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Grandpa Troll

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I owe..I owe..it's off to work I go
Jul 2000 time: 00:18
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quote: Originally posted by General Ludd
I summarized it in my earlier post.
Ploding gameplay - With few buildings to build and little else to do in the game, the gameplay revolves around slowly collecting resources and slowly churning out units, so that they can quickly die.
Micromanagement - You are required to harvest a large variety of resources, and have to manually tell each worker to do so (and you'll often have 60 or more workers, not to mention all the replacements for those who are killed or those who deplete their resource). There is a map where you can quickly assing workers but it doesn't show you where the idle workers are or allow you to decide which one goes to the job, so it's not very practical unless you are working in only one territory. You also need to manually garrison certain buildings to make use of them, such as universities and temples.
Abstracted epochs - The epochs are no longer ages, and have no specific theme to them. Instead, they are sorted into abstract groups with epochs 1-5 being "bronze age" 6-10 being "middle age, ect... There is no steady advancement through history, but instead periods of stagnation with sudden jumps. The units remain the same throughout many of the epochs aswell - for example, each civ has three uniqiue units - one for each of the first three groupings of epochs, meaning that through the span of the game they only upgrade that line of unit 3 times. There is also no longer a stone age, which was one of the few novel things about the first game.
Horrible map generator - Few choices in the land forms you can make. the choices, as I remember them, are:
"Large Islands" where the world is made up a couple circular-shaped islands that have been quartered like a pie-chart into different regions.
"continents" which is basically the same, only with more irregular shaped and larger landmasses.
"inland" which is just all land
"Pangaea" which is also all land, but with a trivial amount of water that borders the map
"mediteranean" which is the the reverse of Pangaea (there are not even any islands in the middle, just a huge amount of water that hogs up two thirds of the map)
You also get the choices of selecting how mountainous and forested it is, and how many rivers there are. Choosing a map to be "mountainous" means that there will be one mountain plopped down somewhere. Choosing it to be heavily forested means that there actually are forests and not just the odd tree randomly scattered around the map. And "many" rivers often ends up meaning only one, sometimes two and maybe even a half a river that doesn't have a begining or end and is basically just a lake.
And then, of course, there is the inept AI. I don't think it cheats as heavily as the first game, atleast not with average settings (although it does, atleast, have the annoying habbit of claiming a second territory before the player even has time to discover one, let alone build a town there), but I almost wish it did cheat, because it's ****ing useless. It sends it's workers to be past enemy fortifications like lemmings, it builds up an initial army and then flounders around unable to do anything if it's destroyed (usually because it's busy commiting suicide somewhere) and it doesn't come remotely close to keeping up in technology, as my example above shows.
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Ok
I am on the other hand encourage by most of these things you find offensive and as a shortcoming I find fun to have to control these elements
I do agree that they die very quickly to the ai
I also agree the map generator is less than desirable but havent really taken time to work with it.
I saw your post but didnt realize we viewed them from differing angles
I do thank you General for clarifying these issues
I agree that this is not a first person shooter from a fixed position but more a thinking person's and a plodding persons game
Gramps
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General Ludd
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Minion of the Dominion
Aug 2001 time: 05:18
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quote: Originally posted by snoopy369
Ludd, have you ever considered that some things you consider as detriments are things other people like? Hence why we have the wide array of games available today, and not just three or four. |
Empire Earth 2 is more than just a question of taste, it's a question of bad taste. 
quote: Just take a look at the heated debates in the Civ4 List threads - some people for example love micromanagement, and some people hate it. |
I love micromanagment, when it has it's place. That's the thing about good design - knowing what belongs when and where. The micromanagement in EE2 is meaningless and serves no purpose except to create tedium.
quote: Abstracted epochs? Some love the historical setting of civ; some prefer a game (like SMAC) that has something entirely abstract. |
There is nothing abstract about SMAC, it is probably one of the most detailed and thought-out TBS games in existance.
quote: Map generator? Some people like different things in a map. I'd love it if Civ made a Mediteranean map type - it's perfect for naval warfare, and fun for tight peninsular-type warfare on the outside edges. |
Oh please, i wasn't complaining about the mediteranean choice but the crappiness with which this game generates it. Most of the map is just a perfectly round body of water with nothign but fish in it, and no islands at all (how "mediteranean" is that?) bordered by a measily strip of land around the edges.
quote: And I refuse to hear any complaints about how AI's "cheat" until someone makes an AI that can actually think. That won't happen anytime soon, so it's cheat or nothing. |
Maybe you should reread my post. I wasn't complaining about it cheating - infact, i said I that I almost wish it cheated more. The first Empire Earth game had ridiculously game breaking cheating - the AI didn't even require resources, for christ's sake. That's not the case in this game, but the Ai is apparently just as bad as it was in the first, and so is unable to function without such ridiculous cheating.
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General Ludd
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Minion of the Dominion
Aug 2001 time: 05:18
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quote: Originally posted by Qilue
What about diplomacy?
I'm not asking about options but rather how reasonable is the AI. That is, does is possess some sense of self preservation. I remember M:TW's ai would not accept any diplomatic offer in the latter stages of a game. |
From my limited experience with the diplomacy in the game, I can say that it doesn't make any distinction between the different kinds of peace deals (trade only, full access, ect...) If a civ is open to peace/alliances it will, from my experience, except any deal at all. It also seems to function in a similiar way as many other RTS games, where there will be a period at the start of the game when the AIs are open to forming alliances, and they then close their minds to any other diplomacy afterwards. (although it isn't quite as strignant as some games, where all the Ais will conveniently organize themselves into even teams - there seems to be more room for webs of alliances in EE2)
I don't know how the AI reacts to peace offers when it's losing a war, or how it reacts to gifts and such. I only had one instance where I gifted an army to an AI ally, and it died soon afterwards anyways, so I didn't get to see if it impacted it's loyalty to me at all. (the AIs seem to enjoy backstabbing)
One thing that bothered me about the diplomacy right off the bat, however, is that you don't have to know where another nation is to form deals with it. So 5 seconds into the game, you can make an alliance and have shared vision with a nation on another continent.
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Protra3211
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Thats to bad about the diplomacy. It must be because the game is too fasted paced for anything beyond the peace and war stance. The best RTS games where diplomacy works best are from Pardox -EU2 HOI,
Have to say RTS games are fun and anyone whos played Age of Empires knows its a all about war and out lasting the AI. Must be what EE2 is about which is ok because I need a fast paced game at times.
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