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muxec is offline muxec
Prince
Mingapulco
Jul 2002
time: 07:29
  Old Post 04-07-2003 00:18 Visit muxec's homepage!
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Yes, SE4-Gold can really be great XXXX game, but i dont think that it'll be better than Space Rangers. The genre really needs some refreshing, but not MOO3-like refreshing

Hydro is offline Hydro
King
Winfield, IL, USA
Jun 1999
time: 05:29
  Old Post 04-07-2003 02:28
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SE4G had some interesting concepts, but it gets seriously bogged down in micromanagement h*ll by mid game. I don't think I ever finished any of my many games. For all its faults Moo3 at least tried to address this issue, although the lack of player feedback (or wrong feedback) on what was going on is (in my opinion) a serious negative design issue.

TB games seem to face a serious dilemma in the mid and late game tedium that develops as the games spiral out of control. It seems our choices are to ultra-streamline and simplify like GalCiv or to automate like Moo3. Gal Civ boiled their game design down to a few key social/military elements, which is fine except it gets a bit dry for me (and lacks feedback on what the bloody things do). I want ship design, and more than old Civ I-style combat. Heck, the Gal Civ combat is worse than Moo2 or SE4. Moo3 offers more depth, and with the patch you get some vital info on what you are doing. But, there is so much information that even if you hit TURN it can be overwhelming.

In my opinion Gal Civ made a nice try but it doesn't advance the TB game idea. Perhaps Moo3 tried to do too much, and suffered the consequences.

krait23 is offline krait23
Chieftain

Nov 2001
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  Old Post 04-07-2003 03:44
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As far as micromanagement is concerned (which is indeed one of MoO2s weak spots in late game), I would have liked to see an improved MoO2-approach. Where all the buildings are still built individually on planets, but the automation is not just 'auto build' but something akin to MoO3s dev plans, which allows you to build (and modifiy) custom build queues, and on the planet screen, if you put it on auto you select which queue to use for this planet. And if a new building is researched, you can stick it into the dev plans where you want that building built, leave it out of the others, and its put into all current queues for the affected planets in the position you assigned to it. So instead of having to modify the build queue for every research capable planet when you get the supercomputer, you just have to modifiy one or three dev plans.

That would be how MoO2.5 should handle micromanagement imo...

Lata
Krait

Hydro is offline Hydro
King
Winfield, IL, USA
Jun 1999
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  Old Post 04-07-2003 05:30
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Krait - you are correct, but your approach is for a more sophisticated gamer. I am almost sure that Moo3 was targeted at the more casual gamer who wouldn't know a dev plan it if hit them on the head (more people/buyers = more $$). If you are going after a larger market then you have to automate more, which is what Moo3 did.

Still, I would have loved to see your approach so the stupid governors could be finally lobotomized.

On possible problem is that your plan would be much like Gal Civ, which largely does away with planet types, sizes, and limits terraforming options. Again, you are sacrificing depth for ease. So, while Moo3 aimed at the casual gamer they also provided enough detail so that anal retentive types like me could delve into its (purposefully?) obscure depths, while allowing the casual folks to handily ignore it. The result was frustratingly opaque system which satisfies no one since the casual gamer has no idea what is going on (even at a macro level) and the more serious folks can't quite understand what the latest factory improvement really does, and why they should care.

Spectrex is offline Spectrex
Settler
Arlington, VA, USA
Nov 2000
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  Old Post 04-07-2003 10:16 Visit Spectrex's homepage!
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The problem with MOO3 has never been that QS implemented a bunch of crappy features, but that the end result was poorly designed and unpolished. I would even venture to say that the entire affair was amatuerish - inexperienced coders led by inexperienced management. See Ion Storm and Daikatana. At least outwardly, the two parallel nicely: a development company with little or no prior history attempts to create a revolutionary game, and in the process undergoes significant staff and design changes, and several release date extensions. The final product of all this turmoil is, perhaps unsuprisingly, crap.

Grumbold is offline Grumbold
Emperor
London, UK
Mar 2000
time: 05:29
  Old Post 04-07-2003 18:50
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On the RPG front I admire NN for what it is but appreciate that it can't replace the one player per party based RPGs, which I like too. Its done exactly what it set out to do by cornering the multiplayer D&D market though.

