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-   -   Favorite Aspect of SEIV (http://forum.shrapnelgames.com/showthread.php?t=7210)

Atrocities August 29th, 2002 11:51 AM

Favorite Aspect of SEIV
 
The Community again is in a class all by its self and is above all else, one of the single most appeal factors for any new game owner. For SEIV, the community is simply the best.

Support is also in a class by its own, and if ranked here would be # 1 out of all the game companies to which I have bought game from. Malfador's dogged support for this game, and Shrapnels unwavering commitment to both Malfador and to the community goes way beyond all other publishers.

But what about the game its self?

The most favorite aspect of this game for me has been simply the customizablity of it. I love making ship sets for it, and modding the data files.

Multiplayer and single player are a lot of fun, and the interaction at PBW in the games is great.

minipol August 29th, 2002 12:40 PM

Re: Favorite Aspect of SEIV
 
True. I like it when i can ask a newbie dumb*ss question without people judging me or laughing at the question http://forum.shrapnelgames.com/images/icons/icon7.gif As for the game, the high level of customizability is what i like too.

Arkcon August 29th, 2002 02:58 PM

Re: Favorite Aspect of SEIV
 
I'm just dazzled by the game itself.

1). For me even the SE3 AI was tough. In another 4X game I played, I could outsmart the AI -- build just enough ships to defeat it but not enough to make it angry. SE4 AI's won't fall for the old "But we've been friends for years, so what about the 3 dreadnoughts around your homeworld"

2). I like the UI and other graphics better than Civ or Sim City. But that's just me.

3). I like the attention MM put into game balance, in other games, faster propulsion and killer weapons were easy to get once you knew the tree. SE4 controls progression so no one get the uber ship too easily.

4). Racial only techs were a brilliant idea, never played MoO, so I don't know if it's unique to SE4. The other traits are cool as well.

I really can't say enough about the game. I heven't mentioned how cool this board is. I almost don't expect an internet community to be polite, knowledgeable and friendly. I'm still stunned.

capnq August 29th, 2002 07:53 PM

Re: Favorite Aspect of SEIV
 
My favorite part of the game is the exploration. Seeing what's on the other side of the warp point, finding a breathable atmosphere world, the thrill of a First Contact message...

mac5732 August 29th, 2002 08:05 PM

Re: Favorite Aspect of SEIV
 
Its the uniqueness of the game itself that is appealing. The game can be modded to the point you actually have new games within the old game. The game is always changing with Mods, Patches, Shipsets, New Races etc, there is not another game out there or on the market that has the support of the original game company like SE4 does, nor is there any game that has the amount of continuous support by its producer.

I also enjoy the Tactical Combat aspect

Just some ideas Mac

oleg August 29th, 2002 08:23 PM

Re: Favorite Aspect of SEIV
 
In most my games I have Babylon5 races, ST races, Star Wars Empire and some truly unique aliens fighting each other. There is no limit to my imaginagion ! What other game in market can come even close ?!

Arkcon August 29th, 2002 08:33 PM

Re: Favorite Aspect of SEIV
 
Quote:

Originally posted by capnq:
My favorite part of the game is the exploration. Seeing what's on the other side of the warp point, finding a breathable atmosphere world, the thrill of a First Contact message...
<font size="2" face="Verdana, Helvetica, sans-serif">Ah yes. So many things to see. The blaze of the monster red giant (Ow..) The swirl of the black hole.

Afer the first round of exploration is over and you see your claim to space, what have you got? Maybe 6 huge breathable worlds for resources, intel, and research. Or just a few. Or will you have to carve up the galaxy with only a few medium worlds for initial support?

TerranC August 29th, 2002 09:04 PM

Re: Favorite Aspect of SEIV
 
Mod-dability

The original game is good, but the LARGE number of modifications, shipsets, and extra files is simply enough to make you numb.

And if you aren't satisfied with what's on the "market" you can always make your own.

Community

I would have to say that this is Forum Utopia with everybody connected, almost no drugatory comments about others, and it's efforts to help others (too much that it's a contest now...)

Pax August 29th, 2002 09:08 PM

Re: Favorite Aspect of SEIV
 
My favorite?

Well it's a tie. The community, and how easily modified the game is -- easily enough for computer-illiterate folks like even me to feel able to assay the attempt! lol!

Sinapus August 29th, 2002 09:08 PM

Re: Favorite Aspect of SEIV
 
Quote:

Originally posted by Arkcon:
The blaze of the monster red giant (Ow..)
<font size="2" face="Verdana, Helvetica, sans-serif">Oh good, I'm not the only one. http://forum.shrapnelgames.com/images/icons/icon12.gif

"AAAAAAH! I'm BLIND!"

geoschmo August 29th, 2002 09:13 PM

Re: Favorite Aspect of SEIV
 
Quote:

Originally posted by Sinapus:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by Arkcon:
The blaze of the monster red giant (Ow..)

<font size="2" face="Verdana, Helvetica, sans-serif">Oh good, I'm not the only one. http://forum.shrapnelgames.com/images/icons/icon12.gif

"AAAAAAH! I'm BLIND!"
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Or my favorite, "Oh NO! We're caught in the gravitational pull of a GIANT Q-TIP! Oh wait, no that's a massive gas giant core???"

dogscoff August 30th, 2002 01:32 AM

Re: Favorite Aspect of SEIV
 
I like the level of maturity and intelligence in the community (except when the community gets into the cantina, when the opposite applies=-)

As for the game... I love the potential. In all games of this genre I have played in the past, I have seen the potential for the ultimate space opera sim. However I found this frustrating, because although the potential is there, the developpers were never able to incorporate all the thousadns of features necessary to finish the job.

