Yeah, MoO2 has open movement, though everything has to be at a system or moving to one (been a while since I played, so there may be some late game tech that allows you to 'park' in space). MoO2 has better techs more varied ships and tactical combat. GC2 has more interesting colonization and alternate victory paths. Same genre, but the games really are not that similar.
shadowtongue
[quote who="Magicke" reply="120" id="2571116"] "If I had to vote I'd vote for 'Brads' though"-shadowtongue They already use the word "Brads" to mean a type of nail from a pneumatic gun. It's common in the building industry.[/quote] Umm... And your point is?
Meh, so long as it is less than 6 characters I don't really care what it's called. I assume it's going to be represented with a nice little graphic anyway so that's probably of more interest to me. If I had to vote I'd vote for 'Brads' though.
[quote who="Mumblefratz" reply="219" id="2564453"] Quoting shadowtongue, reply 218/relurksAt least I have the balls to take a position. You could try strapping on a pair of balls yourself then perhaps you'd be brave enough to offer your own arguments pro or con instead of just sniping from the sidelines.[/quote] Eh? What would the point be? Neither side here is interested in anything beyond tossing turds at each other, I read it an
[quote who="Mumblefratz" reply="215" id="2564368"] I simply fight fire with fire. [/quote] More like you fight stupid with stupid. /relurks
[quote who="Maxpower179" reply="22" id="2559345"]This game has been promised to be both turn-based and epic. Do you really think focusing anything less than 95% of the development resources on single-player makes sense?[/quote] I think focusing anything more than 0% on MP doesn't make sense, but apparently SD wants to give MP a shot. Hopefully the only downside is a delayed release.
[quote who="Raven X" reply="1" id="2555659"]Very cool. I'm actually a little excited for UFO: Extraterrestrials 2. Check out the site Here. I think it would be awesome if Stardock made a X-Com clone. I think they could do the original justice while adding their own spin on it. I'm also hoping Irrational and Firaxis will announce their respective X-Com projects some time this year.[/quote] wow, definate YES if Bman is incorperated into the design. &nbs
[quote who="Mtrixis" reply="47" id="2558485"]I really did not like it in GalCiv2. It completely killed any interest I might have had at 'getting into' the universe, so I really don't care about the Drengin or Yor or whoever the races were, they were all just 3d models to be manipulated/squished underfoot. Similarly I'd just stop reading the tech info, as it was invariably a mildly funny-to-unfunny quip about the technology.[/quote] Agreed, I starte
MP- Zero interest, I was actually hoping that Elemental would follow the same MP path as GC did. Campaign- Probably zero intrest if it follows the GC campaign style, but I play through them once, or for a bit until I decide it's just not that interesting. Mods- well if you mean user scenarios then zero interest, if you mean tweeks to game mechanics then it depends on the tweeks, but for most games I do find a particular mod which 'fixes' things I
[quote who="Raven X" reply="23" id="2557468"] Quoting Frogboy, reply 22Re AI: I haven't written a line of code for the AI yet. Right now, I'm just assigning one of my developers to write APIs for me to later use. Good to know. I think the simplest answer would be when a player puts water between his kingdom and the AI that the AI should just raise the land back up so it's crossable and not under water, Or have it build boats and ferry units across the gap to m
Sure, you all can figure out how to overcome this easilly. Point being that AIs (yes even the overrated stardock AIs) cannot. I will hope to be proven wrong, but I don't know what anyone would point me to to make me begin to consider that it's going to be any different in elemental. I really am beginning to fear that Brad has fallen into a feature creep pit and that elemental is going to try to do too much, being everything
[quote who="SpardaSon21" reply="68" id="2556317"]Well, if you don't like tactical combat in 4x games, then SotS really isn't for you, even though the old classic Master of Orion 2 had tactical combat with direct user input.[/quote] True, sounds like GalCiv is really his cup of tea then. It's not mine however. Indeed, I really hated GC2 no matter how hard I tried to like it. Somethings just cannot be done.
[quote who="GJDriessen" reply="58" id="2555863"]Why? I don't really like Sots I didn't really understand the tactical combat part of the game and the ships look a bit strange.[/quote] Odd. You liked HW? Yet you didn't get SotS? I guess I thought the connection was obvious.
All this chatter about Homeworld and no one has mentioned Sword of Stars??? Mind boggleing.
I don't really see how you do tactical battles and still make the turns go by quickly, and I have no suggestion as to how to make it not annoying to 3rd parties who are not involved. Since Brad already said they are just going to throw everything in there as options I'm not even really sure what it is exactly that he wants discussed. Anyway, my suggestion is to make auto-resolve very good and thus remove alot of the clamor for playing the tactical
[quote who="Tormy-" reply="5" id="2551715"] Quoting Vordrak, reply 4 All that sounds a little bit harsh. How about just code the AI to use boats or land altering spells? This sounds good. Seconded.[/quote] Meh. Sounds good, but how easy do you think it is to make the AI capeable of responding intelligently to this? I fear that the dream for massive world altering spells is going to screw the AI something fier
Whether the process is meaningful or not is dependant on the design, making your own roads could also be poorly implemented such that the choice is not meaningful (ala civ with road spam). I don't think anyone is too worried about the early games. Roads should be few and of poor quality. The question then is at what point and at what cost do roads begin to take on greater importance? I can't stand pointless micro, so whatever they deci
[quote who="trufflelord" reply="113" id="2549625"]In every Civ-style (TBS) game I've ever played roads are an absolute priority. They are essential for defending your empire, deploying troops to the front line, trade, etc. You have to be able to build them when and where you want. The idea of organic roads sounds innovative and creative, but there also needs to be a way to build them manually. [/quote] So Elemental has to be like 'every Civ-Style TBS ga
And I've no problem with the player placing their own roads. I think though that it should come at a higher cost than the 'automated' systems being discussed. Be it through tech, units, military, magic, or some combination of them. However, since you mention AI, I'd like to add my thoughts on that :) No matter how much credit SD gets for making great AIs, they simply do not seem to get the strategic movement part right. For that
[quote who="Raven X" reply="84" id="2549351"] Quoting shadowtongue, reply 80Roads and building them are boring. Important (depending on the game mechanism for using them) but ultiamtely boring. That is a Opinion, my friend. I for one do not find building roads boring. What building roads should be though, is fast. Maybe not the actual construction, but laying them out. It doesn't take me long to lay down a line from point A to point B. More importantly if I want to desig
[quote who="Splitshadow" reply="7" id="2548649"] Tuition is 70k????? Is that USD because if so, then... well wtf? That's pretty much typical of most out of state colleges in the US. Remember kids, work hard and do well in school and that 70K will drop to 0. [/quote] 70k per year? Over 5 years? 70k per year is hardly typical. 70k over 4 years
[quote who="Aractain" reply="81" id="2549335"]Wow this is clearly the MOST important issue in the game.[/quote] Well for today anyway ;) [quote who="Aractain" reply="81" id="2549335"]Personally I like the mixed idea best. Its annoying to have to build roads from city to city which is a nessesary part of the game. But I still want to give road benifits to other places. I dont like workers, unless they are automated but
Roads and building them are boring. Important (depending on the game mechanism for using them) but ultiamtely boring. This is NOT SimRoad people. I would suggest that 'links' be automatic between 'locations'. Links being paths.tracks.roads,highways.... Locations being cities, shards, special locations, ... These 'links' need not be visable even until after some population or scouting threshhold is passed, b
Maybe not stupid, but how about unaware?
Tuition is 70k????? Is that USD because if so, then... well wtf?