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Posts Made By:
Q
Forum:
World Supremacy
May 26th, 2011, 10:17 AM
Replies:
70
Sticky:
Bug:
Post 1.06 Patch Bug List
Views:
43,446
Posted By
Q
Re: Post 1.06 Patch Bug List
I played the new 1.09 demo and although there are some improvements the AI is still absolutely no match for a human player. The main two reasons are still the same:
- The AIs do not concentrate...
Forum:
World Supremacy
April 4th, 2011, 12:45 PM
Replies:
70
Sticky:
Bug:
Post 1.06 Patch Bug List
Views:
43,446
Posted By
Q
Re: Post 1.06 Patch Bug List
I already feared that the game was abandoned and therefore I am glad to hear a new patch is under construction.
I only played the demo so far but there are two critical bugs/problems that prevented...
Forum:
World Supremacy
January 13th, 2011, 07:15 AM
Replies:
2
Can't Take Land with Air-Transported Troops
Views:
9,519
Posted By
Q
Re: Can't Take Land with Air-Transported Troops
It worked for me: just unload the troops from the air transport. But if enemy units are present you have to survive the combat first!
Forum:
World Supremacy
December 29th, 2010, 02:44 PM
Replies:
20
New patch and multiplayer map pack
Views:
22,725
Posted By
Q
Re: New patch and multiplayer map pack
I agree: the AI has improved a lot and uses now sea and air transports to invade weakly protected areas behind the enemy front lines.
Still the AI focus their attacks to little on normal empires and...
Forum:
World Supremacy
December 28th, 2010, 05:02 AM
Replies:
20
New patch and multiplayer map pack
Views:
22,725
Posted By
Q
Re: New patch and multiplayer map pack
That is good to hear.
Is there any possibility to adapt the AI ourselves in the full game? I only have the demo so far and there are no AI files you could change. Is that different in the full game??
Forum:
World Supremacy
December 11th, 2010, 01:24 AM
Replies:
5
AI Under Redevelopment!
Views:
9,716
Posted By
Q
Re: AI Under Redevelopment!
That is good news. Most important the AI needs to use sea units and make amphibious attacks. Second there must be some kind of mega evil empire reaction if a player gets too strong. At present the AI...
Forum:
World Supremacy
December 5th, 2010, 01:28 AM
Replies:
17
Early Observations/Thoughts
Views:
15,890
Posted By
Q
Re: Early Observations/Thoughts
Playing the demo I over all like the game but there are some aspects, that need improvement IMO:
1.) Limit the construction per turn for a fabrication complex. It seems odd to be able to produce ten...
Forum:
World Supremacy
November 26th, 2010, 05:21 AM
Replies:
28
Wish List
Views:
24,398
Posted By
Q
Re: Wish List
Based on my limited experience with the demo I do agree with your points 1-4 completely Togo. Make firing on infantry with a significant chance of missing the targets!
And I really don't like the...
Forum:
World Supremacy
November 24th, 2010, 04:12 PM
Replies:
15
Some Issues with Demo
Views:
17,375
Posted By
Q
Re: Some Issues with Demo
Thanks for the link Tim. The DirectX update worked and I can now play the demo!
Forum:
World Supremacy
November 24th, 2010, 11:39 AM
Replies:
15
Some Issues with Demo
Views:
17,375
Posted By
Q
Re: Some Issues with Demo
I can't play the demo.
After installing the game does not start and I get the message that the d3dx9_33.dll is missing.
I have an Athlon 64 3400+ processor, 2GB RAM, Nividia Geforce FX5500 and...
Forum:
Star Legacy
June 22nd, 2010, 04:25 AM
Replies:
45
Combat Mechanics
Views:
35,306
Posted By
Q
Re: Combat Mechanics
What is the reason you choose turn based combat instead of real time?
Turn based combat IMO has the big problem of who shots first.
Forum:
Space Empires: IV & V
June 22nd, 2010, 04:21 AM
Replies:
39
Did Space Empires V kill Space Empires?
Views:
65,313
Posted By
Q
Re: Did Space Empires V kill Space Empires?
I agree completely. We still have here a working forum, while the Strategy First forum is down since weeks!
