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ShackledEidolon
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Well your earlier bugs/problems never really bothered me that much. The save thing did bother me a bit. However, it didn't really seem to be important to know what actually had just taken place. The only parts that seemed to offer any control or fun were ship design and ground combat. In MOO II I really enjoyed building my planets up creating productive/research capable etc planets that did what I wanted them to do. Shipping food from one place to the other if it was more efficient, moving people from here to there because it was more efficient, getting techs that would help make my small number of colonies as good or better then the enemies 10-20. Seems like with this game they decided to scrap all of the empire building aspects completely out of the game and leave only combat. Don't get me wrong I like combat and I like seeing how my ship designs function and how I can make them better for later fights but if thats all the game had to offer then I would just switch to another type of game. Having everything automated for you aside from sending ships and diplomacy means that all I care about is what new weapon I have and what kind of shield I can steal from my enemy. I'll admit...I am not impressed by the interface or the management model...but if there was any hope of some control in the game or better feedback to let you know how your sliders were changing things (preferably somewhere close to the same screen) then it would almost be a fun game again. As is it just seems like a really complex antfarm where I get to decide to blow up the other ant farm.
Anyways thanks for some quick feedback. What did you think of MOO 2 and what was your initial reaction to MOO 3?
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Eric S
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Las Vegas, NV
Jan 2002 time: 21:26
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I dove into MoO 2 right away and got it. I'm not great at it, but I enjoyed it from the very beginning.
It took a while to reach the point in MoO 3 where I wasn't cussing under my breath trying to find a certain option that I know I had seen. Theres still things that I don't know how to do, and I'm on turn 880 of my 4th game (playing in the largest galaxy with senate victory turned off can lead to a very long game if you're not aggressive early on). That said, I started enjoying most of the time I spent playing MoO 3 after about 10 hours.
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notyoueither
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of naught
Aug 2001 time: 22:26
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I think I've conquered the empire management thing, for myself in SP at least. First, I set some very broad Dev Plans using mostly only the secondary and tertiary positions. That should really screw me up because the AI will go nuts with the blank primaries, right? Nope.
As I colonize each system I manually set all the DEAs. I look at the variables, check my Imperial balances of production/consumption, and decide if the world will be a general, industrial, mining, agri, or research centre. With the first position blank for all plans I found the AI actually builds everything. It didn't before I found this.
Then every 50 turns or so, a couple of planets can be reviewed and changed from general to specialised if Imperial balances allow. Just rip out the non specialised DEAs and go back next turn to manually place the desired specialised ones. A rebuild option would be very welcome, HINT, HINT, QuickSilver.
Actually, I am finding the management a nice balance right now. I can focus a lot of my attention on a given system or two, and rely on the AI to build all the what nots everywhere else.
I pay a lot of attention to the military build ques. With the Sit Rep I find I can cycle through the planets I want to pay attention to quickly. I use that and the Planets Summary Screen to look for systems colonized, colony ships departing, and systems about to produce or just produced a military item. A combination of the two.
The fleet section of the Shipyard screen tells me where all I have units that are ready for a destination. The map scrolls like a pig when zoomed out, so this helps too.
I liked MoO2, but haven't played it much for a long time. I liked it right away, but life intruded for an extended period.
MoO3 made me stand off at first. Too be honest, I am not enamoured with it yet. I think it will be a good game if they patch it properlly, or if the community unlocks all the secrets. However, the community can only unlock so much before problems with the exe remain. I really hope that QS can stick it out and finish this thing. I am hopeful, because I can see potential.
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Crostoneman
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I have a great imagination. I just don't find myself just being a lazy bum clicking turn button over and over again. I make myself feel the raw power of a Klackon emperor ordering a task force to destroy a rival colony ship and still have time for jello in the morning.
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Alex-C
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Essex, England.
Nov 2002 time: 05:26
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I loved MOO2, and thats one of very few games a keep going back too, and was also responsible for making me a rabid MOO fan.
