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January 15th, 2007, 02:10 PM
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Lieutenant Colonel
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Join Date: Dec 2001
Location: Scottsdale AZ
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Re: Eleven Non-Cheating Ways to Help the AI
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Uncle_Joe said:
I truly wish I could recommend SEV. ...
I've tried the Balance Mod (which is excellent work) but there is still something missing from SE5 ... I cant put my finger on whatever it is about SE5 that just doesnt do it for me. ...
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I have played it 8 hours now. What's wrong is the speed at which it can be played. The UI programmers need to take some Time & Motion classes. The Gilbreths (cheaper by the dozen) would roll over in their grave if they saw this.
It's not just time-motion it is time-information. Quick overviews are needed, that can be drilled down to details. Also as an old guy I find some of the eye-candy distracting or obscuring.
Some of it is just frustrating. tkae the star-Fury like design screen with it's compnant placement and decks. Just how does any of that effect combat/game-play? If not, then why bother?
Right now I rate it D for DOG.
It is so similar to SEIV, why bother playin it at all.
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January 16th, 2007, 05:28 PM
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Corporal
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Join Date: Mar 2005
Posts: 163
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Re: Eleven Non-Cheating Ways to Help the AI
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You can play SE4 via TCP/IP if all players use Hamachi to create a virtual LAN, then run SE4 as a "LAN" game through it.
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Good suggestion. I've looked into it myself, but getting my group to do it would be like pulling teeth. If the game doesnt simply 'work', they wont be interested in workarounds, unfortunately.
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Did you get the latest patch?
Deluxe broke it, 1.96 should have refixed it...
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No, we were never able to get it working right with more than 2 players after the SF acquisition.
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Some of it is just frustrating. tkae the star-Fury like design screen with it's compnant placement and decks. Just how does any of that effect combat/game-play? If not, then why bother?
Right now I rate it D for DOG.
It is so similar to SEIV, why bother playin it at all.
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I concur with it seeming frustrating and with features that seem underdeveloped. I dont like the multiple decks thing either and the fact that weapons have no arcs leads to 'gamey' placement (ie, put them in the back of the ship to protect them etc).
I dont know that I'd call it a 'dog' at this point, but its just not my cup of tea. Part of that might just be me trying to give the benefit of the doubt to the game, buts its amazing that someone like me who was so absorbed by SE4 cant even sit through a few hours of SE5 and enjoy it...
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January 16th, 2007, 09:40 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: Eleven Non-Cheating Ways to Help the AI
Just ignore "TCP" then, and use PBW.
No need to all be together at once, autohosting, and you can have PBW send you emails with the turn and/or reminders.
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January 16th, 2007, 10:40 PM
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National Security Advisor
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Join Date: Nov 2000
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Re: Eleven Non-Cheating Ways to Help the AI
The decks are just for extra layout space, but the component position does matter; it determines what gets hit when in combat.
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January 16th, 2007, 11:26 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Eleven Non-Cheating Ways to Help the AI
There are four directions damage can come from, front, back, left,right, and internals will be damaged in that order.
In stock, placement is really irrelevant, since the shields and armor are not leaky, and once they fail the guts of the ship are all vaporized almost instantly.
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January 17th, 2007, 12:08 AM
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Brigadier General
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Join Date: Nov 2001
Location: WA
Posts: 1,894
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Re: Eleven Non-Cheating Ways to Help the AI
Directional damage but not directional weapons. (Sigh...where is the sad Graemlin when you need it?)
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January 17th, 2007, 12:21 AM
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First Lieutenant
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Join Date: Jan 2005
Posts: 689
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Re: Eleven Non-Cheating Ways to Help the AI
Yeah, firing arcs would have been nice, so we couldn't just put a weapon on the back of the ship on the middle section and expect it to fire forwards.
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