But as Arralen, I do play SE V because of the much better AI (modded of course), but I...
Forum:
Star Legacy
May 4th, 2010, 04:15 AM
Replies:
45
Combat Mechanics
Views:
35,306
Posted By
Q
Re: Combat Mechanics
Yes Pydna, that is a good idea: strategies not only for the entire unit/vehicle but also target priorities for individual weapons.
What is the use of shield depleting weapons against a ship...
Forum:
Star Legacy
May 3rd, 2010, 11:31 AM
Replies:
45
Combat Mechanics
Views:
35,306
Posted By
Q
Re: Combat Mechanics
One more ship/fleet order:
Stay close to ... (e.g. warp point)
What I strongly suggest is the possibility to define an initial placement of your ships and units: around colony/warp point/base....
Forum:
Star Legacy
April 21st, 2010, 08:02 AM
Replies:
50
Ship Talk
Views:
40,009
Posted By
Q
Re: Ship Talk
Sorry, but for me that's sound like micromanagement hell and the AI.... :(
Forum:
Star Legacy
April 1st, 2010, 06:17 AM
Replies:
50
Ship Talk
Views:
40,009
Posted By
Q
Re: Ship Talk
I hope you include the option of 360 degrees firing without limited arcs.
Forum:
Star Legacy
March 26th, 2010, 03:51 AM
Replies:
142
Welcome Star Legacy Development Group!
Views:
71,015
Posted By
Q
Re: Welcome Star Legacy Development Group!
This is of course just my personal opinion, but I don't care at all if the game is realistic or not. It must be fun to play it!
Chess is definitely not a realistic war game and yet people play it...
Forum:
Star Legacy
February 21st, 2010, 05:21 AM
Replies:
142
Welcome Star Legacy Development Group!
Views:
71,015
Posted By
Q
Re: Welcome Star Legacy Development Group!
That is exactely what I want! Star Legacy gets more and more my attention. If there is any need for beta-testers, I would be interested.
Forum:
Space Empires: IV & V
February 4th, 2010, 10:13 AM
Replies:
78
A favor...
Views:
28,363
Posted By
Q
Re: A favor...
That sounds very interesting. And I am glad they allow enough time for development and testing.
Forum:
Space Empires: Starfury
December 28th, 2009, 01:22 PM
Replies:
95
Multiverse Mod
Views:
42,549
Posted By
Q
Re: Multiverse Mod
Hi Campeador.
I am very happy to hear that campaign 6 will go further in the entire story of multiverse. I am impatient to see what comes next, but take your time anyway.
Regarding the "death...
Forum:
Space Empires: IV & V
November 27th, 2009, 05:28 AM
Replies:
78
A favor...
Views:
28,363
Posted By
Q
Re: A favor...
The way sensors work now in SE V is pretty much what I want. And on my four years old computer I don't have more than 3-4 seconds at maximum for a system display with several hundreds ships. At least...
Forum:
Space Empires: IV & V
November 26th, 2009, 07:45 AM
Replies:
78
A favor...
Views:
28,363
Posted By
Q
Re: A favor...
Don't forget that the ship travel takes 1/10 of a year! Therefore I think the sensor range as used in SE V is quite reasonable. You can of course discuss (and mod) if you should see planets (and...
Forum:
Space Empires: IV & V
November 23rd, 2009, 02:04 PM
Replies:
78
A favor...
Views:
28,363
Posted By
Q
Re: A favor...
Add the range of view in the system depending on the level of sensors used.
Forum:
Space Empires: IV & V
November 16th, 2009, 01:28 PM
Replies:
4
SE4.5 project
Views:
6,180
Posted By
Q
Re: SE4.5 project
I am confused: Is this the same project Tim Brooks mentioned in the other topic?
Does that mean you are creating a completely new game from the beginning, not using SE IV at all??
Forum:
Space Empires: IV & V
November 11th, 2009, 09:24 AM
Replies:
78
A favor...
Views:
28,363
Posted By
Q
Re: A favor...
Sorry, but firing arcs, directional shields and armor would be for me a reason not to buy this game: to much micromanagement and the AI would be almost certainly incapable to deal with it.
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