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Spectrex
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Arlington, VA, USA
Nov 2000 time: 05:26
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The build queue screens are buried the deepest of all, and they require navigating four UI screens (planets->planet screen->economics->military).
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John-SJ
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Silicon Valley, USA
Aug 1999 time: 21:26
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quote: Originally posted by vee4473
what does that mean?
that you are bored with my questions, or you are tired of the moo3 interface? |
It means that he is a forum newbie who registered at Apolyton just today apparently for the sole purpose of bashing MOO3.
I was quite skeptical about many of the things I heard about MOO3, but one thing I kept hearing was that this game is different! Expect Macro-management, not micro. Expect a STRATEGY game, not just another micro-management hell game, and that is what sold me. I bought it, I love it! This is BY FAR the best TBS I have played in YEARS! I would have to say that Civ 2 is the last TBS I have enjoyed to the degree I am now enjoying MOO3.
If the idea of a new TBS game style appeals to you, then give MOO3 a try, I'll bet you will be glad you did!
John
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:26
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I kinda like the UI 
I personally don't find the UI to be that intimidating or annoying. Could it be streamlined? Probably. OTOH, I can make an extra click here and there, I don't care.
To address some points:
quote: Originally posted by Kromwel
1) Build menus (four clicks away -- PER PLANET!). |
Doesn't really bother me, as I usually am building things that take multiple turns to build and therefore don't have to check each planet every turn. And use the 5x builds occassionally, but always for the ground forces. And I've found that the viceroy do a decent job with construction.
quote: Originally posted by Kromwel
2) Ship design (specifically, you must allow the auto-design to make the ship for you, yet you must tell it to do so). |
I don't understand this comment. I am not that impressed by the autobuild ships, either you are stuck with long range or missles, or whatever. I prefer a mixture, more versatile ships, so I try to build each ship myself. I would say that a link to each weapons capability would be very helpful as I feel like I'm flying blind sometimes.
quote: Originally posted by Kromwel
3) The development stuff. Not explained ANYWHERE except in cryptic references. Ideally, we should have been sent here in the tutorial and explained THIS is where you are INTENDED to do YOUR MOST IMPORTANT WORK. |
Agreed, I think.
quote: Originally posted by Kromwel
4) Espionage. You must keep your queue full of building spies or you will pay (in enemy spy attacks). It is a click (Personnel) then a tab (Active Spies). |
For me its only couple of clicks every what, 13 or so turns? Not a big deal. 3 or 4 spies get built then I refill the menu. No need to do this every turn or even every other turn, wait for the box to be empty.
While I agree that the menus can be confusing or even daunting a first glimpse, once you get the hang of it, things are a breeze.
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Arnelos
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of the Free World
Sep 2002 time: 00:26
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quote: Originally posted by asleepathewheel
I don't understand this comment. I am not that impressed by the autobuild ships, either you are stuck with long range or missles, or whatever. I prefer a mixture, more versatile ships, so I try to build each ship myself. I would say that a link to each weapons capability would be very helpful as I feel like I'm flying blind sometimes.
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Funny. I have the opposite opinion. I think the autobuild does a pretty decent job. I prefer my ships to be mission-specific because I can use that differentiation between roles to vary my tactics more (have the group of "missile ships" do this, the group of "beam ships" do that, etc.).
Given my preference for role-specific craft, the autobuild does a nice job in my eyes. The only thing the auto-build doesn't do (and shouldn't be expected to do) is to anticipate what types of technology your enemy is using and use the specific weapons and specials for those weapons that would be best suited against a particular opponent with a particular force composition. To take care of that, you just have to tweak the autobuilds. They at least give a pretty good template to work with.
I honestly think QS did a decent job with the autobuild ship design AI... Preference for role-specific craft goes all the way back to the original MoO. Read the strategy guide written for the original MoO by Alan Emrich and you'll see what I mean. Craft that have multiple capabilities (some beams, some missiles, some torpedoes) SEEM cool because they can handle themselves in a fight. The problem is that it's more efficient to think in FLEETS rather than to think in SHIPS. If you're thinking in fleets, splitting up each of those weapons and roles to different craft (which can then specialize the functions more) is FAR FAR FAR more efficient. The game system is also purposely weighted to give an advantage to specialized craft.
So that's one part of this game that I actually really like...
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John-SJ
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Silicon Valley, USA
Aug 1999 time: 21:26
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Sure, the menus could be streamlined, and probably should be. To tell the truth though, I have never even noticed the problems with the menus that you mention because, even with these problems I am clicking so much less than in the average TBS game. Even with the menu clicking this game moves at a much faster pace than most TBS games I've played.
