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Old March 12th, 2003, 03:50 AM
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Creepo Creepo is offline
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Default Re: Another refugee from the MOO3 Cataclysm

Quote:
Originally posted by Wardad:
I pulled this out the the MOO3 forum....

"This is macromanagement gone too far. I can imagine that if you'd take this Macromanagementmodel just one step further the AI would press turn for you!! Its like this standalone galaxy-simulator where you can only alter some global things, why not call it Matrix of Orion 3?? I think it's a shame they called it MOO3 because its a totally different game than 2. For example, you are a Monkey Island fan. Some day, Monkey Island 5 would be in the stores. You buy it and...tadaa it's not an adventure anymore, no they turned it into a RPG. The whole game would be lost in my opinion. Same with MOO3.....

I really hope the patch will make this game more enjoyable!"
To be honest, I really don't think MOO3's problems can be solved with a patch. I don't even have a problem with macromanagement, but here it is very poorly executed. The interface and viceroy AI seem to fight you every step of the way, and it begins feeling more like a chore than a game. I just uninstalled it from my computer, and I'm going to play another 100 turn demo game of SE4...
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Old March 12th, 2003, 01:08 PM

dumbluck dumbluck is offline
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Default Re: Another refugee from the MOO3 Cataclysm

LOL!!!

And just before the release of MOO3, here in the forums we were worrying about whether it would HURT SE4 sales....

Instead, MOO3 helped it's competition. We got a somewhat big influx of players who went out searching for something to fill the void that MOO3 was supposed to fill...

I just can't get over the irony of that...

[ March 12, 2003, 11:10: Message edited by: dumbluck ]
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Old March 12th, 2003, 03:08 PM

Atraikius Atraikius is offline
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Default Re: Another refugee from the MOO3 Cataclysm

With the comments about MOO3's macro-management, and SEIV's micro-management, I thought I'd point out something that I found working on AI's.

To help out in determining how AI's work, I've played games in which I left my race under complete AI control, but woould make changes to the AI files durring the game to adjust how they operated. Playing SEIV this way was a bit slow and awkward, due to having to quit the game and reload in order for the changes I made to take effect, but made for some very entertaining games. The experience I had playing SEIV in this way, was very similar to what appeared to be the goal of MOO3. This would be a neet option to include in SEV, and would help with making AI's at the same time.
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Old March 12th, 2003, 05:09 PM
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Default Re: Another refugee from the MOO3 Cataclysm

I have used your approach too, Atraikius.
Playing as the empire of one of AI files that I did (Aquilaeian, Pyrochette, Tessellate), usually can play with lot of automated things without scream!
Of course that always I have controled my fleets. But can let without big problems, to the AI manage most of the planets, manage the research tree, and even, design most of my ships. Then, can adjust what I want.

But think that's only valid for SE4, if you really know very well the AI files that you're using.
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Old March 12th, 2003, 05:37 PM

Atraikius Atraikius is offline
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Default Re: Another refugee from the MOO3 Cataclysm

MB - Yes, you need a basic understanding of the AI files to begin with, but once you have that, I think it helps you understand the files better.
Instead of controlling event he fleets yourself, try making yourself ONLY make changes to the AI files. Any thing you want the AI to do differently you have to do in the AI files (or the strategy settings in game if using a .emp file). I thought playing that way gave the feel of really being the emporer, not being able to directly control what your empire does, only directing/manipulating your miniters to do what you wanted. (you can also think of it as an additional difficulty level for when the game gets too easy)
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