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July 22nd, 2003, 02:10 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
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Re: SEIII Comparison
I never really got into Space Empires III that much, but I did like the chance to choose starting tech levels for your race before the game - but that's about it.
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July 22nd, 2003, 02:54 PM
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Captain
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Join Date: Oct 2002
Location: Brazil
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Re: SEIII Comparison
Something I just remembered... you can't colonize asteroids in SEIV.
__________________
Have you ever had... the sudden feeling... that God is out to GET YOU?
Well, my girl dumped me and I'm stuck with the raftmates from Hell in the middle of the sea and... what was the question again???
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July 22nd, 2003, 03:56 PM
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Colonel
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Join Date: Mar 2002
Location: Colorado
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Re: SEIII Comparison
Quote:
Originally posted by Master Belisarius:
- the Base Space Yard are now near to useless!
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Ah.. excuse my excursion into a thread in which I do not belong, but I have to disagree there.
Base Ship Yards are useful because there isn't a limit to how many you can have. A sweet planet may be able to build your Anti-Proton Beam Battlecruiser in four turns, while it takes the Base Ship Yard seven. But build ten Base Ship Yards over that sweet planet, put them on Emergency Build and you'll get twenty ships in ten turns, while the sweet planet can build three in those same ten turns.
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July 22nd, 2003, 04:47 PM
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Lieutenant Colonel
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Join Date: Dec 2000
Location: DC Burbs USA
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Re: SEIII Comparison
Quote:
Originally posted by Loser:
quote: Originally posted by Master Belisarius:
- the Base Space Yard are now near to useless!
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Ah.. excuse my excursion into a thread in which I do not belong, but I have to disagree there.
Base Ship Yards are useful because there isn't a limit to how many you can have. A sweet planet may be able to build your Anti-Proton Beam Battlecruiser in four turns, while it takes the Base Ship Yard seven. But build ten Base Ship Yards over that sweet planet, put them on Emergency Build and you'll get twenty ships in ten turns, while the sweet planet can build three in those same ten turns. And there in lies the problem. Space yards were mega managable in SE3. And an SE3 yard could be building warships in as little as........well lets just say it was quicker than it should have been.
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Think about it
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July 22nd, 2003, 04:56 PM
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Colonel
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Join Date: Jun 2002
Location: Connecticut
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Re: SEIII Comparison
Quote:
Originally posted by Erax:
Something I just remembered... you can't colonize asteroids in SEIV.
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Oh yeah, that was a great benefit. The one game I seemed to be winning in SEIII was when I turned the AI completely on and just watched. It's big secret, colonizing an asteroid system deep in my space. Soon whole fleets were popping into existance from 10 shipyards and zooming off to the front.
I did replay the SEIII demo a few months ago. With the shipyard components fitting on a destroyer-class ship, putting a defence base on each warp point is easy. If you play SJ's P&N mod, you can do that in SE4 as well.
[ July 22, 2003, 15:56: Message edited by: Arkcon ]
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July 22nd, 2003, 06:13 PM
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Major
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Join Date: Apr 2001
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Re: SEIII Comparison
But the role of those warp defense bases is supposed to be covered by defensive satellites in SE4.
Also IIRC in SE3 fighters couldn't move in the system map on their own.
And don't forget about drones!
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July 22nd, 2003, 06:30 PM
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First Lieutenant
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Join Date: Apr 2001
Location: NY
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Re: SEIII Comparison
SEIV and SEIII are totally different games IMHO. Kind of like Warcraft III and Warcraft II.
Both are great games in their own right, but they are radically different.
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