Of course, if you want to deny yourself this game because of a few menu clicks that is your right. Go for it! For myself though, this is one of the most entertaining and completely engrossing games I have yet to play. I'll put up with the mouse clicks until it is changed, and if it's never changed, ow well, MOO3 is still a fantastic game!
John
edit: spelling
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darcy
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I can tolerate clunky UI design, I sure do when playing Dominions. It's just inconvenient to jump through all the windows and tabs for every menial task, but I could live with that if the feedback, the most imporant part of any UI, actually made any sense. But all the friggin numbers in Moo3 simply don't!
They don't say where they are coming from, they don't say where they are going and of course they never add up correctly. On top of that they are constantly multiplied by invisible modifiers and secretly changed by helping hands of the AI.
It is never explained why something is happening. That's especially sad because Moo2 excelled at that! You could right-click anything and it told you why it's there.
The one word that describes Moo3 best for me is opaque.
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QuackQululu
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From Darcy: "It is never explained why something is happening. That's especially sad because Moo2 excelled at that! You could right-click anything and it told you why it's there."
Agreed... they tripled the size of the game, disabled 50% percent of the mouse and gave us a one button interface...(smacks his forehead)
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Corentor
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I don't mind the UI, but if I were to redo the planet UI, I would keep the build queue on the top level and then leave the rest of the economic stuff in the tab where it is.
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:26
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quote: Originally posted by QuackQululu
Simply put...the interface is poor and outdated compared to its predecessor. I'm tired of people who keep missing the point...its clunky..get it? Look up the word "intuitive" if you say it does not bother one personally to click 13 times. It does bother alot of people and so to answer the original post for this thread, you can have fun if you do not mind hunting around alot to get things done. A MOO gamer will kill 5 hours, but he wants to kill it intelligently. Will I play it? yes...Is it disappointing?..well..just look around the forum and the general mood speaks eloquently.
P.S. For all you who wish to fight the roaring tide and cry that others are whining, keep in mind that we were all satisfied with the last two. Put that in your pipe and smoke it.
On the more reasonable side, if they DO patch it up, they should be accorded the decency of waiting to see how they fix it. They ain't wicked people ya know? |
You're complaining about the amount of clicks necessary. The endgame of MoO2 was far more tedious than anything in MoO3. Every new building you research, you have to go through every planet individually to build it. Thats possibly over a hundred planets. And at the end of the game, I'm getting new techs and stuff every turn or three. Same thing with ships. queue up a few then have to repeat through the whole empire. Blah. Is that intelligent use of time? At least the AI in MoO3 will actually build useful items. (for the most part, damn ground forces) (It will build the planetary stuff on its own quite well I've found). To those with the patience to go through that, I applaud you, but for myself, this was a huge waste of time and I rarely finished games, just got to the momentum point where there was no doubt of my victory.
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Jason Beaudoin
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Canada
Jan 1970 time: 00:26
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For what it's worth: I brought the game back today, and the sales person said: "What? Another one?".
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:26
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quote: Originally posted by vee4473
well,
to clarify my question, I don't care about the actual "act" of clicking...after all, I like Diablo...heh heh.
I was asking if it's true that the info screen you want is available through an obscure progression of screens and tabs.
I like screens and tabs, but are they organized in a way that makes sense is what i'm asking..or is it like trying to memorize a road map. |
Its not hard to figure out where to get what. Maybe for the first couple of times, but it comes easily. The stuff makes sense to me, at least. the new windows are marked by a double arrow. and the basics are explained by the master notes.
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NeOmega
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Play Pentagenesis Beta!
Feb 2002 time: 21:26
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Sux, I gave it a shot... I'm taking it back to fred meyer to exchange for a better game. I played four six hours, felt like I was either pulling teeth or put to sleep.
Graphics... lame.... I could do better, besides the leaderheads... which came out choppy on my computer.
13 of 17 of the pictures on the box are from cutscenes, not actual gameplay
I was too excited to notice..... had I noticed it was peppered with cutscenes I would've realized
Never buy a game that advertises it's cutscenes on the box... it means the gameplay sucks.
And yes, the gui is frustrating.
Throughout the game I felt like I was organizing a tax return, in fact, maybe it is just too real, and really makes it feel like you are truly trying to beareaucratically manage an empire, because in the end it felt like a game that was nothing more than words, tiny icons, and numbers. Boo. 
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