Zed F

Zed F

Joined Member # 727506
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No, I'm talking about MOO1, from SimTex. I don't need DosBox, it plays fine on XP (without sound, which I don't want.) You obviously play a very different strategy in MOO1 than I do. I never build attacking ships that early as they are so slow, and if an opponent does get missile bases up they are so much dead meat. Since I usually play on Impossible, they often get missile bases up quite quickly. I usually don't build attackers until I have sublight drives or better, though occasional

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Star Pilot, I don't think MOO1 and GC are quite as similar as you are making out. There are a number of similarities, but there are a significant number of differences as well, most of which IMHO are strengths MOO1 has that GC lacks. For instance, In MOO1, you can't blindly pick the same path through the tech tree every time. Some games you may find that you have no automated factories until very late in the game, or no missile tech (always a significant problem!) This makes for a challenge find

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GalCiv 2 could do a lot worse than simply copying MOO 1's tech system. It has yet to be bettered in any space TBS strategy game I've seen, especially considering that there are a variety of ways to get techs you don't have in your tree, each a viable option but with its own challenges to overcome. [Message Edited]

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I don't think tactical battles are really in the cards for GalCiv -- they don't really suit the game as it stands right now. If it's still one ship against one ship, what's the point? If not, (a) how do you resolve a lot of small battles happening all on the same turn, without slowing the game down tremendously, and (b) how do you avoid the megafleet problem? Tactical battles are all fine and good when there is a nodal movement/combat system, so that battles can only take place at certa

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The things I most miss from MOO1 (also my favourite Space TBS, gameplay-wise, including GalCiv): 1) Ability to manage the economies of individual planets. Rather than a single slider for the whole empire, I would like to see a system where I can set everything globally with one set of macro sliders, and then go and tweak spending on individual planets that I want to have do something else. I'd also like the ability to lock the sliders on a particular planet so that when I go to play wit

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Team N would like to report game complete -- cultural victory in Jan 2192 AD, sans conquest option. Our final alignment was around 45 or so, and never saw much movement from center except for a single evil PQ bonus event. All in all, a pretty smooth ride; you can see the results here: http://forums.civfanatics.com/showthread.php?s=&threadid=76737

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Regarding the G team, usually the good team allies against the evil team even without player interference. You just need to make sure that the good team is the winning side. You always have the option to out-tech the aliens. If you have maintained relations with the other good civs, you can then allow relations with the evil civs to slack off until they declare on you. You could even innocently park a few ships in an alien's territory (with no intention of attacking, of course, just on

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Heh, no worries, I am sure with Sirian at the helm providing helpful suggestions and bringing the team back on track, you won't wander too far afield. Unless you get fubared right at the very beginning of the game, you should have no insurmountable trouble. Sirian, if we wind up with too few participants, my vote is to axe the N team and divvy up the players, as the N team has the least interesting variant rules and easiest victory conditions. I would prefer teams of 5 if possible so we

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I expect the answer is yes, on both counts, AmulekBird. BamBam already indicated he'd put up a "proces primer" at CivFanatics, so no worries there. As far as reports go, the better the report-writing in the thread, the better the overall experience both for the participants and for the spectators. This doesn't necessarily mean recording every last detail of your turn, but you need to provide enough info to give the reader a sense of how your turn went. Pictures are very helpful here as well. For

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[quote]My first darksider was a female rogue/consular. She couldn't hold anything heavier than a short lightsaber. But she was overflowing with force points and would dominate the battle field with her group stun and force kill. [/quote] My current lightsider is a male rogue 5/consular 15 who I built to be a stun god. He has access to the stasis and push lines for stunning powers, plus kb/damage in the latter case. He also has a high level critical strike, good if not exceptional stren

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[quote]Edit: Ah Zed, if you play a darksider without force powers, you will miss many funny stuff Go heavy on the force persuade (evil grin) [/quote] Note, I said no force powers in combat. :) My Queen B will hate the Force and everything to do with it, so she won't be playing with the other Jedi characters, though certainly Canderous and HK-47 are possible. She might even eschew the use of a lightsaber! Dominate Mind, however, she probably just considers to result from he

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I'm playing KoToR at the moment, it has a nice story so far. Reviews give it good marks on storyline as well. Since it's by the makers of Planescape, this is not surprising. If you're looking for a good RPG storyline you might want to give it a shot. Going for strong options will also make the combat relatively easy, but it looks possible to variant it if you like. My current (first) character uses strong options, but at some point I may try a non-jedi game, i.e. using no jedi NPCs and

354 Replies 17,145 Views