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Atragon
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The last combat shot looks ok.
In my opinion, when zoomed in, the combat looks like crap.
But zoomed out, with large numbers of ships, it looks half-decent...I'd really love a 3d combat engine in an expansion pack.
Of course, all those ships look identical, please tell me that isn't the case?
Edit: Cleaned up sentence structure.
Last edited by Atragon on 25-10-2002 at 00:54
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wervdon
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I just hope that you have a large amount of control over combat, and don't just mostly watch it play out and give very little input.
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Mahdimael
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Sandy Eigo, CA, USA
May 2001 time: 05:23
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The ships look ok. They're not going to beat out anything 3d-accelerated, of course, but I've seen worse.
One thing, however- they are much too dark. The colors should be brighter, like the weapon fire. Also, I think the distant view is too cluttered, especially with all those explosions. The ships also look very very similar- perhaps they should have different colors or a colored marking ala most RTS games(They all appear to be a dark tan)
If anything, there should be an option to turn off all the graphical chaff (explosions) so we can see clearly what's shooting at/hitting what.
It seems to me that you take one of two approaches to graphics:
A. Clean 2d graphics
B. Visually stimulating 3d graphics
I think the game is trying to accomplish both, but it's only partially succeeding.
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danminster
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quote: Originally posted by wervdon
I just hope that you have a large amount of control over combat, and don't just mostly watch it play out and give very little input. |
I agree with both vmxa1 and wervdon. I believe that this was one of the main problems with RftS. You basically started the combat and watched it go w/o any real control by the player.
I also hope that the option for greater control exists in MOO3, since this was one of the strengths of the previous games in this series.
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playshogi
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I know from the earlier data dumps that 1) you can't control individual ships and 2) you can only give general orders to task forces therefore combat will play out similar to the Stars! model.
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Barshy
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Maybe you should copy and paste it on your site? The gamespy link is down.
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Rantz
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Southern CA
May 2002 time: 05:23
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quote: Originally posted by Barshy
Maybe you should copy and paste it on your site? The gamespy link is down. |
the article has been disabled as it wasn't supposed to go live until Sunday and it was discovered by intrepid fans poking about
sorry about that, it'll be back on Sunday.
and RE: combat, there is plenty to control, you are *not* just sitting back and watching it unless you choose to let the AI run it.
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Barshy
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Is the MOO3 combat going to be like Medieval: Total War real time combat, pace wise?
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The Rusty Gamer
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Christchurch, New Zealand
Apr 1999 time: 17:23
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As we went through the assessment editing, adjusting and rework of the design in the beginning of the year, we shut up about what was going on. The truth being that we didn't want to say, "We're doing this," and then test it and find that it didn't solve the problem, so we'd have to say, "Sorry, that didn't work, we're now doing this." We wanted to get everything down to proven brass tacks before we started giving out details, so we could say, "This is going to be what you should expect in the game." The result was that we were too quiet for a while, and since nature abhors a vacuum, conspiracy theories ran amok.
So now perhaps we can understand how wise Firaxis has been when it comes to being quiet about Civ 3 changes.
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Rantz
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Southern CA
May 2002 time: 05:23
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quote: Originally posted by Barshy
Is the MOO3 combat going to be like Medieval: Total War real time combat, pace wise? |
I haven't played medieval, but I have played shogun, and the pace is similar to that.
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Rantz
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Southern CA
May 2002 time: 05:23
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I've been wanting to check out Med:TW, as well as a slew of other games like AoM, but time (obviously) simply hasn't been there.
I'm thinking after we ship I'm going to take a week off and do nothing but stay home and play games to catch up.
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Rantz
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Southern CA
May 2002 time: 05:23
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quote: Originally posted by campfreddie
>>but with two other projects going alpha in january
What else are you working on Rantz?
Or is it top secret?
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We're also working on a high-end company comand simulator for the US army, that allows commanders to train for commanding in assymteric incursions.
200-300 men moving around on your orders, plus OpFor, plus Civilians. Base spec is a 2 Ghz PIV and a Gig of ram with a GeForce 4.
It's a lot of fun, and we, as part of our deal with the army, actually own everything and can sell it as a retail piece of software after the project is complete (minus the security-level stuff) Hopefully, we'll find a smaller publisher that would be interested in bringing it to the public, since it is really a niche product. military enthusiasts and wargamers with really high end comp specs...
There's another project that hasn't been officially announced yet, and then we have the next round of projects that we're in the midst of negotiating.
busy busy busy...
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