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  #1  
Old January 23rd, 2007, 06:34 PM
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Arkcon Arkcon is offline
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Default Re: What is the problem with SE5?

Question: Was a complete solution ever found to the problem of fleets appearing outside the retreat zone, immediately ending combat, repeating the attacks over and over again, occasionally losing troop transports (and glassing the planet) or attack ships (sending the lone troop transport on a suicidal invasion attempt) and ending up with multiple "ghost" fleets surrounding the planet, that have to be recombined consuming moves, before attacking again, only to have the same happen again?

I didn't see a specific entry in the patch history for all these problems that I experienced.

Manually moving them at the start of combat didn't work for me as well as I would have liked. And of course, manual movement is not an option for the A.I. either against the human opponent or A.I. vs. A.I.

How is everyone managing to play on PBW, with this problem in force. Is it fixed and I just missed the solution?

[EDIT]

If fixed, then, oops, sorry. If it's not fixed, then, that would be my problem with SE5.
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Old January 23rd, 2007, 11:30 PM
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Default Re: What is the problem with SE5?

I largely agree with Slick. There are multiple killers for me, though I hope/expect enough of them to be patched eventually. Meanwhile, I have more polished games to play (e.g. Dominions 3, SE4 ...).

UI problems undermine the new features (e.g. no way to easily manage many units, tedious design UI, ship system status display practically stalls my 1.4GHz GeForce 4Ti computer, ...).

New features not developed enough so they cause gameplay problems, such as the retreat feature (which I DO want - I just want it implemented _well_) being improperly implemented.

etc... Modded SE4 is far more appealing for now.

PvK
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Old January 24th, 2007, 11:22 AM
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Default Re: What is the problem with SE5?

The UI. UI shows that Aaron doesn't play his games which he confirmed several times in the public. It lacks streamlining, doesn't provide the infos I'm looking for and don't place the commands that I need next to the item I want to manipulate. Take ship design: Se4 was much more streamlined and easy to use. Now its something I avoid which is most sad for a SE game!
Besides the UI what stirs me are features that add nothing to game play but make it more complicated for nothing in return. Why place components on ships when it does near to nothing (ships blow up so fast that the directional damage doesn't come into play anyway).
Why add a maintenance cost to the most basic facilities? If my Mineral Miner Facility earns 1000 and costs 100 per turn, why not just earn 900? It is much easier to understand and to calculate (for the AI, too...).

Aaron should play his games for at least 150 turns in a row. to avoid UIs like this one.

P.S.: Yes, I'm somewhat bitter!
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