Number one is the grant system. I have found no way to individually assign how much is spent on which planet. The manual says "Grant money will be distributed by the empire to the planets which it feels will make the best use of the funds". What if i have other ideas then the 'empire' though? Nothing I can do I guess. I think it would be a lot better if the grant money was set on the planet screen for each planet individually, and if it sums up to be too much for your treasury, you can scale it down on the empire screen, but if you do that it reduces each planets grant by the percentage you reduced total grants.
I really like to control what I do in a game, not have everything dictated by AI (well, actually personally I dont like to have ANYTHING dictated by AI). This is where MoO3 is seriously lacking, but it can be fixed.
My second worst gripe is related. In MoO2, if you rightclicked on your food/production/research, you got a breakdown of how much you made and why (e.g. 7 total production. +9 from 3 workers, +3 from race production bonus, +2 from morale, -7 from gravity).
In MoO3 you just get a raw number and thats it. No way to track what affects the output how much. Another thing that hinders player control but can easily be fixed.
Another smaller thing is ship design. If you wanted to modifiy a weapon in MoO2, you just doubleclicked it and could tinker with the options. In MoO3, you have to remove it and add it again. Thats mighty inconvenient. Why oh why don't programmers ever adhere to 'if it ain't broke don't fix it'...
Now I havent seen combat yet (except for my scouts being shot down when entering an enemy home system) but from what I hear control is somewhat lacking in there too, so maybe some fixes to add more of it could work there too.
Lata
Krait
I really like to control what I do in a game, not have everything dictated by AI (well, actually personally I dont like to have ANYTHING dictated by AI). This is where MoO3 is seriously lacking, but it can be fixed.
My second worst gripe is related. In MoO2, if you rightclicked on your food/production/research, you got a breakdown of how much you made and why (e.g. 7 total production. +9 from 3 workers, +3 from race production bonus, +2 from morale, -7 from gravity).
In MoO3 you just get a raw number and thats it. No way to track what affects the output how much. Another thing that hinders player control but can easily be fixed.
Another smaller thing is ship design. If you wanted to modifiy a weapon in MoO2, you just doubleclicked it and could tinker with the options. In MoO3, you have to remove it and add it again. Thats mighty inconvenient. Why oh why don't programmers ever adhere to 'if it ain't broke don't fix it'...
Now I havent seen combat yet (except for my scouts being shot down when entering an enemy home system) but from what I hear control is somewhat lacking in there too, so maybe some fixes to add more of it could work there too.
Lata
Krait
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