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Re: A Moo3 Reject
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Mighty Emperors don't push people out of the air-lock at gun point, you know. http://forum.shrapnelgames.com/images/icons/icon10.gif |
Re: A Moo3 Reject
You are so right Erax.
What I like about SEIV is that it is a game that works and works well. From playing to modding SEIV has set the standard for 4X games now. I read the other day in the GC forum that GC is the most moddable game ever. I nearly fell out of my chair laughing at the **ot who posted that. Obviously he has never played SEIV. I have also found from trying to play that dismal POS , utter crap, f**ked up game MOO3 that SE IV is a dream of simplicy and understanding. It is intuative and rewarding on many levels. MOO3 just simply p***es me off to no end. I could rant on about how much I hate that frickin game all day and night, and it would accomplish nothing. I was dumb enought to buy it, and the pri**s at QS are laughing all the way to the bank. NOTE: Never again you ****ers! How is it possable that one guy, Aaron, working on his own can invent such a game as SEIV whereas a team of "motivated" people working at QS could only come up with a lame assed game like MOO3? There menus suck, there is no logical progression between them, and after a playing SEIV one developes a trapped feeling while trying to navigate MOO3 menus. Playing MOO3 is like being stuck in a nightmare where you can't find the door and your trapped in some sick maze and the air is running out. I hate that game so fricking much that I broke the two disks into tiny little peaces and mailed them to QS with a nice little note telling them where they can put them. The greatest pleasure I have had in a good long time was uninstalling that POS game from my computer. |
Re: A Moo3 Reject
May be we tweak Proportions' AI files a bit: Let's move transports to the TOP of target priorities list http://forum.shrapnelgames.com/images/icons/icon6.gif Now you lowly tactic of sneaking transports to the planet won't work http://forum.shrapnelgames.com/images/icons/icon10.gif
I never thought about this as a problem, since I play simultaneous turns only and AI does not commit troop transports till all WP are gone. |
Re: A Moo3 Reject
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Re: A Moo3 Reject
Hey, let's look at the bright side - maybe the MoO license will become so cheap that a small, high-quality developer can buy it and make a halfway decent MoO 4.
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Re: A Moo3 Reject
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Since the Algorithm, Application, and Solution are all under the control of a single individual, there are no communication issues, no short-sighted managerial decisions, and nothing to cloud the unity of vision and purpose. The limitations of Guruware are found in scaling and maintainability. Since it is the work of one person, scaling the solution up to support the amount of features commonly found in Bloatware, or to service a larger number of Users, a larger quantity of data, or to run on a larger number of processors challenges the inherent limitations of mortal men. In addition to that, the author is human and things happen to individual humans. As well, the author tends to be an inflexible control freak who refuses to bend to the will of his Users and views his code, and the decisions he made in that code, as sacrosanct and above question. After all, he wrote it and it works. Should another body come into possession of the code they may have trouble troubleshooting, rewriting, or even understanding it. Interestingly, Aaron and SE IV do not seem to suffer this issue: Aaron has allowed others to change the way his game works and I cannot think of a more flexible game. |
Re: A Moo3 Reject
Aaron listens to his customers. Then he gives them what they ask for.
I suspect he also listens to his testers, which puts him ahead of 99% of the game companies out there (game companies in general, not just computer game companies). |
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