208 lines
5.7 KiB
Text
208 lines
5.7 KiB
Text
-=O EMPIRE WISH LIST O=-
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This is the complete Empire Wish List. Each item on the wish list has
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been given a unique reference number. The reference number does not
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indicate priority; it is only there so that we may easily refer to
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various items on the list. The reference numbers are permanent, and
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any new item added to the wish list in the future will be given a new
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unique reference number.
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The blank index number at the bottom of each section refers to the
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next available index number for that section.
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Note that the most radical have been moved out of the EMPIRE WISH LIST
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and onto the EMPIRE WACKY IDEAS LIST which shares the same indexing system
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as this file.
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_________________________________________________________________
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--- TABLE OF CONTENTS ---
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Attack, Assault and Board.................a
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Missions..................................m
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Ships.....................................s
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Planes....................................p
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Land Units................................l
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Commodities and Sectors...................c
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Information Commands......................i
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Telegrams, Announcements, News............t
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Updates...................................u
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Deity.....................................d
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Miscellanious and Documentation...........x
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Error Messages............................e
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--- ATTACK, ASSAULT AND BOARD ---
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a12
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aborting an attack should cost you btus or possibly mobility
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(otherwise you get info for free).
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a13
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--- MISSIONS ---
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m7
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Allow people to specify relation level to trigger different missions
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(note there is already space for this in the nation struct).
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m8
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--- SHIPS ---
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s4
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For ship/plane/unit specification, allow a/13/b/15/16/c type
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specification where fleets, wings, and armies may be included along
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with numbers. (WARNING: This would require massive restructuring.)
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s13
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once ships on sail have arrived at their destination, the "Your fleet
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lead by ship #x has reached x,y." in production report every time.
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s22
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Another suggestion related to s21. The gain in efficiency of planes on
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carriers or sufficiently crewed ships on sea should use construction
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materials etc. This is to make it consistent with land units gaining
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efficiency in a sector where the necessary materials are present.
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Otherwise it leads to abuse: Say in the beginning of the game I build
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a ship but don't want to spend the hcms to build it completely - so I
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just crew it it will gain efficiency by itself. I think it could
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easily be implemented by giving every ship some capacity for lcms and
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hcm's.
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s24
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--- PLANES ---
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p10
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chh [38:382]% scrap p 28,0 ?eff<50
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Really scrap all planes in 28,0 [n]? n
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The prompt is misleading. (Same goes for scuttle). Scuttle and scrap
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should probably be consolidated.
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p17
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--- LAND UNITS ---
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l14
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perhaps since land units in mountains are so hard to attack, we shuold
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just not let land units into mountains to begin with.
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l16
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--- COMMODITIES AND SECTORS ---
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c8
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Change bridges (and towers) so that they only crumble when shelled
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below 15%. Allows attackers an extra chance for a bridge attack.
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c13
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feed <SECTS> <SECT>
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If a sector in <SECTS> needs more food, send it food from <SECT>.
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c16 - WARNING - may be difficult to code
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forts should return fire even if shot missed
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c19
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--- INFORMATION COMMANDS ---
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i5
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neweff [s <SHIPS>|p <PLANES>|l <UNITS>] to show the efficiency these
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things will have after the update. At present you can only get this
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info by doing some heavy calculations.
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i10
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gstarve <SECTS>
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lists sectors that need more food if they want to attain maximum civ
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growth.
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i12
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prod
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should list the commodities consumed in f h * ! sectors for building
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stuff. (This would help you calculate your production deltas.)
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i16
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bmap <SECTS> sh
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to show enemy ships (that you would see with radar or coastwatch).
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i17
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bmap <SECTS> sa
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to show enemy satellites (that you would see on radar).
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i18
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dump
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should give you the oldown number, rather than just a *. (Does dump
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only give you a * if you're not the oldown? I don't know. You can find
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the oldown using ?oldown= so dump should give it to you).
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i20
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radar [<SHIPS> | <SECTS>] S
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shows enemy ships but not your own.
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i22
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cen * ?connect=<SECT>
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lists all sectors connected by land to <SECT>. Handy for setting up
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territories.
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i24
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Allow | as well as & in selection syntax. e.g. res * ?des=o|des=g
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(WARNING: cannot use single bar as the or character because "|" is
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used as a pipe in the standard client and possibly in other clients.
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Another character should be used instead ( or maybe "||"?)
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i27
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--- TELEGRAMS, ANNOUNCEMENTS, NEWS ---
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t2
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Separate BULLETIN's from Telegrams (so that when we're in the middle
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of a fight we will know if we were just attacked or we simply have
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just received a letter from a friend).
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t9
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When you are writing a telegram or an announcement and an update hits,
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then your telegram or announcement gets lost. ( is it even POSSIBLE to
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fix this?)
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t10
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--- UPDATES ---
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u5
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Planes should not be built by conquered populace. (The problem here is
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that building planes uses mil, and you can lose the sector because all
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your mil that was being used to hold the sector disappeared into the
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planes so you loose the sector at the update.) ALREADY FIXED?
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u9
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--- DEITY ---
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d3
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Add che (target and number) to deity dump format.
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d8
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--- MISCELLANIOUS AND DOCUMENTATION ---
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x1
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Often BTU's aren't updated immediately, and the prompt is out of sync
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with the actual amount of BTU's they have.
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x6
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info takeover, avail, loyalty
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There should be man pages on these.
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x26
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--- ERROR MESSAGES ---
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e3
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_________________________________________________________________
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If you have any comments/additions regarding this list, mail them to
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me at wolfpack@wolfpackempire.com with the word "wish" in the subject line.
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Wolfpack!
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Last updated: January, 1999
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