players to generate text files for their empire to show tech levels, maps, history log messages, etc. [11:27:45-AM] Ruatha: That would be great! [11:28:01-AM] Ruatha: and quite enough, if it could be triggered from an external program [11:28:11-AM] SummerJunkie: If only the player can save as a decrypted format, then its their fault if it leaks into enemy hands, right? [11:28:13-AM] TerranC: 2 minutes [11:28:35-AM] Fyron: SJ you may ask your question. I assume that wasn't the question you wanted to ask ;) [11:28:38-AM] SummerJunkie: Will there be any sort of friendly-fire or weapon blocking/interception by dedicated "shield ships" possible in combat? [11:28:44-AM] Malfador: Its also useful for modders who want to generate complete tech trees from inside a game. [11:28:46-AM] DavidGervais: be nice and aaron might stay a few minutes longer. [11:29:00-AM] DavidGervais: right aaron? ;) [11:29:05-AM] SummerJunkie: At least as a option? [11:29:21-AM] Malfador: Maybe a few minutes... But the Communications window is calling... [11:29:45-AM] Malfador: I'm all for friendly ships helping with point defense, but shield ships? [11:30:13-AM] SummerJunkie: Basically, like in Starfury, where you put yourself between the enemy and the ship you're protecting, in order to block fire. [11:30:25-AM] TerranC: 2:30 EDT 11:30 PDT [11:30:27-AM] Will^: I think he means having less-damaged ships block enemy fire for a heavily-damaged ship [11:30:57-AM] Malfador: Friendly fire gets into a bit of a quagmire. If you can take fire from friendly ships, then players will scream bloody murder if the AI moves their ships in a way that they start taking friendly fire. And having the AI plan out routes so that no two ships will get in each other's firing pattern is a tough one. [11:31:12-AM] Fyron: GML you may ask your question. [11:31:17-AM] GMLocutus: Will there be any special 3D applications needed like 3Ds Max, Lightwave etc which would be needed to create shipsets? [11:31:17-AM] SummerJunkie: Defintiely not good for stock, but moddable... [11:31:37-AM] Count_Brass: Seekers will have to be 'smart' with IFF capability then... [11:32:26-AM] Malfador: If you want to create models for the game, you'll need a 3D application that can create X file models. But I'm hoping to have a cheesy mode in combat where you can display ships with just 2D billboards. In that way you can at least use a 2D only shipset, even if it doesn't look that good. [11:32:27-AM] Count_Brass: It would be cool to see seekers threading around friendlies to go after their originally designated target, though. :) [11:32:45-AM] Fyron: Arisa you may ask your question [11:33:14-AM] Arisa: Will there be more types of weapons for variety, like limited ammo or area of effect, etc? [11:34:43-AM] Malfador: Limited Ammo will be through the use of Ordinance and Supplies. If you run out, you can't fire anymore. Area Effect is much like Friendly Fire. I would love to have these weapons, but making sure that the AI keeps all of your ships at a given spacing to prevent Area Effect attacks is tough. No one want to see an AI bunch up your ships and then the enemy hits that area with a nuke. [11:35:08-AM] Fyron: Flame Empire you may ask your question [11:35:13-AM] Flame_Empire: will there be a story to follow or just play and try to win the game ? [11:35:30-AM] Ruatha: scenarios? [11:35:32-AM] * Fyron would prefer no story. [11:35:44-AM] Renegade13: agreed [11:36:03-AM] TerranC: I would prefer players to create their own stories [11:36:05-AM] Will^: well, IMO, scenario == story... [11:36:18-AM] Arisa: story is simulated by the events that happen during play i say. [11:36:18-AM] Malfador: I'm strongly dedicated to a random universe where the players create