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Xentax
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North Carolina
Apr 2002 time: 00:20
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quote: Originally posted by Solver
I know it's Master of Orion 3, and that's exactly where my knowledge of it all ends. |
It's a Civ-like TBS. The "Feel" is a bit different because of the planets vs. terrain nature; if you can imagine an island-hopping Civ map, where there's a potential city but only one on each island, that's a glimpse of what the landscape would be like. Space Combat can't occur just anywhere, though -- only within solar systems.
There's lots more to it than that, of course. MOO's strengths compared to Civ include the fact that you can design units (in MOO3, that includes missiles and fighters and mines, not just ships), a richer espionage and diplomacy system (especially in MOO3), and an open-ended timeline -- the game goes until a victory condition is met. Weaknesses compared to moo3 -- well, I'm biased, so I don't see many, but Civ is a little easier to approach for new strategy players (without sacrificing richness), and since it's historical to near future, the game setting is more familiar than an interstellar, distant-future universe.
Totally off-topic: Can I ripoff your Avatar? 
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:20
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The interview shows IMO that you can turn MOO3 into micromanagement hell. Sure you can group planets together, and even get 2 sets of orders for a given planet. That is cool. But will you get better results out of your empire if you do that than if you micromanage? I doubt tools to help macromanagement are the way to solve micromanagement problems. Maybe IFPs were bad for gameplay, still, I'd have liked to see what they played like. So bad there isn't even a way to impose them on the AI (I can limit myself, but the AI?).
I am glad they say the game is still on track for running on low-end (old) machines.
Still, I think Rantz' comments on the AI for fights is a bit off. Basically he says "your AI will lose if you gave it silly orders". This means the AI will lose against me if they have been given silly orders. I always played manually in MOO because the AI was so good at destroying your own ships and couldn't use them effectively, I am not going to trust the AI to do better here, however much I'd like to.
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:20
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Hell yes, but I still play the game... Now maybe they get better. Still, since the fights will be real-time, there is a remote possibility that having better reflexes than what the game expects will give you an edge... I am a bit pessimistic about clever tactical combat because I don't hear about it much. And asking a programmer to have faith in other programmers is hard. I know too well what some programmers call code.
I'd just like to hear from QS something like "We are testing and tweaking the combat AI" specifically, and even more the tactical AI to be more confident about the game. Without proper testing, the AI will miss points that will become obvious to human players pretty fast. Giving stance for your civ looks good for instance, but I'd be much more confident if I could write the scripts saying how to use my weapons myself for instance. I have no idea whether the engine allows such details. Like saying "use the XXX ship to teleport near the most numerous opponent ships which can cause damage to XXX, black-hole them and NEVER send more than one XXX ship at a time, rinse and repeat until opponent is less than ZZ estimated offensive power". I never saw any information leading me to think that I could not only design the ships but also the AI that should go with it. As long as there were IFPs, that was OK because I would be spending my attention elsewhere. But now if I find out one my fleets is destroyed by lack of tactics, I will mm all the fights.
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