The D&D games are awkward to compare because the bulk of the rules (what does a fireball do, how many XP to gain a level, what % chance does a thief have to pick a lock etc) is enforced by an outside company under strict licencing rights. The developer can only innovate in certain ways even if they wanted to, basically the interface and the graphics. My criticisms of IWD2 are entirely focussed on the awful unimaginative plot and to a lesser extent the difficulty, which are in no way advances on BG2.

For MoO, I would argue that the "don't touch what ain't broke" rule was already thrown out the window when they castrated MoO1 to make a civlike MoO2.

krait23 is offline krait23
Chieftain

Nov 2001
time: 06:29
  Old Post 04-07-2003 21:53
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I still think MoO2 is a whole lot closer to MoO1 than MoO3 is to MoO2... There is a certain mesure of departure, but not nearly as radical. Kinda the golden median between progress and conservation (probably since the changes were based on a tried and true system, not something completely revolutionary and new)...
MoO3 is a good (or rather bad) example of too much progress and the C&C series (at least as far as I played it) would be a good (or rather bad) example of too much conservation...

Lata
Krait

Grumbold is offline Grumbold
Emperor
London, UK
Mar 2000
time: 05:29
  Old Post 06-07-2003 03:57
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Well I'd say they took away most of what made MoO original and unique to play when they remade Moo2 in the Civ mould, so it was more regression than progress, but then I guess you knew I'd say that.

Vince278 is offline Vince278
King

Dec 2002
time: 05:29
  Old Post 06-07-2003 05:43
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quote:
Originally posted by Hydro
But, there is so much information that even if you hit TURN it can be overwhelming.


I look for as much realism as possible in a game so this doesn't put me off. MOO3 is childishly simple compared to what running a real space empire must be like.

Vince278 is offline Vince278
King

Dec 2002
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  Old Post 06-07-2003 05:47
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quote:
Originally posted by Hydro
I am almost sure that Moo3 was targeted at the more casual gamer who wouldn't know a dev plan it if hit them on the head (more people/buyers = more $$). If you are going after a larger market then you have to automate more, which is what Moo3 did.


A better space 4x game for the casual gamer would have been Spaceward Ho! or even Ascendancy. I never considered MOO to be a casual game (or wanted it to be).

Urban Ranger is offline Urban Ranger
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May 1999
time: 13:29
  Old Post 10-07-2003 14:26
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quote:
Originally posted by Grumbold
I believe it is vital that games always seek to stretch beyond existing parameters and try something new. Even in an established series.


I agree with that in general, but Alan wasn't an experienced game designer, even though he tried to make an excellent game wholeheartedly. As I witnessed the design progress, it went from bad to worse.

Really, you can tell MoO 3 would be a lemon before it was finished.

Grumbold is offline Grumbold
Emperor
London, UK
Mar 2000
time: 05:29
  Old Post 10-07-2003 14:59
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Yep something clearly went wrong with the team put together to produce the game or the spec they were told to work toward. No doubt about that. Each item they introduced makes sense to me in isolation though, its just that the whole did not gel into something greater than the sum of its parts.

Still its the only game so far where I can be throwing armadas of titan class battleships at the enemy on all fronts in a desperate struggle to win the fight for the galaxy. The closest before that was probably Imperium Galactica 2 but that never rose above the 'one big fleet' strategy (and had a planet AI that was worse than Moo3 too.)

Bored is offline Bored
Chieftain
Latvia,Riga
Sep 2002
time: 07:29
  Old Post 19-07-2003 23:09
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quote:
Yes, SE4-Gold can really be great XXXX game, but i dont think that it'll be better than Space Rangers. The genre really needs some refreshing, but not MOO3-like refreshing


AFAIK, Space Rangers isn't TBS (there are some elements like turn based space combat though). It is mix of RPG/Adventure (because there are quests,exp. points, skills, classes and so on) and gameplay very similar to Elite (i.e. free space trade,pirates,police,aliens and so on).