the story. But everyone likes a good story to follow. Most likely it will happen through scenarios. And the only limitation on those is how much time I'll have after getting the engine complete to work on them. [11:36:40-AM] Fyron: Darkand you may ask your question [11:36:41-AM] Fyron: Make sure to read the rules: (Link: http://se4irc.spaceempires.net/rules.php)http://se4irc.spaceempires.net/rules.ph p [11:36:43-AM] Flame_Empire: ok thanks [11:36:43-AM] Will^: we can always make scenarios too, Aaron :) [11:36:44-AM] DarkAnt: I have two quick questions and one kinda long one: 1. you said you were releasing SEII's source code when SE5 comes out, what language was that written in? 2. how many hours have you put into SE5? 3. Looking back at the original SE how do you feel the game has progressed? Where do you think it will continue to go? If I wasn't allowed to ask 3 questions just answer the last one. [11:37:06-AM] Count_Brass: I hope there will be story _elements_ that you can incorporate into any given game. In other words, we certainly don't want the game to be forced into a single narrative structure, but various races can bring their backstory into any game. And space monsters should have an origin, too. [11:37:30-AM] TerranC: so make one yourself BM [11:37:43-AM] Malfador: 1) Space Empires II was written in Visual Basic 3.0. It may not be compilable unless the person has the custom controls need for it. But I'll release the source code. [11:38:00-AM] Malfador: 2) A lot... 8 hours everyday since the beginning of this year... [11:38:03-AM] DavidGervais: Aaron if the questions are too long to answer I can add them to my Q&A and send it to you later today. [11:38:24-AM] DarkAnt: yeah, sorry about it being too long [11:38:46-AM] Malfador: 3) The game has progressed very well. A space strategy game can really have an unlimited number of items added to it. But I would say the best additions have come from fans's suggestions. I sure wouldn't have thought of them! [11:39:15-AM] Fyron: bcool yoy may ask your question [11:39:19-AM] Sivran: whoah in VB.. gotta try it :) [11:39:21-AM] Malfador: I'm looking forward to Alliances in SE5... [11:39:29-AM] bcool_6: WAT TYPE OF MAP EDITOR CAN WE EXPECT [11:39:36-AM] Fyron: Please don't shout. [11:39:42-AM] bcool_6: will it be easyier than the first [11:39:44-AM] DavidGervais: don't yell bcool. sssl [11:39:49-AM] bcool_6: srry [11:40:05-AM] Ruatha: (Can't be worse ;) ) [11:40:21-AM] * Kana slaps Fyron around a bit with a large trout [11:40:22-AM] Malfador: I'm hoping to make a better one than last time. But its a low priority item and will most likely wait until after the game is released. [11:40:47-AM] Fyron: Ian you may ask your question. [11:40:53-AM] Iansidious: You mentioned on the Malfador website something about Space Monster's. Can you give up some detail's on them. Please. With a cherry on top? [11:41:05-AM] Count_Brass: hehe [11:41:17-AM] Malfador: There big and mean. They eat whole starships in a single gulp! [11:41:24-AM] Sivran: :D [11:41:27-AM] Iansidious: cool:) [11:41:35-AM] Katchoo: Any planet killing monsters? [11:41:36-AM] Fyron: Puke you may ask your question [11:41:38-AM] Ruatha: They only eat mean people, right? [11:41:52-AM] |puke|: shall i wait for katchoos followup there? [11:41:57-AM] Fyron: If you wish [11:41:59-AM] Malfador: My hope is to have a handful of them to prey on unsuspecting fleets. And of course, there is the technology to grow monsters... [11:42:06-AM] spoon: heh [11:42:08-AM] DarkAnt: cool!!! [11:42:10-AM] * Fyron drools [11:42:12-AM] Katchoo: Oooooooooooo [11:42:15-AM] |puke|: Hey there. This might be on the Q/A list as well, but do you have any time in the busy schedule for a pint with a local