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peacenik
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Spectrex- I agree completely. The key to great replayablity is variables. It looks like many different styles will be feasible approaches, and probably none will be automatic. The downside is the learning curve, and I think now we know why QS took so long delivering the product. I think it will be worth the effort, but I hope they bring out a tutorial in a patch to help newbies/time-strapped. This would have been the first time in years I would have liked a step-by-step tutorial, and I have to believe it would be a pretty easy patch add.
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Craig P.
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First impression:
What learning curve? I'm clearly atypical, but so far it seems more of a gentle slope.
OK, I don't really feel comfortable using dev plans (heck, I don't really feel comfortable zoning out a planet), and I don't know exactly why the AI does everything it does. Nor do I feel comfortable with what sort of emphasis I should be giving my diplomatic messages (except to never beg or plead with the Saurians!). Regardless, in my first game, my empire is running smoothly, and I feel as though I am largely on top of things.
The main thing I'm missing right now is accumulated wisdom. I know how to do the things I need to do, but I don't know exactly what I should do with them. See the comfort level comments.
The interface is nice, except for the slightly broken font system (whose bright idea was it to set something up where there's subpixel spacing between letters???). The main thing that annoys me is that I sometimes want readier access to the military build queue. The view in "Planets" only shows the top item, the view in the system screen only shows icons (which are the same within certain classifications of ship, and sometimes the distinction matters to me).
I figure I'm probably not driving my empire hard enough. I've got massive surpluses at most of my planets (the viceroy seems to like to save), and I'm building a good surplus at the empire level as well.
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Craig P.
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I'm playing Klackons with natural zoning, and the viceroys are building a lot of mining and industry DEAs. I'm not sure you'll need to worry about slow-producing, except to the extent that there may not be enough food surplus to drive pop growth (and hence employees for your DEAs).
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TrainWreck20
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Austin, TX
Jul 1999 time: 05:26
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Yup, I think that is part of the learning curve everyone is referring to...learning how to push their empire to the limit. Which is very important if you plan on crushing other people in multiplayer someday (or the AI on harder levels, I am guessing).
I have figured out how to manipulate most of the controls and what the short term conseuences are, but what is a 'good' production level? Long-term, what am I aiming for? Should I force normally non-industrial planets into higher production to increase my production at the cost of food? What happens in a really big war? What happens to unrest, food, etc.? Time will tell.......
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Yodasplat
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quote: Originally posted by Harry Seldon
I can't understand why someone who doesn't like the game would still want to be involved in a forum discussing said game. |
To express their frustration I guess. Some of these people are disappointed in the game (and there's people like that: the game cannot please everybody, it would be unrealistic to expect that).
So they come here to vent, especially those that used to come here in the recent past while waiting for the game to come out and after a (long maybe) wait they have been disappointed.
It's understandable (IMO)
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Ray K
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Allen, TX
Nov 1999 time: 23:26
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quote: Originally posted by Harry Seldon
I can't understand why someone who doesn't like the game would still want to be involved in a forum discussing said game. |
Perhaps they want to warn people who have not yet bought the game to not believe the hype.
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Ray K
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Allen, TX
Nov 1999 time: 23:26
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I will say that I was looking forward to MOO3 for quite some time until the reviews starting coming out.
To be frank, some of the *good* reviews were causing me to reconsider. I'm one of those guys who thought that MOO2 was too big and sprawling, so I was hoping for something in between that and MOO1.
Now, I'm just hanging around on the hope that I'll hear about some killer feature that will make me again want to buy it.
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Ray K
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Allen, TX
Nov 1999 time: 23:26
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quote: Originally posted by Harry Seldon
Just out of curiosity, are you the same Ray K that's writing the java MOO? |
Yes, I am. One of the reasons I temporarily put it on hold was because I was afraid it would be a pointless effort once MOO3 was released. Needless to say, I think I will be firing up the Java SDK again.
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ChaotikVisions
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Oklahoma, USA
Apr 2002 time: 23:26
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So its your opinion based off reviews that you don't like it? Fine. But why constantly go at other people about it, afterall, it is just your opinion.
Anyway, about the finaces, heres a little overview I think is correct. Also a note, I play with all the AI settings off, I like managing my own empire.
System/Empire Taxes in Finace Tab: These control the tax rate obviously, and is what you allocate to planets for extra research/military/unreset/planetary grants spending.
Budget Setting in Finace Tab: This is how you choose what extra of your budget goes to things. Need more ships? Bump up the military grants slider some to increase funding, it'll get done faster. The same with research.
For Unrest Spending in Budget Funds: You'll see 1-3 fists depending apon whats going on. An unreset spending level to the left of the red fist means you'll be having people pissed off. One to the right thats before the Yellow could mean still some unrest, past a Yellow fist if its there means minor unrest. If its past the green hand it means they're content. Think of this as the Luxary setting from Civ3, the higher you have it usually the happier they are, but the more costly it becomes.
