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kbud
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Not sure exactly why some decision were made the way they were but I think overall now that I have played tha game and gotten over the initial frustrations it seems to work together.
Race picks I believe were done this way to gear towards multiplayer where you have a sense of what your opponents weakness probably will be but not for sure.
I don't know what spinal mount does either and wish I knew. At first I thought it protected it from damage but I don't think ships can have weapon damage (would have been a nice feature!)
After the AI built 50 troop ships I cancelled the design but then found out 10 turns latter that I needed more of them. You DO go through ALOT of them pretty quickly so maybe that's not necessarily a bad thing. Be good to know if the AI keeps a balance between # troops trained/built and # troop ships but maybe that makes too much sense.... (<-- patch idea!)
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Kc7mxo
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Kansas City, Kansas
Jan 1970 time: 21:26
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quote:
Why won't the game leave the research sliders where I set them? Did I miss some kind of option? What are all those troop transports for? What race was I playing again, where can I check what picks I took? Why is my ship a retarded odd-lots quality sprite-mutant thing instead of a crisp handdrawn ship? Why doesn't Spinal Mount tell me what it does when I click on it? What does broader usage do anyhow? Why are the research sliders there if I can't do anything? Why are these leaders so many orders simpler than MOO2's?
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1) When a planet finds itself needing something, it asks your researches to research in that area, so they might change your sliders a bit. I think you can stop this by locking the sliders.
2) Troop transports go into your reserve, and I imagine they're neccessary for ferrying all those marines around. Why the AI wants to build ten million of them, I really have no idea though.
3) They're voxels, and all the ships start out too small to really be very pleasing looking. If you find a guardian, HE looks kinda cool.
4) I agree with this gripe. But the manual does say what spinals do, if not in a very informative manner. What happened to moo2's specifics?
5) What do you mean you can't do anything? I set my research sliders, they spend that many points in that zone of tech. Its just like the way smac did it. (though i turned that off to go back to regular civ style research when I played smac)
6) I dunno whats up with leaders. It may be that since they got so radically changed from start to finish, the desginers didn't really do much with them.
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Grins2Pain
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Can't you look at an enemy races picks after you encounter them in MOO2? Doesn't that also apply to your opponent in multiplayer? Maybe their wonderiffic steaming turd AI was too stupid to account for complex race strengths and weaknesses?
and on the other response...
1) Nope, the locks unlock at the beginning of each turn. I guess if I was some kind of monkey I could sit there and lock them manually EVERY TURN!
2) It wants to build them because it's retarded. That's the only possible answer to that one.
3) Yeah Voxels they are. Blurry little voxels..... But even at that, aren't there stars or something in space?
4) MOO2's specefics were made by designers who understood that games were fun, and that transparency is necessary for a game like this to be fun.
5) See number 1
6) Yeah, well, when you are charging $50 for a product that kind of crap doesn't hold up. I pity them, I really do, but that's no excuse to totally run roughshod through a game, and release it when you know it's deeply flawed.
Last edited by Grins2Pain on 28-02-2003 at 23:22
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