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Call To Power 2 Cradle 3+ mod in progress: https://apolyton.net/forum/other-games/call-to-power-2/ctp2-creation/9437883-making-cradle-3-fully-compatible-with-the-apolyton-edition
I haven't read all the suggestions, but my proposal may be a bit too moderate for some gamers. I would like a simple MOO IV that didn't break much new ground at all. If they advertised it as MOO II with a face lift, bug fixes, loads of great cut scenes, perhaps some sexy Elerian female commanders volunteering to help you with the Sakra menace, an expanded universe (maybe one that exists in different dimensions or something so overall ship numbers don't fry the processor), and other subtle changes, then I'd probably join the pre-order crowd.
I'd be willing to let the developers add one very new thing to the game. They could put their unique stamp on the game with one and only one addition. They might ruin the game with that addition, but I'm willing to risk it and hope whatever addition they make is a brilliant bit of spice thrown into the game. For example, if a game designer wanted to dangle some optional (it is crucial they be optional) artefact type quests in front of a player, similar to the Orion quest in MOOII, I think it could strengthen the game. Hmm, is it worth it to send my fleet to the silicoid homeworld system to get the Sears Die-Hard fuel cell for my titan? That's a tough decision . . .
I also wouldn't have any problem if interesting information about the races were thrown into the game and some kind of story of the universe were fleshed out. I haven't played MOOIII so I don't know what they've done with the story. At the end of the day, though, MOO is a strategy game classic. Story lines should be something optional and not alter the game. For example, you can integrate a help system into the game where you go to the Elerian library room and read the ship design book that also tells you about why the Elerians needed Hyper drive after the War of 2050 or whatever. There is one deal breaker for me with the game, though. It must remain turn based. If that changed, I'd probably just pick up the new Starcraft and leave MOO IV in the half price bin. That's my modest proposal.
Speaking of quests, there needs to be a computer version of Starfarers of Catan, like, yesterday. That game is sooo much fun, and the space opera feel of it would be nearly pitch-perfect as inspiration for MOO IV, IMO.
Originally posted by Widget4
I haven't read all the suggestions, but my proposal may be a bit too moderate for some gamers. I would like a simple a MOO IV that didn't break much new ground at all. If they advertised it as MOO II with a face lift, bug fixes, loads of great cut scenes, perhaps some sexy Elerian female commanders volunteering to help you with the Sakra menace, an expanded universe (maybe one that exists in different dimensions or something so overall ship numbers don't fry the processor), and other subtle changes, then I'd probably join the pre-order crowd.
I don't disagree with this. There are a few things I'd like to see, but, frankly, it would not take much to put me on the pre-order list.
I would also like a MOO2 with just upgrade graphics. I am not opposed to making some changes to it though, but the redesign attempt of MOO3 was just going too far.
But if I were going to change MOO2, here are some changes I would make.
Stop the city building that was introduced in MOO2 (aka Civilization style building structures). Building a structure once or twice is fun, building it 30 times isn't. Instead, I would take the "Wonder of the World" concept from Civilization instead. You just researched Galactic Cybernet. Now all of your colonies need to work together to build it. Once it is built, all new colonies instantly get it (or you may have a "delay" before the new colony gets an advantage from it). (Note: Unlike Civilization, each race can build the same "Wonders").
Without structures, you would assign a primary and secondary specialty for each colony, more like MOO1. You could change the specialty of the colony, however it would take time before the colony was converted and you were effective at it.
I liked the MOO3 concept of short range/long range/point defense/missiles when it came to ship combat. I like the concept of starlanes from the standpoint of defensive chokepoints, although I also like the map view in M002, so I wouldn't cry if starlanes were removed. (As for realism, when it comes to FTL travel, we don't know how it is accomplished. Starlanes may actually be very realistic.)
Resources plus trade between races would be a nice addition. Build orders that the computer AI distributes among your colonies would be nice (I want 10 Titans, and 3 Doom Stars - the AI then determines which colonies build them).
I liked the MOO3 concept of starships, system ships, and starbases. Anything to strengthen the paper planet defense of MOO2.
Adding a RPG element to the game would be fun, although probably shouldn't be sold with the name MOO (I miss Star Control and Star Flight (: ).
