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copeknight
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Wichita, KS, USA
Oct 2000 time: 05:15
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Although I am saddened by the loss of (oddly enough) the Annals of Space and Time more than anything else, I want to commend Quicksilver for making this information public now, for explaining the reasons behind the cuts, and for giving us all such early information about the game so that we know about the proposed features even those that do not make it to the final game. It is that kind of communication that builds strong customer loyalty, and I hope it continues.
Carl
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Comrade Tribune
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Vienna, Austria
Nov 1999 time: 06:15
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First of all, Stormhound, I appreciate Your friendly and open approach so much I can´t really get angry about even the loss of some of my favourite features. Ethos was near the top of my 'favourite features list', so that news doesn´t really make me happy, but, well.
I hope there is some sort of game replay/summary, even if only a one page 'list of achievements' or similar?
Space monsters: Couldn´t You do them in an abstracted 'event type' way, like in MOO2? That shouldn´t be too difficult, or am I wrong here?
I hope governments/political systems (as race picks or in-game decisions) are still in? If there is less flexibility here than in MOO2, this would kill the game for me, so please tell me I can be reassured on this? 
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Roman
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Bratislava, Slovakia
Sep 2000 time: 05:15
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quote: Originally posted by J Bytheway
In case anyone still cares to know: I played Master of Magic a lot a couple of years ago until I completed it on the hardest difficulty for the first time, but in brief:
It's like civ, except:
- There are two maps representing two world, between which you can travel by magical means.
- You can hire characters (and also summon & rescue them) which are basically units who can use magic items and gain lots more experience than a regular unit. You don't have to lead every army with a character or anything like that. In the late game characters can massacre almost everything else there is.
- You (and your opponent wizards, and some characters) can cast spells to do all sorts of clever stuff.
That's most of the major changes, but naturally these have many other effects and theres some other stuff I haven't mentioned.
In quite a few ways it was more fun than civ2, and I found the AI fairly challenging back then (but I was a fairly hopeless player...). If there's to be a MOM2, I'm happy .
John |
Well, thanks!! This sounds like fun. I hope they do make MOM2 then. It seems to bear similarity to Heroes of Might and Magic III, one of the best games ever made.
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Stormhound
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New Jersey
Jan 1970 time: 00:15
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quote: Originally posted by Comrade Tribune
First of all, Stormhound, I appreciate Your friendly and open approach so much I can´t really get angry about even the loss of some of my favourite features. Ethos was near the top of my 'favourite features list', so that news doesn´t really make me happy, but, well.
I hope there is some sort of game replay/summary, even if only a one page 'list of achievements' or similar?
Space monsters: Couldn´t You do them in an abstracted 'event type' way, like in MOO2? That shouldn´t be too difficult, or am I wrong here?
I hope governments/political systems (as race picks or in-game decisions) are still in? If there is less flexibility here than in MOO2, this would kill the game for me, so please tell me I can be reassured on this? |
I was rather fond of Ethos too, for what it's worth.
As to game summary, I'm not sure what's planned at this point since we're not doing the "full bells and whistles" variety. I'll do a little asking to see what I can find.
The "event" system hasn't been fully designed yet, so it MIGHT be possible that the monsters slip in the side door that way. No promises, but I'm sure it's lurking in Alan's mind too.
There have been no cuts made to date in the governments, nor am I aware of any being planned. That section has seen extensive design and programming work, so it's hard to envision much they could cut.
--------
On to other messages:
There will be a Guardian. It's featured in the game poster, and is certainly planned to be there. So far as things guarding "very rich stellar systems", there is a wide variety of specials already designed in, including some nasty ones that'll give you pause about how badly you want a given system. The danger will be different, but it will be there. This section too should be pretty safe, because the design work was done LONG ago and it was handed to the coders.
There will still be standard alliances; actually, several flavors of same. So far as "adding points" perhaps I can clarify what I know of the victory conditions: the game end is triggered when someone completes one of multiple possible conditions. Game scores are then compared, and whoever has the most victory points at that stage is the winner...and that isn't necessarily the person who triggered the game-end. I suspect that arguments over who REALLY won, given the multiple possible entanglements of alliances and agreements, will be left to the players. I'll try to pass along more news as it crosses my screen.
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Starfighter08
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Switzerland
Nov 2000 time: 05:15
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Too bad the ethos system was cut. That really would have made a difference to other TBS games. Anyway thanks for telling us in advance. Also with the monsters gone I hope that there wont be other severe cuts or the game will fall back to the level of all those other space TBS games who can be found on the market (which I don't buy), and I don't think that would cover even the reduced expenses, for clones don't sell as good as innovative games (just my $0.02).
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Xeovar
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Hi,
I understand background behind cuts, but still I really will lack ethos. It (IMHO) was a great tool for simulating real behavior of empire's population. Because (as Stormhound said) it influenced almost everything, I wonder if there will be some simpler means of simulating such complex social structures and influencing at least some of the things ethos did ? I certainly hope so.
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Straybow
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SG(2)… gone but not forgotten
Jan 1970 time: 23:15
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quote: Originally posted by Stormhound
(As an ex-programmer, I wince every time someone says "oh, that'd be EASY to program", but be that as it may...)
Ethos, on the other hand, had had extensive design work, but touched practically everything and was proving a bear to model, let alone test…
I was rather fond of Ethos too, for what it's worth. | Yes, that's exactly why I winced the first time I read Alan's description of Ethos. I've done just enough programming to know what a pain it can be to get this to work with that. Making some intangible set of factors affect nearly everything is asking for trouble. Even if the effects are intended to be secondary they will have to be balanced. The time required to balance features is not linear but some higher order function of the number of processes affecting the feature.
To me, the Ethos system was the only thing that was truly eXperiential, fulfilling the promise fifth X. However much they want to hype other features as "fifth X" they can't ever be what Ethos could have been.
Ahhh, there's always hope for MOO4…
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