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  #11  
Old August 15th, 2007, 09:59 PM

Renegade 13 Renegade 13 is offline
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Default Re: Interested in SE-V -- differences to GalCiv II

Awesome
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  #12  
Old August 16th, 2007, 09:25 AM
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Default Re: Interested in SE-V -- differences to GalCiv II

But all in all you would recommend SEiv over SEv because the AI in SEiv is better -- due to mods? (I assume I can find out where to get which mods how etc. too if I were to buy the game...?)
The tactical combat in both is also TBS?
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  #13  
Old August 16th, 2007, 10:26 AM
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Default Re: Interested in SE-V -- differences to GalCiv II

In SE:V, the tactical combat is in real-time.

If you'd only pick one of the two to buy, I'd go for SE:V. It's not quite as polished or has the same mod base as SE:IV yet, but it features generally better game mechanics and is more flexible for modding.
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  #14  
Old August 16th, 2007, 04:21 PM

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Default Re: Interested in SE-V -- differences to GalCiv II?

I'm going to address your question in a somewhat different way - not AI or specific features, but about the underlying framework of the game to which everything else is basically bolted on.

The GalCiv series is, in spirit, descended from the Sid Meier "Civilization" games, which in turn are desended from the old mainframe game "Empire". Basically, Sid took "Empire" and added internal management of cities, technology development , diplomacy and a lot of (for its day) glitzy graphics. The fundamentals were the same - a map with a square grid on which single (ustacked) units moved, uncovering hidden terrain as they moved - fighting other units by moving into their square - units built one at a time in cities. In the GalCiv games, now the cities are called planets (as far back as CivII, there were mods that worked the same way - substuting planets for cities and otherwise changing the graphics to make it look like space). There is still one big map, with planets & stars directly on it (unlike most games that started life as interstellar 4X games). Playing the GalCiv games still feels like playing a gussied-up version of "Empire".

The SE games are in a similar sense descending from a board game called "Starfire". Although never a straight-up computer port of Starfire (plenty of differences exist at the detail level), nevertheless playing the SE games still feels like playing Starfire. All the action is within individual star systems, because interstellar movement is via "warp points" (like "wormholes") and ships literally can't be in between star systems. As a game system that started life as a space game, as opposed to a ground game system adapted to model space, the SE games seem to me to be more inherently fitting to the subject matter than the GalCiv games.

As an aside, I prefer even more the space 4X games descended from the board game "Stellar Conquest". However, there is nothing even remotely current using that system. The original "Master of Orion" did, as did at least two previous computer games in the 8-bit era. MOO2 was a hybrid, mixing the "Stellar Conquest" type of movement/exploration with Civ-style city (planet) management - resulting in the late game management overload typical of the Civ games. MOO3 didn't seem to be terribly related to anything else (storyline continued from the earlier MOO games excepted), and also seems to have killed the MOO franchise (unfortunately). So, the SE series seems to me to be the best space 4X system still kicking.
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  #15  
Old August 17th, 2007, 03:47 AM

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Default Re: Interested in SE-V -- differences to GalCiv II?

Hmn interesting, I see. I dont know Starfire, but the basic difference between the two sounds plausible and understandable. So in SEiv and SEv, there are tactical and strategic moves, one with engines and the other with warp technology, which is not easy to come by or limited to certain "lanes"? -- makes sense. I'll see if I can get my hands on a copy of SEiv to try it out. That must be possible over here in Germany, no? Any particular mods you people recommend for a beginner (but weathered TBSer) looking for good AI play?

thanks tons
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  #16  
Old August 17th, 2007, 05:17 AM
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Default Re: Interested in SE-V -- differences to GalCiv II

Ships have engines, which generate movement points. This movement rate is used to move X sectors (squares/hexes) on the system map in a turn. To move between systems, you move into a sector containing a warp point, then use a move point to warp into the sector in the connected system containing the other end of that warp point. Combat movement is based off of strategic movement. In SE4, it is related by the function floor((m + 1) / 2), aka divide by two and round up. In SE5, things get harrier, and the relation involves converting the move value into distance moved in each time increment (on the order of 50 ms or something).
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  #17  
Old August 17th, 2007, 10:13 AM
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Default Re: Interested in SE-V -- differences to GalCiv II?

Quote:
onomastikon said: I'll see if I can get my hands on a copy of SEiv to try it out. That must be possible over here in Germany, no? Any particular mods you people recommend for a beginner (but weathered TBSer) looking for good AI play?
The premiere AI mod for SEIV is the TDM-ModPack. It improves the AI and adds a number of new races, but doesn't change the stock technology tree.

Another popular AI mod is AI Challenge (AIC). I haven't actually played that myself, but I believe it does make some changes to the tech tree.
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  #18  
Old August 17th, 2007, 03:36 PM
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Default Re: Interested in SE-V -- differences to GalCiv II

Quote:
capnq said:
Another popular AI mod is AI Challenge (AIC). I haven't actually played that myself, but I believe it does make some changes to the tech tree.
As it is based off of Proportions 2, it makes quite a lot of changes to the tech tree.
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  #19  
Old August 17th, 2007, 04:02 PM
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Default Re: Interested in SE-V -- differences to GalCiv II

The demo of Space Empires IV should still be available on the malfador web site, I would think.
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  #20  
Old August 17th, 2007, 05:30 PM

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Default Re: Interested in SE-V -- differences to GalCiv II

SEIV Demo Download Link
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Download the Nosral Confederacy (a shipset based upon the Phong) and the Tyrellian Imperium, an organic looking shipset I created! (The Nosral are the better of the two [img]/threads/images/Graemlins/Grin.gif[/img] )
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