Soulfire777

Soulfire777

Joined Member # 618621
1 Posts 21 Replies 669 Reputation

I'm sorry if this question is covered elsewhere, but I can't seem to find the answer. Can you customize the abilities of the aliens beyond just alignment and intelligence? I am talking about the human equivalent to choosing a political party and spending bonus points. Is there any way to randomize this so that the aliens are somewhat different each game in terms of what their capabilities are? --Soulfire

6 Replies 354 Views

"I always hated Civ-style combat. SE's combat wasn't so great, but MOO1's was. I always liked MOO1 in a large part b/c there were a lot of strategic and tactical decisions tied up in your fleet." This was true and I liked it too, but there is something else to consider. In MOO1 (and most other games with tactical combat - especially where you design your own custom units), there are many ways to exploit the enemy AI and win battles against VASTLY superior fleets simply because the AI c

17 Replies 1,868 Views

"I think/hope this game will be such a hit that even the unintelligent will buy it and try to play it." Hey I'm definately buying it, so you got your wish at least in part. :D --Soulfire

31 Replies 1,325 Views

I hope the added "goodies" will be just as well balanced as the original content of the game. In other games, I have often found that "mod content" is often very unbalanced. This is much less likely in the case of content provided by the developers (as I assume this is?), so I have high hopes. When you add these items to the game, do you choose only certain pieces to add, or do they add in groups/suites of related additions or what? Is there or will there be an accepted "standard" se

5 Replies 462 Views

Well you have to remember too: since the AI is multi-threaded and supposedly runs in the background, the more AIs you have and the larger the map...what effect would that have on the effectiveness of the AI? The AI has the same amount of time to work (the time the human player takes to complete their turn), but the computer has to run turns for more players and calculate more complex turns (larger maps and each AI has to evaluate and deal with all the aditional units of all the extra players to

31 Replies 1,325 Views

Those are really GOOD questions, and I was going to bump it myself when I saw that they were not really answered. As for question 2, all I know is how the CIV games handled it: In the text file that defined the unit, there were settings for whether it was used for transport, attack, defense, etc. Is that how it will work with GC too? --Soulfire

9 Replies 445 Views

I never saw the comment you were referring to, but I've been wondering myself how long the game would stay "fresh". I know I never got bored with MOO1 even though there were only 20 or so events and at least several of them were used in each game. But after maybe 7-8 games of MOO, I don't think I ever saw anything "new". --Soulfire

12 Replies 651 Views

Dammit - I was supposed to win that...ME! There has been some kind of MISTAKE made here. Frogboy, can you please send me a copy since glock30 cheated me out of my winnings? ;) --Soulfire P.S. Congrats man! :)

8 Replies 344 Views

Wouldn't a curved map that had both side and top/bottom map edges joined technically be a "donut" shape? *Imagines folding a piece of paper so that top/bottom meet and then bending it so both the sides meet* Still, as funny as the thought of a doughnut shaped universe seems to me, the idea of no edges/corners is very appealing. I don't imagine though if the game is not programmed that way already that changing the AI to work effectively with that style of map would be very easy? :p

13 Replies 796 Views

Honestly guys, maybe we should experience the game the way it is before we start hoping for "bigger"? There are a LOT of balance issues that could become problems besides just ship speed when you try to expand the size of a game. And it's probably not just CPU speed that determines "slow down". I would think it has a lot to do with memory and god knows what else. It's easy to assume that "bigger" will be even better, but until we play it the way it was designed to be played that's all it is -

31 Replies 1,325 Views

Has anyone tried any of the larger game maps? Does the game stay manageable and fun when your empire gets really large? Is there enough tech to support longer games without maxxing everything out and not having anything more to work towards?

2 Replies 190 Views

Hi, For those of you with actual experience playing the game, are hybrid/combination strategies valid, or do you more or less need to focus on one of the 4 basic strategies more or less exclusively? Also, do you pretty much have to decide how you will approach the game in the beginning before you actually see the map (and therefore know if that approach is likely to be viable given your starting location). It seems like it would be better of you could dynamically adjust your s

4 Replies 250 Views