Orion 4 should have something like star lanes, but temporary. My idea is to have “wormholes” form randomly between two star systems, they would stay for between 5-10 turns before fading/closing in on its self. It would be a semi-rare event that would appear on the news. It would throw another event that could make the game more “interesting”.
There would be nothing like having an enemy planet with a huge star fleet randomly connect to your home world on the other side of the map.
With one small modification of MOO2's navigation rules, a starlane-like defensive (and offensive) effect is possible without starlanes.
Noting that we already have this in the early game, I propose:
1. Limit ships' range, e.g. by deleting or greatly deferring Iridium and Thorium fuel cells. (OCL can do this now.)
Now, this presupposes that stars are so arranged that one can reach any system from any other. In the case that they're not, one needs a MOO4 in which:
2. Ships can travel anywhere in space within range. This is necessary so that constructor ships can build starbases as stepping stones across gulfs in space.
In order to attack an empire separated from yours by distances in excess of ship range, you'd have to build deep space bases (DSBs), and these would, with the star systems, would constitute the strategic points where battles would be fought.
DSBs would be a significant challenge to capture, but clearly often worth the effort. They would require considerable fire power to destroy, but less so than large planetary colonies, and much less than planets and stars.
The time and effort required to build (or capture, or destroy) a DSB would have to be carefully considered so that throughout the game individual bases will be strategically pivotal.
PS: Fian2, is your username related to the graceful empaths of Rocannan's World?
Originally posted by vmxa1
Until we can prove otherwise FTL is not possible, at least according to Albert. I'm going with him for now.
Even sublight space travel leaves plenty of opportunities for good sci-fi, and even great space strategy games set within the boundaries of our solar system.
As much as I'd like to see 'hard sci-fi' games, I would much rather see a shift towards space opera in MOOIV. The design team should play several rounds of Starfarers of Catan to inspire them to infuse their creation with some fun and perhaps even campy adventure elements.
Oh yeah, there is one other thing I'd like to see in MOOIV. I think if they put some thought into making an incredibly user-friendly Auto-Build feature and incredibly specific Auto Space Scanner/Colony Management/Whatever sort of alert you want alert system into the game it would make the late game stages far less tedious.
For example, you colonize a new Ultra-Rich planet. The program has an auto-build feature you can customize and save auto-builds that you create for certain tasks. So you create a build order and label it "Ultra Rich Gaian planets with pop 27" or just "Rich planets". You could also tell the auto build to prompt you after x number of structures or turns or whatever.
With a customizable auto-alert system you would be able to set alerts if another race was picked up by your scanners or whatever conditions you set. For example, alert me if another race is coming to a system I'm in or alert me if another race is coming to a system I'm in and has more than 6 ships, etc. . . These would be simple things to implement and would make TBS micromanagement games way more fun. Just my .03 cents.
Even in MOO2 we can think of the ships as slower-than-light if we adjust the imagined time scale. Is each turn 0.1 elapsed years? Or decades? Or centuries?
If a game of 300 turns represents 3000 years of interstellar conflict and technological advancement, that is epic!
Originally posted by Tiemler
The design team should play several rounds of Starfarers of Catan to inspire them to infuse their creation with some fun and perhaps even campy adventure elements.
You mentioned Starfarers of Catan in a previous post and I didn't know what it was so I looked it up. It looks like a very cool board game. I used to play Risk and Axis And Allies with friends a long time ago, but I haven't played a board game in years. I might try Starfarers of Catan if I can get my friends to sit down and try it with me some night. Unfortunately, I'm kind of the only one who is a game freak among my friends. It looks very fun, though.
Ok i dont know if this was mentioned or not already ... but ... i think starlanes should still be included in a possible MOO IV
However they should only be shown/used under certain conditions:
- The paths between the systems are well used for trade goods, transfering colonists etc.
Used at own risk.
- Other neighboring races can be informed of military travel along star lanes (if that race has a trade agreement etc. thus deterring you from using such star lanes
- Pirates can and probably do occur to such trade lanes as there is always crime in trade goods and things like that.
these are just a few ideas.. i could keep adding but i think this is good enough for a simple outlay of how starlanes could be useful and also interesting for the game...
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