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Hydro
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Winfield, IL, USA
Jun 1999 time: 05:29
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I’ve played a few games with the patch and gameplay has improved. I like the embedded info on tech and planet terrain. There is a lot more useful feedback. Map improvements (like color coding ships) are a big plus. Diplomacy seems less erratic and the AI doesn’t declare war willy-nilly (except the Harvesters, but they’re crazy anyway). The AI is much more aggressive in colonization, which is good (but see below). I’ve even seen fleets of (small) ships by turn 50. I’ve seen the AI take worlds. On turn 80 of my last game the Harvesters took a planet from the Grendal. Good!
But, I do have a few gripes, most of which are from ‘features’ that add to vexing micro-management tedium:
* Previous customized races are not saved (or is there a way to do this and I haven’t seen it?)
* The AI still sends never ending streams of colony ships to the SAME world, resulting in a conga line of ships on a 30 year mission…
* The AI builds system colonies when all that is left is tiny Red worlds – huh? The AI didn’t do this before! If the AI races are doing this then that explains their high planet counts – they’re colonizing every useless size 5 Red world they can find
* The presence of an AI ship prevents colonization, even in an unclaimed system
* The Harvesters now can join the Council (if asked and the New Orions foolishly agree). Maybe this could have happened before, but I never saw it.
I haven’t seen enough combat yet so I have formed no strong opinions.
I did have a nasty bug on the galaxy screen where it scrolled uncontrollably and permanently to the bottom. Obviously that killed those games.
Overall the game has improved, but I am disappointed that some of my major issues weren’t fixed or mitigated.
Hydro
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Kloreep

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of the pillow
Jun 2002 time: 00:29
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quote: Originally posted by Hydro
* Previous customized races are not saved (or is there a way to do this and I haven’t seen it?) |
If you want to generate the exact same kind of game as you did last new game (both same race and same galaxy settings), "quick game" is what you want to use. But no, saving just the races - or saving more than one - isn't possible.
quote: * The AI still sends never ending streams of colony ships to the SAME world, resulting in a conga line of ships on a 30 year mission…
* The AI builds system colonies when all that is left is tiny Red worlds – huh? The AI didn’t do this before! If the AI races are doing this then that explains their high planet counts – they’re colonizing every useless size 5 Red world they can find |
These have both been adjusted in patch 1.2.4 (new patch, date not determined yet); apparently, the AI was counting colony ships as outpost ships when sending them, and thus calculated it needed many to settle a planet. Don't know if fixing this calculation solves the problem, however. And the AI's love of system colonies has also been adjusted, though the patch update didn't say how much.
quote: * The presence of an AI ship prevents colonization, even in an unclaimed system |
Yeah, this is really annoying. 
quote: * The Harvesters now can join the Council (if asked and the New Orions foolishly agree). Maybe this could have happened before, but I never saw it. |
Could have happened before. This is at least negated a little by making the Harvestors have only 60% of the votes other races would have. (Just like Humans and Psilons get 115% normal votes.)
quote: Overall the game has improved, but I am disappointed that some of my major issues weren’t fixed or mitigated.
Hydro |
Yes, we still need more... and there are still some nasty bugs left, like being able to bulid more than one system seat in a system and more than one Imperial seat of gov in an empire. (Has been fixed in 1.2.4, however.)
I agree MOO3 still has some big problems. Before 1.2, I waited for the code patch; the code patch would save us. Now, I wait for 1.2.4; 1.2.4 will save us. 
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ravagon
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Australia
Sep 1999 time: 13:29
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quote: Originally posted by Hydro
I did have a nasty bug on the galaxy screen where it scrolled uncontrollably and permanently to the bottom. Obviously that killed those games.
Hydro |
I ran into this a few turns ago. No idea how it happened but when I loaded from the autosave it was fine again ...
The harvesters were always able to start off in the senate just like any other race IIRC as they did it in both of the games i started before the code-patch.
I like it now too (although the pd bug still comes up sometimes) as I just fought off a couple of 160-ship waves from an unknown intuder wandering into my space (I haven't actually fought any full wars yet though).
One thing I do find a little irritating though is the distribution of races generated in the setup. I always seem to get 2-3 Ithkul, a couple of silicoids and 4-5 Ethereans in a 16 race huge galaxy. Haven't seen the Meklar or the Evon once. It'd be nice if there was an option to actually use the other 15 after I've picked one (whether I customize it or not).
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Hydro
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Winfield, IL, USA
Jun 1999 time: 05:29
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I've played a bit more and have seen more combat, and it seems much improved. The AI is now building real fleets, which it can now support since it has colonized more aggressively. PD works too, and that is good.
One curious note, though. Every AI I have contact with (year ~110) is set to Holy War, and it is obvious that they are cranking out tons of ships. Moreover, the AI seems to be concentrating on a few wars (except for the Harvesters) and feeding an intense super-galactic war. This is OK as long as those wars continue since the ships die gloriously and don’t, in general, bother me. It also means that my previous strategy of staying on Peace through Strength will not work since I will fall behind militarily if I don’t (reluctantly) spend 25%+ on my military.
I am also seriously annoyed that the AI, in its continuing brilliance, builds Marines and Command Centers at worlds with 14 industrial DEAs and PPs in the high hundreds or thousands (let's hear it for high-pop, large world gas bags!!). The AI also loves CL hulls and will build a never-ending stream of CLpd-4, Cle-4 and CApd-4 unless I intervene. Making these ship designs obsolete does NOT help since the dozens in the queue remain there, even when in the 2nd and 3rd slot. So, the Micro Management H*ll continues.
I’ve also seen evidence that alliances, wars, and diplomacy matter. The Silicoids, who had a +100 relationship with me since I was pounding their enemy the Harversters, suddenly declared war. Erratic? Nope. They had an alliance with the Meklar, who hate my Gas Bag Guts and had been at war for a long time. I was able to coax the Silicoids into an Enforced Peace, and then a trade agreement. I’ll have to pay closer attention to diplomatic inter relationships now and give some races special attention.
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Grumbold
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London, UK
Mar 2000 time: 05:29
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Just played my first full game post patch. I'm a little annoyed to find that the PD bug still exists, albeit in much reduced form. YOu can still get caught by it occasionally though if the enemy are keen on building a lot of IF and carrier TF's.
The enemy are certainly taking planets from me and each other now, and have learned how to run away, which is cool. The fact that they don't have to leave the system when they run is a bit unbalancing though. Fight in a multi planet system and the same 5 long range TF's can be ambushing you and scooting every turn for ages as you bomb or invade each world in turn.
One game start was bizarre. The council consisted of the New Orions and myself. All 9 other races were outsiders. I think the council needs to be 3+ races to work otherwise you just refuse to second any of the motions put up by the NO's and it never affects your gameplay (except if you allow council victories, in which case, surprise, you cant fail unless you get wiped out.)
Its more of a challenge now. Even on easy and normal modes the races will be keeping pace in tech even if they don't need such careful handling to avoid dogpiling you. The extra help information is welcome too. All it lacks now is the sort of polish and extra fun that only a major code change can achieve, like making the search for the 5 X's meaningful and more integrated into the game and making more of the 300+ turns in a game actually count instead of blur into each other. That will only come in an X Pack, which seems unlikely at this point.
I'm glad I bought it, and its still on my HD, which is more than I can say for GalCiv. Its not going to be something I play exclusively for months but then no game has held my interest like that since Civ II, and there were far fewer games released back then to vie for my attention. With luck 1.2.4 will remove the remaining rough edges so that when I fire it up every once in a while I am glad I chose MoO3 to pass some time with instead of another old classic.
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