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After the code patch - Initial Reactions

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  • #61
    Bock on the original subject....

    One new bug that I forgot to mention, when you install missles on a ship, the "Rack Size" (number of missiles in the rack) and the "Number of Racks" are reversed now. All in all, compaired to how bad the game was when released, they've haven't screwed up badly at all on the patch. Still needs some more work though.
    Kahn

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    • #62
      Re: Bock on the original subject....

      Originally posted by Kahn
      One new bug that I forgot to mention, when you install missles on a ship, the "Rack Size" (number of missiles in the rack) and the "Number of Racks" are reversed now. All in all, compaired to how bad the game was when released, they've haven't screwed up badly at all on the patch. Still needs some more work though.
      Yep, in this Thread we came to the same Conclusion

      Tamsin (Lost Girl): "I am the Harbinger of Death. I arrive on winds of blessed air. Air that you no longer deserve."
      Tamsin (Lost Girl): "He has fallen in battle and I must take him to the Einherjar in Valhalla"

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      • #63
        Why is it that, after the patch, I STILL can't see hydroponic (or whatever it is) farms in the planet queue, nor is the AI building them, even though it's been sucessfully researched.
        Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
        Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

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        • #64
          Originally posted by The Rusty Gamer
          Why is it that, after the patch, I STILL can't see hydroponic (or whatever it is) farms in the planet queue, nor is the AI building them, even though it's been sucessfully researched.
          Maybe because Hydro farms aren't built in the Planet Build queue but directly on the region/DEA screen?

          The same place Space ports, Deep core mining, etc are built.

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          • #65
            Originally posted by Ozymandous


            Maybe because Hydro farms aren't built in the Planet Build queue but directly on the region/DEA screen?

            The same place Space ports, Deep core mining, etc are built.
            I was ready to say the samething.
            By the year 2100 AD over half of the world population will be follower of Islam.

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            • #66
              Well, I've checked again and the AI HAS started building Hydroponic farms. However, I still can't see it on the pull-down build list, that is, I can't manually do it myself if I wanted to.
              Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
              Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

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              • #67
                Right, you can't. But the point is that the AI will automatically schedule such things for you (after all, there's hardly any reason NOT to build one), saving you the bother.
                If I'd known then what I know now, I'd never have done all the stuff that led me to what I know now...

                Former member, MOO3 Road Kill...er, Crew

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                • #68
                  I'm ok with not being able to explicitly order, say, the construction of Hydroponic Farms... my problem with the current situation is that the AI doesn't seem to build them on planets without Bioharvest DEAs. As you say, there's very little reason to not build HFs, but there are situations where the AI will just sit on a planet and not build them even if there's an empire-wide food shortage.

                  It's not that big a deal, though... If I give the AI a few good farm worlds (properly zoned and dev planned by hand) to work with and some good farm tech, it's cranking out the food in good time.

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                  • #69
                    I have been playing alot of Moo3 since the patch. The game is definantly ALOT better now. With some of the game mechanics fixed and some user mods available to further enhance Moo3 I'm starting to get hooked. We're going to dedicate one night a week to it on the LAN if possible and get some epic multiplayer campaigns going. There are still many issues to resolve within the game and some of those are multiplayer but the game is actually playable now and enjoyable. Few more patches and it might just become a classic =)

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                    • #70
                      Yes, the game is much more playable now.

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                      • #71
                        I now sit at work thinking about my current game of moo3 as it is now challenging, where as before the patch it was just a pleasent evening diversion if I could not find something better to do - it at last has that one more turn feeling.

                        Note: to enjoy it I have slowed the tech down by a factor of 5 and likewise reduced the chance to steal tech by the same amount.

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                        • #72
                          Originally posted by krait23
                          Homeworld for example is old, runs pretty smooth with lots of space and tons of ships around, and those ships are huge.
                          Homeworld uses low-poly models (forget the size, it's the polys that count, IIUC), and it actually doesn't have all that many active at once. The limits on "control" will keep you well under 200 ships active at a time, IIRC. In contrast, MoO3 will allow you to deploy up to 180 ships, and let's not talk about how many fighters and missiles can get spawned. Homeworld still bogs down when there are a lot of ships in flight, on a less than top-end system (mine), and MoO3 bogs down when you start pushing its limits as well.

                          Which is to say that I think TANTSAAFL applies here -- polys instead of voxels wouldn't necessarily get you anything, given that the specs were no 3D acceleration (however ill-chosen that decision by Hasbro and IG might have been).

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