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January 27th, 2003, 03:14 AM
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Brigadier General
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Join Date: Jul 2001
Location: Kiel, Germany
Posts: 1,896
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Re: MOO3 finished!
Quote:
Originally posted by Puke:
could someone please take a break from bickering over the CIV/SMAC serise and the failings of games that crash every 10-100 hours, and give me an SE4 player's perspective on MOO3?
lets face it. tons of people left se4 because they thought that even a year after its release, it was still in 'beta.' it has given me tons of RCEs from the unmodded game and integer overflow errors, until some very recent patches within the Last year. the strategic combat still has some problems, and the simulator is still useless. and frankly, i dont care if you spend $2 on a meal, or $50.
please put that aside for a second, and if anyone has the game, shell out some facts about the gameplay. how are the features? how is the combat, and economics, and politics? can it be played well multiplayer, without realtime connections? can games be saved so realtime games can be continued later? how is the AI, and minister control? how is the customization? how does it stack up to SE4?
I care only a little bit what reviewers say. I want to hear the real story from people here, because as SE4 players, your oppinions count more.
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Well said, Puke. So are there any news about MOO3?
Graeme, Fyron, please stop the bickering (or make a new thread for that). You both have to realise that none will convince the other.
Agree to disagree, give a hug, and be happy...
Rollo
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January 27th, 2003, 03:15 AM
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National Security Advisor
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Join Date: Nov 2000
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Re: MOO3 finished!
"Ahhh. So what you are saying is that these musketmen are actually 400-1000 years old by the time they fought your tank. Why don't they have mines and such? To say that they don't is to be irrational."
Because they're not armed with such. I have only simple knives for weapons; this does not imply I have been around since the knife was invented!
Why WOULD they have mines? They're main weapon certainly doesn't indicate they would.
Phoenix-D
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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January 27th, 2003, 04:11 AM
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General
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Join Date: Aug 2000
Location: Ohio, USA
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Re: MOO3 finished!
The bombard problem at least is easily solved. Use the editor to change the power of the bombarding units in the .mod file.  With some thought you might be able to re-value the attack and defense of the whole collection of units in a way that makes things work better. Is the maximum combat attack and defense value known? It might be 255. 
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January 27th, 2003, 06:12 AM
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Sergeant
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Join Date: Oct 2002
Location: Dallas, tx
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Re: MOO3 finished!
phoooey. moo3 still not out. not until 2/25/03. but a least it sounds like it will make it out this time.
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The vastness of space and time, and I end up here?
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January 27th, 2003, 06:42 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: MOO3 finished!
I would like to know how a Battleship can attack a coastal city with Phalanx guarding it, and LOSE.
I mean, seriously!
Pointy sticks vs Steel Armor ship floating far enough away to fire shells.
When I lost two battleships in a row that way, I'd had it, and just nuked the freaks, half expecting the nuke to lose too.
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Things you want:
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January 27th, 2003, 06:58 AM
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Lieutenant Colonel
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Join Date: Jul 2001
Location: Orlando, FL
Posts: 1,259
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Re: MOO3 finished!
According to my Civ2 docs, they introduced the hitpoint thingy because of such freak accidents. Now it seems they've taken it back out? 
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The Unpronounceable Krsqk
"Well, sir, at the moment my left processor doesn't know what my right is doing." - Freefall
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January 27th, 2003, 08:20 AM
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General
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Join Date: Nov 2000
Posts: 3,013
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Re: MOO3 finished!
Well, on the subject of silly combat results. I once heard that in Civ 1 a fortified rifleman in a city successfully defended itself from a nuke. The nuke did explode, but it lost its combat round.
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