Maverick88 is offline Maverick88
Settler

Jul 2003
time: 05:29
  Old Post 30-07-2003 21:32
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My single gripe is the lack of control over tactics. There is lots of strategy in the form of macromanegment. I love the diplomacy cause now if you aren't subtle your screwed. Most people say the diplomacy engine is screwy but it is in fact totally logical. I have found that these are the main factors regarding the "strange" alliance AI decisions.

1) They have better relations with a speices you're at war with and they side w/them.
2) If you get real big and powerful your relations worsen with everybody (jealosy).
3) You are framed so well thet you have no knowledge of this.
4) You sanction an embargo against a friend of the ally.
5) Your two races' beliefs are too different for a lasting relationship.
6) You claim a system they had their eye on but did not claim.
7) You send too large of a patrol or fleet through their space.
8) You disregard a senate policy or law.

Also the space battles start off small but by turn 200 or 250... my psilon ally and I had over 300 ships. We held off the combined forces of the Sakrra, Tachidi, and Meklar. The battle was epic. Never before in a space empire sim could you fight with allies at the same time.

MACROMANAGE!!! This was what the game was designed for. That is why there are many planets to a system. The user interface is a pain but once you get the hang of it it's easy. Once the game goes *click* in your mind there's almost nothing you can't do in it.

One more thing... Humans! Humans! Humans!

wilebill is offline wilebill
Chieftain
columbus, ohio
Feb 2003
time: 05:29
  Old Post 23-08-2003 06:47
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MOO3 was the first MOO I encountered and I put about 25 hours into it before complete frustration set in. Then I discovered MOO2 and realized why everyone was so upset. Now after patch 1.2.5 came out I gave MOO3 another shot and find it playable and even fun, although still baffling frequently and often. I am really curious about Space Empires IV Gold after all that has been said about it and might try that too.

One upcoming game seemed appropriate to mention here, even though it is not turn-based, because it might have some relevance to players of MOO2 and to some extent MOO3. In MOO2 I think one of the neatest graphics is the colony ship squishing down on its air shocks, a much neater graphic IMHO than the colony ship breaking into four pieces and drifting down in GalCiv (which I also like). Then as the colony builds out you see all the iconographic buildings like in the Civ series, and those graphics were very well done for their time, which was when the 486 was still the big processor! But what was life like in those colonies?

Maybe someone else wondered the same thing because Firefly Studios, the people who did Stronghold and Stronghold Crusaders, are coming out with a new program this fall called Space Colony. Reason I bother to mention it here is that in looking at the screenshots I found myself being reminded of the graphics in MOO2 of the space colonies, although Firefly's colony components are obviously much neater and more detailed. Space Colony looks like a combination of rather perverse Sims and colony building, skirmishing with aliens, and so forth. RTS game I think, might be totally trivial and then again might not be. www.fireflyworlds.com or screenies at your favorite game site. Sort of like MOO freaked out on mind altering drugs?

Craig P. is offline Craig P.
Warlord

Oct 2002
time: 23:29
  Old Post 24-08-2003 09:33
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quote:
Originally posted by Spectrex
See Ion Storm and Daikatana. At least outwardly, the two parallel nicely: a development company with little or no prior history attempts to create a revolutionary game, and in the process undergoes significant staff and design changes, and several release date extensions. The final product of all this turmoil is, perhaps unsuprisingly, crap.


Last I knew, QSI did not have little or no prior history. I recall playing Castles back in the mid-'90's when I was still in school, before even MoO2 came out.

Contrast that with Ion Storm, who were formed to create Daikatana.

I won't argue that the development of MoO3 might make one think they'd never done it before, but that's simply not the case.

marc420 is offline marc420
Warlord
Oceania
Jun 1999
time: 05:29
  Old Post 28-08-2003 04:44
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Hi,

I recently found MOO3 for under $20, and figured it was time to give it a shot.

After playing it for a week, (using 1.2.5 patch and now with MegaMod), I'd have to give it a mixed review.

I tend to like very large and complicated games. So in some ways MOO3 appeals to me. There's a lot I like in this game about the way a galatic empire is modeled and presented to a player.

