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June 20th, 2003, 04:55 AM
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Sergeant
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Join Date: Feb 2001
Location: Belmont, CA USA
Posts: 285
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SE4, MOO3, and HOMM4
These are a few of my favorite games. Ever notice how all the good strategy games have interesting short acronyms? I've been playing mostly MOO3 lately, and of course, doing what I do best - making mods. =) Made a map for HOMM4 too that I thought was interesting.
I haven't played SE4 in a while now, and just downloaded the devnullmod. Wow. Geoschmo and Rollo, you guys are awesome! Considering getting back into SE4 again and maybe starting some modding again. There's so many new (and good!) changes to devnullmod though -- it will take me a bit to catch up =)
Anyway, just babbling and saying hi. Nice to see some familiar faces =)
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June 20th, 2003, 04:58 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
Posts: 15,630
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Re: SE4, MOO3, and HOMM4
Hey if your playing MOO3, can you post some of what you think are good points to the game. Strategies and other suggestions. I have posted a lot of negative things about the game and I would like someones point of view who enjoys it. I am interested in knowning if the game can be played and enjoyed and if so how you do it. I promise I will not debate the game in this thread. I just want some positive feed back about the good points of the game. Thanks.
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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June 20th, 2003, 05:44 AM
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Sergeant
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Join Date: Feb 2001
Location: Belmont, CA USA
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Re: SE4, MOO3, and HOMM4
Quote:
can you post some of wha you think are good points to the game?
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Well, it's a struggle to enjoy MOO3, honestly. There's a couple reasons why I do:
1) I was a huge MOO2 fan. So there's some definite brand loyalty in there
2) I enjoy playing with numbers and modding. MOO3 is very moddable (much like SE4, in fact, but more obtuse about it)
Other than that, I mainly just am disappointed in it. The new patch that came out recently fixes a lot of my major gripes about UI, etc. and makes it at least playable.
If you really start digging into the data and read a lot of the Boards and FAQ's about how things work in the game, it can get interesting. The space combat faq made the game interesting again for me.
My biggest complaint about MOO3 is how much they hid behind the scenes. They give Users VERY little info on what's really going on and how to affect your empire. There's an incredibly complex engine hidden in that game, and in order to play it well, you need to understand what's going on inside the algorithms. Modding really helps me to do that (as it did in SE4 back when I made devnullmod originally =) ).
As for strategies, well, it all comes down to micromanagement, as it always does. People complain that all they do is hit "next turn". If you do, the game will run and your empire will do about as well as the AIs.
The key is keep a close eye on your planetary production queues and make intelligent ship designs. Be aggressive about attacking the AI or other players because it's hard to defend a system, even though orb bases and sysdef ships are much tougher than normal starships. They can be easily overwhelmed with moderate fleets.
Trade tech with AIs. It's actually possible with the new patch (they would always say no before). The AI in the new patch will actually attack once in a while now and is much more dangerous (yayyy! it was pitiful before). Make sure you keep a large amount of spies in reserve to protect against enemy spies (the economic spies are cheapest and protect as well as any other spy).
Specialize your planets. i.e. build minerals on very rich planets. Make farm planets where you can, bioharvesting planets are semi-rare. Make some industrial only planets that will become production powerhouses. Always build some recreation/gov/mil centers on your planets as morale is a serious problem later as overpopulation and enemy spies hit. Even then, you'll still have to occasionally move your oppressometer down and pump large amounts (sometimes ALL) of your cash into unrest control.
I'm not the best MOO3 player by far, but I'm getting better, especially now that I understand how ship designs work and how to make effective ones. The bulletin Boards help a lot with strategy, etc.
Anyway, not sure how glowing a review this was for MOO3. =) I enjoy it for my own quirky reasons, but I can understand why many, many people do not and are hugely, angrily disappointed with this game. *shrug*
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June 20th, 2003, 07:04 AM
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Second Lieutenant
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Join Date: Sep 2001
Location: Vancouver WA
Posts: 407
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Re: SE4, MOO3, and HOMM4
I think one of the strongest aspects of Masters Of Orion 3 is the Multiplayer. I like the game because it is a challenge to enjoy and play, much like Rebellion was. Although Rebellion was a lot more fun.
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June 21st, 2003, 01:29 AM
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Brigadier General
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Join Date: Jul 2001
Location: Kiel, Germany
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Re: SE4, MOO3, and HOMM4
Hey Devnullicus ,
nice to have you back! I am very glad you like the Devnull Mod Gold. Geo and I tried hard to preserve the spirit of the mod (and I think we succeded), while updating and adding a few things. Most work has been done the the AI really and some of the changes to the data files have been done to make sure the AI can use the techs correctly.
The mod hasn't been updated for a while, but I am starting to get itchy fingers to implement a few of the suggestions from the DNM dicussion thread as well as make a new AI or two .
Rollo
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June 20th, 2003, 02:52 PM
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Lieutenant General
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Join Date: Jan 2001
Location: Oxford, UK
Posts: 2,592
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Re: SE4, MOO3, and HOMM4
Wow ! Devnullicus is alive !
Dis you try the AI Compain mod by JLS ?
It is a very fine piece of modding !
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It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
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