As for MOO3, when i first started up i wasn't exceptionally impressed, and due to the lack of informative feedback in the game and poor documentation i felt a little lost. If that was improved, along with the AI (mostly computer controlled AI empires but some domestic AI too) then i would be VERY happy with the game.
I am happy with it as it is, and get lots of enjoyment out of it. I love the grandeur of the game and i've just started my first military campaign, which is VERY fun. I guess i got the "one more turn" syndrome at about turn 50 or so I agree with all the suggestions already made above concerning gameplay tweaks, and if these minor (and not so minor) niggles are fixed in the patch, i have serious concerns about my ability to stop playing the game 
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kalbear
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I get that 'one more turn' feeling much later in the game than I do moo1 or 2. moo2 had it right away, but it then paled later when it just became a mop-up operation and nothing out there could threaten me. MoO3 doesn't have it early when I'm setting up the various colonies and barely scraping by - but when I start getting my empire rolling, when I can produce a ton of ships, troops, and can start doing massive invasion, when I can start challenging the NOs around turn 300 or so - that's when it gets interesting to me.
That being said, I've not played it in a couple days - mostly because I know I'll get sucked into it, and partially because I'm a bit annoyed that manufacturing is simply so powerful compared to the other racial picks.
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Corentor
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I have always thought the supposed learning curve of 10 hours of whatever it is to be over doing it.
I picked up the game and after half an hour I more than enough to play the game. Ofcourse over a period of play, I got to understand more of the little things but I did not find it daunting at all to learn.
I like Moo3's massive scope. I can sit there and look at an empire of gigantic size with dozens of systems and hundreds of warships, but never do I have to do any more work than I did in Moo2 or Moo1 because of it. Instead, I now do less work since the Viceroy takes care of most of the chores and leaves me with the fun stuff like designing ships, killing enemy fleets, plan spy ops etc.
In Moo2, it was fun...until you had 50 worlds that constantly required attention. At the end when you had a big empire, you didn't enjoy it, you simply at chores to do in running it.
Ofcourse this is why so many people hate it. They want the direct control. They like managing the stuff and QS made a game where you can't do it. So they find it dissapointing and unsatisfactory.
There are flaws in this game for sure, but not enough that I don't find myself enjoying it when I play. It is really too bad there isn't a demo of the game where you can play like 50 turns and they cap the size of the sector and tech. Because this is clearly a game you either will like, or you will hate.
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vee4473
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New Jersey
Feb 2000 time: 00:26
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Gosh golly I wish there was a demo.
Games have burned people in the past. And in this day and age, where games get pumped out so regularly, a demo is a company's best friend...IMHO.
I think the combo of typical game prices being $50 and the fact that so many are pumped out and really are not that good, makes people more weary about buying now more than ever, and reliant on demos.
I mean, you see this game and that game on the shelves battling for your $40-$50! Making a more informed decision on what to buy has never been so great.
And I know that I received alot of resistance when I posted a thread a while back calling for a demo of moo3.
Many were telling me that a demo for TBS wasn't as easy as for other games or who would want a crippled version...etc..
but if some companies, (Firaxis in the case of AC or Galciv who says they will have one), can do it, then I would say that anyone who takes on a project that has the expectations and scope of moo should have one too.
If a game is at the $20 mark, then buying without a demo is more reasonable, but if you are game fan who loves all kinds of games and therefore has to budget accordingly, a demo is highly valuable I think.
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Corentor
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quote: Originally posted by vee4473
Gosh golly I wish there was a demo.
Games have burned people in the past. And in this day and age, where games get pumped out so regularly, a demo is a company's best friend...IMHO.
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Quite honestly, thats why I download pirated copies of games first. If they won't give me a demo, I'll find another way to see if I am going to enjoy it.
It ususally works out. The pirates get it in between half a week to a week before it hits the street and I get some time with it before I decide.
I think doing anything else (especially purchasing without having played a single minute) is foolish as a consumer.
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