After having read for awhile had bad the UI was, I'm really wondering what all that was about. I'm having no trouble moving around in the game. I had a little bit of trouble finding the build ques, but blame that on the manual that was a waste of trees instead of the UI design. It also took be awhile to find the little >> link that takes me straight to the que from the planets screen.

But the thing I like about the UI is that it appears to be consistent. Once you learn how to move around in it, its easy to find your way.

Like I said, I happen to like very deep and complicated games. To me, it comes with the territory that everything won't be one click away from the front screen.

There are few things I'd change. The one that comes to mind is that I'd like to be able to learn more about ships I have in a TF. Currently I have to note the name, and go to the shipyard to examine the ship. But that's a minor thing to me.

What does bug me is the sense that even after the game is well after its release and been patched, that the game is still unfinished. There are things in the game that either apparently don't work or no one knows how they work. I spent half of last night looking through the Atari boards trying to find a difinitive answer on ECM /ECCM. I never could find what I was looking for, and was left with the impression that most of the posts were wrong.... which probably means I'm wrong and I don't understand it yet.

And what it really means is that no one is sure if this even works in the game, and it certainly isn't well documented ... even in forums.

Also, the combat system bugs me. I don't care that I don't have detailed control over every move and shot. That fits the scale of the game and the player's role as emperor and/or fleet admiral. What really bugs me is that as the admiral of the fleet, there is no one who can tell me a darned thing about what just happened to my fleet. Any navy is going to have a system of collecting information about its combats. This game leaves you staring at the movement of dots on the screen, that can't be slowed down, paused or replayed, and then from that you are supposed to be able to know why it is your fleet won or lost the battle.

So all in all, I'd give this game a mixed review. There are parts of it I really like. There are parts of it that seem incomplete, never finished, or just poorly done.

I do get the sense that between QS and Atari, the management of this software project was seriously screwed up. I suspect for software managers out there, this could be a case study of how NOT to design a game. But with the work on the patch, it seems to be getting something close to a decent game.

The scary thing is that after the patch the game still feels incomplete in places, and that the word is we'd be real lucky to get another patch.

One last question, everyone seems to be talking about MOO4 and who has the rights to the game. What I wonder is, what does the name of the game matter? That's all MOO really is. If some company wanted to sit down and make a good 4x space game, but didn't have the rights to call it MOO, would people buy it. Personally, I don't care if its called MOO, but I'd love to see someone take the concepts that were tried in MOO3 and use them in a solid, finished, and polished game.

Atari and QS then could cluster around and stare at their lawyer's agreement that they own the rights to MOO, and the rest of us could play a great game.

benstandby is offline benstandby
Chieftain
Orange-Friggin-County
Mar 2003
time: 21:29
  Old Post 29-08-2003 05:38 Visit benstandby's homepage!
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quote:
Originally posted by Kahn

Kahn's third rule of game buying: Don't waste your money on any title that is based on a movie and is relaesed around the same time as the movie it is based on!


It's like wearing the shirt of the band that's playing TO the gig.

Like wearing a Bon Jovi T-shirt to the Bon Jovi show.

Like... um.. help me out here guys...

Kahn is offline Kahn
Chieftain

Mar 2003
time: 00:29
  Old Post 29-08-2003 08:10
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quote:
Originally posted by benstandby

It's like wearing the shirt of the band that's playing TO the gig.

Yea! A cheap rip-off T that cost the counterfitters 15 cents to make in Taiwan, but cost you 20 bucks outside the stadium... and of the same "high" quality!

quote:
Like wearing a Bon Jovi T-shirt to the Bon Jovi show.

Dang, and I thought I was old!

...Kahn stands up from wheelchair, raises lighter up in the air, falls face down for lack of ballance.
{Muffled} "I've fallen and I can't reach my bottle of Geritol!"

benstandby is offline benstandby
Chieftain
Orange-Friggin-County
Mar 2003
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  Old Post 30-08-2003 05:40 Visit benstandby's homepage!
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quote:
Originally posted by Kahn
Dang, and I thought I was old!


You are. I'm only 24. The name "Bon Jovi" is just so darn full of comedic potential that I thought I'd try to be a funny guy and use it.


So are you gonna listen to my show? [points at signature] 'Cause if I can be this funny on the threads...

