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September 17th, 2006, 06:11 PM
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Corporal
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Join Date: Dec 2001
Location: Philadelphia
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SE5 What are the highlights?
Ok, so what are the must have features of SE 5? I have played through some turns in the demo and it appears renarkably similar to SE4, but with a new 3D layout to get used to. Nothing appears to be new and exciting ..... what should I be looking at to blow my socks off and say "must buy!!".
RA
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September 17th, 2006, 06:24 PM
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Shrapnel Fanatic
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Location: USA
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Re: SE5 What are the highlights?
The game is only going to get better.
It is very moddable, more so than even SE IV.
While not yet polished and fully functional it will be.
Combat is a kick in the ***
Ground combat is way way better than in SE IV
The political system is far better than SE IV
The Intel system is a note worthy mention
Better looking components
The planets rotate
The system maps give the game a real feel for size and they look good.
There are lots of reasons to buy the game. The most important one is that as time goes on the game is only going to get better. Why not be a part of the journey.
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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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September 17th, 2006, 06:24 PM
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National Security Advisor
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Re: SE5 What are the highlights?
Features that aren't just "oh, shiny!":
-Limited LOS and having to survey new systems (leads to a problem with the game not remembering enemy units, like in SE4, but there's a settings.txt line that mostly fixes that).
-Greatly expanded modding possibilites- take a look at the date files.
-Combat. Warp-assults especially will be much more interesting: ships don't appear all at once any more! they come through the WP in a steady stream. You can tell them to go through all at once, but that risks losing some to interpentration.
-research is better, and points carry over
-contruction carries over; you can build multiple ships per turn, and multiple TYPES of items per turn.
-many of the menus are very customizable and sortable
-Alliances
-The treaty system is no longer fixed to a few treaties- you can include whatever you like in any treaty. Don't want to let your treaty partner colonize in your system? You can forbid that. Want to share intelligence, but not research? you can do that.
-the log has been improved. You can see diplomatic messages you sent, and those the enemy sent from previous turns, for example.
-Strategic combat has been improved- you can pause it, run through at different speeds, reply, etc.
-path.txt is no more. Looks like you can select mods in-game.
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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September 17th, 2006, 06:50 PM
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Corporal
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Join Date: Dec 2001
Location: Philadelphia
Posts: 63
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Re: SE5 What are the highlights?
Quote:
Phoenix-D said:
Features that aren't just "oh, shiny!":
-Limited LOS and having to survey new systems (leads to a problem with the game not remembering enemy units, like in SE4, but there's a settings.txt line that mostly fixes that).
-Greatly expanded modding possibilites- take a look at the date files.
-Combat. Warp-assults especially will be much more interesting: ships don't appear all at once any more! they come through the WP in a steady stream. You can tell them to go through all at once, but that risks losing some to interpentration.
-research is better, and points carry over
-contruction carries over; you can build multiple ships per turn, and multiple TYPES of items per turn.
-many of the menus are very customizable and sortable
-Alliances
-The treaty system is no longer fixed to a few treaties- you can include whatever you like in any treaty. Don't want to let your treaty partner colonize in your system? You can forbid that. Want to share intelligence, but not research? you can do that.
-the log has been improved. You can see diplomatic messages you sent, and those the enemy sent from previous turns, for example.
-Strategic combat has been improved- you can pause it, run through at different speeds, reply, etc.
-path.txt is no more. Looks like you can select mods in-game.
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Not sure if I like not seeing anything in a system when I first enter it. I arrive in a solar system in my hi tech starship and I can't see any planets?!
How's the AI?
RA
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September 17th, 2006, 06:54 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: SE5 What are the highlights?
Yeah that messed me up also. You have to fly around to find things. There was a green line around the area that my ship can "see". Oh yeah, the default colony ships see more than the "scout" ships I tried to build. No wonder there were no scout ships in the defult options.
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-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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September 17th, 2006, 07:06 PM
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National Security Advisor
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Re: SE5 What are the highlights?
If you really don't like the feature you can turn it off. And Gandalf, your scout ships didn't see as far because you didn't mount sensors on them. The default colony ships DO have sensors.
Can't speak for the AI so far, my test games I've only really run across neutrals for some odd reason. The other empires are THERE, but I haven't found them. That and the demo is locked to medium difficulty.
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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September 17th, 2006, 07:18 PM
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First Lieutenant
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Join Date: Jan 2005
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Re: SE5 What are the highlights?
With some level 10+ sensors you see about 70% of the system as soon as you enter it. It's an okay feature I think, especially considering it's completely adjustable( settings for it are in the settings.txt file).
As for the AI, I don't really have anything good to say about it thus far. In two 100-turns games I've never had a planet attacked, never had them venture into my systems, they're being really uninterested in research( which is, I'd say, more important than ever; there's so much of it now), etc.
Not sure what's wrong with it. It's like they are in 100% passive mode, and they don't really expand( at all?) either. Think the most I've seen is a colony 1 system outside their home/start-system.
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September 17th, 2006, 09:36 PM
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General
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Join Date: Feb 2001
Location: Pittsburgh, PA, USA
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Re: SE5 What are the highlights?
Quote:
Resident Alien 2 said: Not sure if I like not seeing anything in a system when I first enter it. I arrive in a solar system in my hi tech starship and I can't see any planets?!
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That's actually kind of realistic. We're spoiled by not-to-scale media depictions of solar systems. In the real universe, you have to be really close to something (on an astronomical scale), for it to show as disk rather than just another point of light.
__________________
Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
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September 17th, 2006, 11:31 PM
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First Lieutenant
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Join Date: Oct 2000
Location: San Diego, CA, USA
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Re: SE5 What are the highlights?
Quote:
capnq said:
Quote:
Resident Alien 2 said: Not sure if I like not seeing anything in a system when I first enter it. I arrive in a solar system in my hi tech starship and I can't see any planets?!
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That's actually kind of realistic. We're spoiled by not-to-scale media depictions of solar systems. In the real universe, you have to be really close to something (on an astronomical scale), for it to show as disk rather than just another point of light.
[/b]
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This is an excellent observation.
That's because Pluto is waaaaaaaaaay the **** out there
Oh, and CapnQ, all 4 of the links in your sig are broken, including the first one, to PBW. And I just checked to be sure PBW is up
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September 18th, 2006, 07:21 AM
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General
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Join Date: Feb 2001
Location: Pittsburgh, PA, USA
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Re: SE5 What are the highlights?
(Testing edited sig)
Quote:
Possum said: Oh, and CapnQ, all 4 of the links in your sig are broken, including the first one, to PBW.
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Well, that was odd. Somehow the PBW link's UBBCode [ url ] tag got changed to a HTML < href > and the number 4 was added to one filename. I certainly didn't do that. I'm not sure how to fix the other links; that's why I added the caveat about logging into PBW.
__________________
Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
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