For Planetary Grants in Budget Setting: This is the extra funds that go to helping a planet develop. This would help sliders like the Normal Economic Development/Terraforming/DEA building I believe.(Note: It may just be giving extra funds in general to planets, nothing i've seen to clarify this or not. But one thing is sure, it'll give more funds to developing worlds and less to well developed ones.)
Not going to go over the Planet settings right now, still working them out. One thing to note, you can run a deficit on either the Empire or Planetary level. The debts you make will have interest as you pay them off, so its wise to shoot for a balanced budget. Anyway, hope this helps.
In many ways this is like when I first "found" Civ2, or MoO2. I had no idea what exactly was going on at first, but gradually I figured everything out. I dunno about this whole cliff buisness though, micromanagement is possible, maybe i'm tunneling under instead of climbing? So long as we get to the same place I guess.
Edit- I really should read what I type so I know wether some of my sentences actually make sense or not.
Last edited by ChaotikVisions on 28-02-2003 at 04:22
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booje
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Los Angeles (Los Feliz)
Dec 2002 time: 05:26
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"I think his point was that he should have lost a loong time ago. Ai not being up to task. Capisce?"
Yes that is my point. I expect to lose but how long will it take? I am up to turn 200.
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kalbear
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Well, depending on the difficulty level it'll take a while. A lot of people - BTs included, are now saying that the AI isn't aggressive enough. I'd agree with that - when I can stay at peace with Ithkul without trying for 150 turns, there's something of a problem.
You won't lose the game any time soon, but I don't think you'll do that great a job of winning.
So far, I have had a blast with my custom tachidi. They're cute. There are a number of things that truly bother me about the game, and I'm still having fun. I love little touches like the magnate civs flocking to the red worlds that they like better. I like that my people get restless about new tech and protest development of farms. That's funny and fun to me. I like that when you filter your planets via the checkboxes, then check out individual ones, the forward/back arrows go through that specific set of planets. If you want to quickly go through and fix all the unrest planets, you can do it real quick-like. For instance.
There is a lot to dislike as well, and I can see exactly why someone might not like this game, especially after playing MoO2. The lack of a soul is the biggest thing. But so far, I'm having a grand time, even though I'm not entirely sure what all I'm doing.
It was amusing being voted out of the senate. Heh.
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Lord of the Isles
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Edinburgh, Lothian, Scotland
Apr 1999 time: 05:26
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quote: Originally posted by Comrade Tribune
I think his point was that he should have lost a loong time ago. Ai not being up to task. Capisce? |
Certo, capisco.
Ok. So the AI may be up to the task of managing to keep a player's empire alive for 200 turns? That seems good to me. I want the AI in a TBS game to be good, otherwise I'll have to do all the micromanaging myself; acceptable at the start but a pain in the butt in the mid and late games.
Do you remember the build queues that Alpha Centauri's governors (if that's the right term) used to come up with? If MOO3's viceroys can do better than that I for one am happy.
Booje,
If you don't know what to do then stop clicking end-of-turn now. Read these fora, read the manual, read the Beta tester's AARs, read the readme. Play some test games where you try different plans and see how your empire reacts to these. Take a long time on the first turn setting things up. Then take a fair amount of time looking at what things are changing. Then try to relate these changes to things you've done.
Eventually, you'll either start having fun or you won't. But, if you want to enjoy TBS games, you have to try these things.
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kalbear
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No. If you want to enjoy _this particular TBS game_ you have to do these things, which are pretty alien to most folks who are used to the massive MM involved in TBSs.
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Quag
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Very first game, long-time MOO player, but knowing absolutely nothing from the MOO3 strategy guides etc. -- except maybe what I've read on this board.
Played Nommo, on all the default settings (easy).
Pretty much clicked "turn" until turn 198, when I won a senate victory. Not exactly fun.
About every ten turns, I checked out the diplomancy messages that popped up. Didn't know what technology I was exchanging, but I exchanged some, established some non-agression pacts, did this, did that. Kinda random. The rahs declared war about every fifth turn and then made peace about every fifth turn after that. Maybe they attacked somewhere, I couldn't tell. One of the other races -- hegl(alpha soup) -- declared war too. Kept sending 3 ships into my home system where my 18 or so ships destroyed them. Good job, viceroys, I guess. I watched the battles once or twice back around turn 90 or so. Didn't see much point to it after that. (And I still don't know when the heglxxx systems were.)
I never designed a new ship (I think I was still building with laser cannons at the end).
I set colonization on auto at about turn 30 or so. Never created a planet dev plan until around turn 160 -- just to see what that was about.
Final "power ranking" was 5. My biggest advantage over the other races at the end was total prod points (20199) about 3x the average race. My tech ratings were 25+ when I "won" -- highest in the game. I think I had plasma cannons (the ole MOO2 favs) by then. Who knows. Total pop 618.
Is this the current state of computer game design? Pretty freakin deplorable.
I guess I'll try again on hard or something, but I'm not really looking forward to it.
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