SF fan? Or maybe we could put out a call to local bay area players for a mini-gathering with Aaron Hall? [11:42:17-AM] Iansidious: grow!? [11:42:20-AM] Count_Brass: Oo, will there be 'monster troops' as planned but never implemented in SE 4? [11:42:26-AM] * tesco hopes its just modded [11:42:33-AM] spoon: I'd come! [11:42:34-AM] Malfador: Maybe not planet killing... Just a 20 million of so people lapped up off the surface.. [11:42:42-AM] Will^: damn, why did I just have to leave the bay area? :) [11:42:56-AM] |puke|: mmm, giant tongues in space ;) [11:43:19-AM] Malfador: Maybe once the game is in beta testing. Until then I've got way too much work to do... [11:43:38-AM] Fyron: Tesco you may ask your question [11:43:42-AM] DavidGervais: chat at +15 mins and counting, Don't let us make you late for anything important aaron. [11:43:42-AM] tesco: how will scanning and jamming be in sev with reguards to combat, none combat and what data can you gather. Currently it is a all or none system. Will this be modified in anyway? Also, what would you buy your wife for a 5th year wedding present that is tomorrow. [11:44:10-AM] Katchoo: Awwwwwwwww [11:44:15-AM] Ruatha: He he [11:44:24-AM] Katchoo: Tesco, you big smoothie... [11:44:31-AM] Count_Brass: It'd be much cooler to have 'monsters' of different sizes rather than just the giant 'asteroid sized' ones. Monsters that can be on the planet with your population are just as scary as the huge ones. Think 'Alien'... [11:44:37-AM] Malfador: Diamonds! You can't go wrong with diamonds, unless their from WalMart. [11:44:37-AM] ImNotMe: crikey.. more than 6 people in here [11:44:40-AM] TerranC: trying to score a slot on the beta squad, eh tesco? [11:44:43-AM] tesco: have to get card [11:44:46-AM] tesco: :) [11:44:49-AM] |puke|: naturally he didnt NEED that reminder.. heh [11:45:03-AM] Will^: TC, it's tesco's wife, not Aarons :) [11:45:12-AM] ImNotMe: anyone watching the olympic games? [11:45:13-AM] Count_Brass: hehe [11:45:14-AM] |puke|: oh. [11:45:14-AM] Ruatha: And he's a bit late... [11:45:29-AM] Fyron: Please stop the idle banter. Lets stick to questions and answers. [11:45:30-AM] TerranC: Will read tesco's question a bit more carefully [11:45:35-AM] Sivran: Nah British, who cares about that when Aaron Hall's here :) [11:45:40-AM] TerranC: quiet! [11:45:40-AM] British: is he? [11:45:45-AM] TerranC: next question! [11:45:47-AM] Fyron: Aaron, theere was another quesiton tehre [11:45:47-AM] Fyron: [11:43:42-AM] tesco: how will scanning and jamming be in sev with reguards to combat, none combat and what data can you gather. Currently it is a all or none system. Will this be modified in anyway? [11:45:48-AM] British: ooo somethings going on here eh? [11:46:04-AM] Malfador: Scanning and Jamming: Do you mean target acquistion, chance to hit target, or internal scans revealing technology? [11:46:16-AM] Fyron: I think the last [11:46:19-AM] Fyron: Scanning ship designs [11:46:29-AM] tesco: ie. when you battle you see what a ship has [11:46:48-AM] tesco: one level of scanning and one scan jammer [11:46:57-AM] Malfador: I guess a good approach might be levels of scanning. Better scanners let you scan deeper. First level, armor, second, outer hull, third, inner hull. [11:47:01-AM] tesco: cannot scan planets [11:47:11-AM] tesco: i can send it in an email [11:47:27-AM] tesco: that sounds interesting [11:47:37-AM] Fyron: Also need levels of jammers and levels of protection like cloaking devices. [11:47:38-AM] Fyron: TerranC you may ask your question. [11:47:45-AM] tesco: thank you [11:47:55-AM] Malfador: Couple more questions then I'll be back at 6pm. [11:48:03-AM] TerranC: is it possible to change the "camera" in combat? as in change our viewpoint of