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  #21  
Old January 19th, 2009, 04:13 PM
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Default Re: Space Empires V post-mortem

The one thing that above all else that turned me off to playing SE V is that it failed to inspire me.
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  #22  
Old January 20th, 2009, 04:49 PM
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Unhappy Re: Space Empires V post-mortem

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Originally Posted by Atrocities View Post
The one thing that above all else that turned me off to playing SE V is that it failed to inspire me.
Exactly.
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  #23  
Old January 23rd, 2009, 03:47 PM
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Default Re: Space Empires V post-mortem

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Id much rather have had the more moddable version.
Not entirely sure what that means, but SE5 is much more moddable than SE4. Formula-based data files, a scripting language for AI and events, etc. It's just much more painful to play.
That's a sad truth. It's very moddable, but certainly a nuisance to play. The poor playability is what's a killer.
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  #24  
Old January 23rd, 2009, 04:11 PM
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Wink Re: Space Empires V post-mortem

I think for a lot of SE4 players there is a threshold of playing time that has to be invested in SE5 before they become efficient enough to make the game enjoyable. Once they reach that level, they start figuring out all the small nuggets of info and shortcuts that SE5 makes available which alleviate a lot of the turn-to-turn management that SE4 has.
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  #25  
Old January 23rd, 2009, 04:19 PM
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Default Re: Space Empires V post-mortem

I don't know about that. SE4 grabbed me right out of the box, and kept my attention every since.

SE5 just never worked for me, and still has nothing to hold my interest.

There's just a certain combination in SE4 that worked, a combination that for me just never materialized in SE5.
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