Vince278 is offline Vince278
King

Dec 2002
time: 05:29
  Old Post 30-08-2003 10:41
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Someone please remind me, what's this thread about?

Grumbold is offline Grumbold
Emperor
London, UK
Mar 2000
time: 05:29
  Old Post 30-08-2003 12:16
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Gandalfgris is offline Gandalfgris
Settler

Jan 2003
time: 23:29
  Old Post 05-09-2003 01:51
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Just got my copy three weeks ago, and haven't finished yet a single game, hadn't lost any either.

It has a very step learning curve, and haven't even reached the way to create a strategy that makes sense. Actually I don't think I fully understand the way it works, but as a friend of mine told me, "finally you got a game that makes you use your head, weren“t you looking for that"

And that's true, I've never run into a game that made me think so much about it. Even do the interfase is not as friendly as it should, and I don't like the senate, and think the battles are confusing, and some other buggy things like that, I'll keep on trying and write a review later on, perhaps in a month or two.

dexters is offline dexters
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Vancouver, Canada
Nov 2001
time: 05:29
  Old Post 05-09-2003 12:11 Visit dexters's homepage!
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quote:
Originally posted by Grumbold

There are a thousand developers out there who play safe, design with the tried and tested patterns in mind and abide by the 'keep it simple' motto. I'm very glad that IG/QS strove to be different and really give us a game where running a thousand planet empire was possible and manageable despite the vast number of details because each planet was itself complex and unique. They aimed high and fell tragically short. I'm going to be hoping that someone has the courage to attempt another big leap soon, because if someone comes out with yet another Moo2/Imperium Galactica/Pax Imperia clone I shall no doubt buy it but be bored rigid after completing my second game.


Firaxis should hire whoever did the planet viceroys and have him do the Civ 4 governors and let Soren concentrate on doing unit AI and leader AI.

The MOO3 vics are amazingly smart. Both Civ3 and Moo3 employed learning governors. Whereas Civ3's learning governors often made incorrect choices, and learned slowly... eventually forcing Firaxis to cut back on the governors and dumb them down. I could play Moo3 and be reasonably certain that my governors will be doing the approriate thing, even if it's not 100% what I want.

Grumbold is offline Grumbold
Emperor
London, UK
Mar 2000
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  Old Post 05-09-2003 13:57
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Civ3 is almost the antithesis of Moo3. Lots of features trimmed down, cut or simplified to make a leaner game that the AI can compete capably at with relatively few cheats, but governors who I wouldn't trust to run a hot dog stand. A collaborative project could bring very interesting results.

dexters is offline dexters
King
Vancouver, Canada
Nov 2001
time: 05:29
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quote:
Originally posted by Grumbold
Civ3 is almost the antithesis of Moo3. Lots of features trimmed down, cut or simplified to make a leaner game that the AI can compete capably at with relatively few cheats, but governors who I wouldn't trust to run a hot dog stand. A collaborative project could bring very interesting results.


Yeah, like I said, the planet viceroys in MoO3 is far superior to the one is Civ 3 and there would be some room here for growth in Civ 4.

The problem with Civ 3's AI though is because unlike MoO, where territory is really just a bunch of dots on a starmap, the AI is really taxed, calculating movement on all those land tiles.

MoO3's AI can still probably mount a better invasion than the Civ3 AI, which, still appears to have no clue how to handle a naval invasion.

Also, MoO3 has a working Senate, as opposed to the UN in Civ 3. And Civ3 fans have been asking for something like the MoO3 sentate for ages, still, no sign of it.

Credit though has to go to Firaxis who has released a combined 5 or so patches now, for both Civ3 and PTW and the AI in the latest build is really much shrewder now compared to the old unpatched Civ3 AI.

Vince278 is offline Vince278
King

Dec 2002
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  Old Post 06-09-2003 08:32
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There's an interesting thought. Having a U.N. in Civ4 similar to the Senate in MOO3.

Nightmyre is offline Nightmyre
Settler

Mar 2003
time: 05:29
  Old Post 09-09-2003 09:30
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it does have problems, but i love the game. completely different experience than playing other games.

 
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