With SE, I can see the potential more than in any other game, but more importantly I can see that potential being realised, patch by patch, mod by mod...

minipol August 30th, 2002 12:59 PM

Re: Favorite Aspect of SEIV
 
Quote:

Originally posted by oleg:
In most my games I have Babylon5 races, ST races, Star Wars Empire and some truly unique aliens fighting each other. There is no limit to my imaginagion ! What other game in market can come even close ?!
<font size="2" face="Verdana, Helvetica, sans-serif">i didn't even think about this but this is very true. star wars empires fighting ST races :-) truely unique

Gryphin August 31st, 2002 01:17 AM

Re: Favorite Aspect of SEIV
 
I love the surprise, discovering the unknown. I'm one of the few who is happy with the lack of documention because it makes the discovery all the more challenging. It has taken me months of effort to figure out how to get to BattleCrusiers with Speed 12, Quantum reactors, and Stealth and Scattering Armor, (What I consider the "Ultimate" base for ship design).
I also love the friendly sometimes very competative debate that a comment like those might generate. http://forum.shrapnelgames.com/images/icons/icon12.gif
I like the smillies also.

pathfinder August 31st, 2002 01:36 AM

Re: Favorite Aspect of SEIV
 
I love the variety (B5, ST, SW) both as MODs and as different ship-styles. The community is one of the best behaved (as in very few flame wars) that I have seen, not that things aren't discussed....just most are civil in their discussions.

geoschmo September 1st, 2002 12:42 AM

Re: Favorite Aspect of SEIV
 
My two favorite things about SEIV are PBW, and Matryx's mod picker.

Without PBW, SEIV would have just been another really good game by Aaron Hall and I would be done with it by now and waiting on SE5.

Matryx's mod picker is just frankly the perfect SEIV utility. It doesn't try to do to much. And what it does it does so well you almost can't think of any way to improve it. It saves me a tremendous amount of time and trouble trying to handle multiple mods and many games.

Geoschmo

DocShane September 1st, 2002 07:54 PM

Re: Favorite Aspect of SEIV
 
You mean, why do I waste valuable hours of my time away from family, work, and my other hobbies and interests? All for a game costing under $50?

It has been stated already:

1) Community. PBW and this intel forum are populated by mature individuals who practice good gamesmanship. I am 34 years old and tired of quibbling with 15 year olds who pout about this or that piddly problem when the universe is being conquered by an evil alliance of idiots just weaned from the bottle.

2) Customizability. Name a game that offers the diversity that Space Empires allows. Without this, I suspect I would have gotten bored and moved on to another challenge.

3) Support. I need say nothing further here. Aaron and MM have earned our respect.

Mylon September 5th, 2002 05:20 AM

Re: Favorite Aspect of SEIV
 
The main motivation I had to purchase this game was mostly fleet/ship experience and stellar manipulation.

Given my interest in RPGs, of course I'm going to support an experience feature for ships. I don't know if this happens, but it doesn't make much sense if a ship with a computer core could earn experience, though.

And with stellar manipulation, how can you go wrong? I just love the ability to customize the playing field a little to suit my own needs. Then again, I also tend to be more of a builder than a conquerer.

Then there's the fact that a ton of things have been changed lately thanks to patches, which is a sign of an active and lively game. The PBW and mods are an added bonus.

HEMAN September 5th, 2002 06:20 AM

Re: Favorite Aspect of SEIV
 
My favorite aspects are ;
http://forum.shrapnelgames.com/images/icons/shock.gif a)Carriers & fighter b)community Support c)modes d)open ended e)ship creation f) exploration..

capnq September 5th, 2002 11:42 PM

Re: Favorite Aspect of SEIV
 
Quote:

it doesn't make much sense if a ship with a computer core could earn experience, though.
<font size="2" face="Verdana, Helvetica, sans-serif">I don't see why not. All it needs is lots of memory storage. Over time it will accumulate more and more data to analyze. It can run simulations to test things. A computer sophisticated enough to completely run a starship should be capable of optimizing its own code, as well.

kalthalior September 6th, 2002 07:15 PM

Re: Favorite Aspect of SEIV
 
I guess my favorite part is the sheer diversity --mods make the stock game a framework for many different ways to play, and even a novice can go in and tinker with the files to make something unique. The level of detail is also hard to match, IMHO.

tesco samoa September 6th, 2002 07:52 PM

Re: Favorite Aspect of SEIV
 
posting on this forum

geoschmo September 6th, 2002 08:06 PM

Re: Favorite Aspect of SEIV
 
...reading people's Posts.

ckotchey September 6th, 2002 08:19 PM

Re: Favorite Aspect of SEIV
 
For me, it's not so much things like the huge number of tech levels, ship components, and whatnot, but in the way that all these options actually creates so many different ways to play the game. There are many ways to achieve the same goals. For example, you can play by focussing on bombing planets, troop-dropping to overtake them, destroy ships, board ships, etc. So many different roads to travel to meet your goals, not not just the brute force of so many other games.

StarJack September 7th, 2002 10:17 AM

Re: Favorite Aspect of SEIV
 
The almost infinite replay potential, it's quite staggering actually. I sure hope MM is financially sound, I'd like to be still playing this game, reading this forum, and learning new tricks when Space Empires X comes out! http://forum.shrapnelgames.com/images/icons/icon7.gif

LGM September 7th, 2002 02:25 PM

Re: Favorite Aspect of SEIV
 
My favorite aspect of SEIV is simultaneous play against other human players. I like games that use the hosting model, not turn based where you pass the turn on to the next player. So many potentially good games have been ruined by not using the hosting model for turns.

I have lots of computer games that I do not play much because they are against the computer, turn based, or real time.


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