the combat field? [11:48:47-AM] Kana: 6pm what time zone? [11:48:52-AM] Malfador: Definitely, same goes for the System Map. Since its a real-time rendered 3D view, you can move the camera anywhere you want. Though I may limit it to keep the frame rate up (like in Warcraft III where you can zoom out too far). [11:48:54-AM] Renegade13: PST [11:49:07-AM] TerranC: Thanks [11:49:08-AM] Fyron: Dinesku you may ask your question [11:49:12-AM] Malfador: Did I mention the System Map is 3D rendered as well? Nice spinning planets and all... [11:49:19-AM] * Fyron drools even more [11:49:21-AM] Renegade13: oooo, cool [11:49:25-AM] Sivran: hehe eye candy [11:49:29-AM] Executron: Question for research. Can a code be made to practicly the reasearch more real. As in a specific research topic *on a weapons for example* have unlimited levels, increasing the damage range.. etc... acording to the level?... Not at all research of course. But it would still stand on a number of research items. [11:50:15-AM] Executron: not sure if i was clear enough :S [11:50:20-AM] DavidGervais: executron you're out of turn. I'll place your question in the Q&A. [11:50:29-AM] Executron: I'm dinesku [11:50:36-AM] Executron: Fyron told me to ask :S [11:50:39-AM] DavidGervais: aaah sorry then [11:50:40-AM] Malfador: The current design of all items (components, vehicle sizes, etc.) is infinite levels. The capabilities that a weapons has are generated by formula. So each weapons damage will be based on its level with an infinite number of levels. [11:51:01-AM] Executron: thanks Aaron. *NP David :)* [11:51:13-AM] Count_Brass: We need a max level setting for components so they can 'top out' if we think they should. [11:51:14-AM] Renegade13: No more scrapping the hundreds of useless research facilities!! [11:51:17-AM] Malfador: This also goes for chance to hit modifier, size of the component, damage resistance, supply usage, damage range, etc. [11:51:26-AM] Fyron: DarkAnt you may ask your question [11:51:30-AM] Malfador: Yes, all items have a Maximum Level field. [11:51:30-AM] DarkAnt: Intel was kinda broken in SE4, a little too powerful. What changes(if any) will you make to intel? [11:51:40-AM] Executron: renegade13: that's exactly my point [11:52:23-AM] Ruatha: powerful??? [11:52:44-AM] Malfador: Intel and Research have gone back to the SE3 model. The more I thought about it, the better this approach was to minimize micromanagement. You set the spending for each research level and then leave it. [11:53:05-AM] Malfador: For intel, you say how much you want to spend on defense, and then how much on offense against each empire with a specific focus area. [11:53:07-AM] Fyron: Projects will still be customizable, right? [11:53:26-AM] * Sivran will have to try SE3 [11:53:31-AM] Renegade13: Fyron, asking out of turn!! [11:53:32-AM] douglas: can multiple focus areas be specified? [11:53:36-AM] Count_Brass: hehe [11:53:55-AM] Renegade13: jk Fyron ;) [11:54:06-AM] * Fyron abuses powers of despotism. ;) j/k [11:54:07-AM] TerranC: 25 minutes+ and counting [11:54:17-AM] Malfador: At present you can only specify one focus area for your intelligence spending against an empire. But that area encompasses a lot of different possibilities. You don't really know what you're going to get. [11:54:43-AM] Will^: focus on multiple empires at least? (cowers away from mods) [11:54:44-AM] Malfador: Well, I hate to wrap this up, but we can continue tonight at 6pm. [11:54:44-AM] COMPANION|Ragnar: Life is like a box....Sorry had to say it. :) [11:54:47-AM] Fyron: THat is too random IMO. Should be a bit more specific... [11:54:50-AM] DavidGervais: Thank you Aaron for answering so many questions, I think this session has been a qualified success.