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Re: IG3 (imperium Galactica III)
Tanks for this info man, i wondered what happend to this game a time ago, but iam so busy plaing your mod that iam had no time to look for it.
vandemar (a new man on the board) Ps.: A not english-man, so forgive me the worst english you´ve ever seen |
Re: IG3 (imperium Galactica III)
er...
it always was planned as Nexus, Last time i checked was about four months ago and the project "Nexus" was already entering development stages. |
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IG3 (imperium Galactica III)
From the looks of it this game was dead but my be on the rebound for 2004. Although according to some questionable UK site the game was actually released back in August 2002 under the name Imperium Galactica 3 Genesis. LINK
The game went from being named Genesis to Galaxy Andrameda to what I hope will be the released Version Nexus. Back Ground and Preview Link Info on whats new link And here is an article from www.Gamespot.com on the new game now called Nexus. LINK The game was promesing back in 2000 and it still looks to be so now. There was a breif demo out way back when that was quite nice looking. |
Re: IG3 (imperium Galactica III)
That is ok, my english is not so good either.
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Re: IG3 (imperium Galactica III)
the game had tons of problems... Actually it was figured out that there really was no depth to the game at all... It was just a shell. I was a member of the forums for that game until they were closed down.
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Re: IG3 (imperium Galactica III)
I want STARS! SUPERNOVA.
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[ January 05, 2004, 20:34: Message edited by: narf poit chez BOOM ] |
Re: IG3 (imperium Galactica III)
Do the guys who made Supernova really need a distributor? Couldn't they just do somesort of low budget distribution or development just like Space Empires did? Even better, distribute the game over the internet only! If there are lessons learned in bad space strategy games from the past, there is certainly lessons learned from current good ones on how to get product out (SE4).
They are in my city somewhere. I think they're over by the left wing frizzy haired druggie Reed College area. I can smell the Patchouli! Haven't checked lately. Does MOO3 still suck? Whatever happened to Reach For The Stars? Or what number are they on now? |
Re: IG3 (imperium Galactica III)
tesco, what game?
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Re: IG3 (imperium Galactica III)
*mourns moo3* http://forum.shrapnelgames.com/images/icons/icon9.gif
[ January 08, 2004, 07:45: Message edited by: narf poit chez BOOM ] |
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MOO3 is that bad, why? I have not played it yet but a friend of mine just introduced it to me, and I introduced him to SE4G. Why do I suddenly get a sinking sensation in my stomach?
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Re: IG3 (imperium Galactica III)
It would be a topic of a dissertation to explain all of the reasons that MOO 3 is bad.
* The UI is a nightmare... 1) Things are spread out on various screens that ought to be together and you have to keep clicking around on those stupid tabs to adjust your empire finances or do simple diplomacy. 2) The ship design screen is cruder than the original MOO, with no fixed places for the components and no reports on the properties of the 'specials' so you have to go back to the 'add special' screen to check on their properties. It's far worse than the MOO II ship design screen, which was decent for its time. 3) There is NO inventory screen for ground troops -- you build them and magically assemble ground forces from your mysterious reserves when you need to invade a planet -- but you cannot figure out how many you have! (But they still cost you maintenance... and you cannot scrap them! http://forum.shrapnelgames.com/images/icons/icon9.gif ) * Combat is very weirdly buggy. 1) "ECM" and "ECCM" (Combat Sensors in SE speak) are directly compensatory. After long testing most of the 'expert' player agree that your own ECM and ECCM cancel each other out, even when on different ships. A 'task force' is handled as one big statistically defined ship in the code and it's not done right. 2) Sometimes an enemy task force will sail up to attack you and disappear while sitting right next to you. Which means your forces cannot fire on it. Yet, the AI ships can see and fire on yours. Yeah, real fair. 3) Missiles go sailing around the map indefinitely until they find a target!!! http://forum.shrapnelgames.com/images/icons/shock.gif And there is really no reason to ever use reloads. You should just load your ships with the largest number of single-shot launchers you can so as to have the biggest 'up front' punch. * The 'espionage' system is a joke. You build ONE spy at a time, and they have a fixed 'life span' meaning you can't build up forces any faster regardless of how large your empire is or how many opponents you are fighting. * The 'leaders' are completely featureless. Their effect in the game is more like random events. You just get a message that some leader or other has 'decided to join you' -- no option to hire like in MOO II though at least you can dismiss them. And no cost to keep them other than whatever 'disadvantage' they might have. And no assigning them to a given system or ship. They just sit in your 'leaders' screen and affect your empire statistically. Yech... why did they even put this in? * The Diplomacy system is broken out of the box. The data files are actually misnamed (and full of typos) so you need a 'mod' from a third-party 'fan' to make it work remotely like it was designed. And it looks like QS is not even going to release a 'data patch' to fix this, let alone any more code patches for numerous other bugs. * There are scads of other typos in the config files that make the AI even cruddier than it would otherwise be. These can also be fixed with 'mods' from players who have discovered the problems, but you have to go find them. * The search for those 'Antaran X' abilities/technologies that are so crucial to wnning the game is completely out of your control! You just send off a bunch of ships and get back reports that a ship has been lost or a possible search (archeological dig) site has been found or a 'partial discovery' has been made. When enough 'partial discoveries' accumulate they group of ships starts back and you get this new 'super technology' that can tip the balance of the whole game. It has no relation to how you play the game, it's just a function of sending out hordes of ships. There are a few nice features like population migration but over-all it looks like a prototype for a game, not a finished product. [ January 08, 2004, 18:21: Message edited by: Baron Munchausen ] |
Re: IG3 (imperium Galactica III)
I think Aaron Hall sumed it up best as to why MOO3 was such a bad game.
"I am a programer and I couldn't even figure the UI out." Nuff said. |
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happy now? http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: IG3 (imperium Galactica III)
IG3 Teara
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