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#21 | |
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Prince
Join Date: Feb 2008
Posts: 365
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Quote:
I'm intrigued - really depends on how they pull it off. |
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#22 |
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Beneficial
Join Date: Dec 2007
Location: Rov'Rum
Posts: 822
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I like it personally, it's more involved than most TBS battles without requiring me to sit up and really pay attention like Sword of the Stars.
Although it would be nice if I could tell some of my ships to hang back for instance rather than everyone rushing in. I don't want my barely armoured missile boats getting into a knife fight. |
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#23 |
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Prince
Join Date: May 2007
Posts: 324
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I watched some Youtube videos and the game just looks empty.
The combat system may sound intriguing but there isn't really much to it and the star map uses node lines for travel from planet to planet, but there are very few at any time and usually just one, so the game basically tells you where you have to go. It's not like, say, Sword of the Stars where Humans use Node lines for travel but there are many that you can choose from. It strikes me as just another of the new games where the developers assume, maybe rightly so, that many players don't want to think or make decisions. |
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#24 |
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Chieftain
Join Date: Oct 2005
Posts: 5
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The combat is over in less than 30 seconds (or instantly if you choose auto instead of manual), this is because it's a turn based 4x game. It's not a RTS but more like an old school 4x and the card system gives that extra bit of depth to the combat to make it stand out. The cards you can choose from also depend on certain unlocked techs. And the modules you have also depend if a card is useful to you to play (if a card gives +damage to beam weapons but your ships don't fit any then it become kinda useless). So if you really know your enemy and what ships they have this could be to your advantage, especially in multi player.
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#25 | |
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the green Napoleon
Join Date: Mar 2005
Location: British Columbia, Canada
Posts: 17,219
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Quote:
Thanks for saving me $25.
__________________
(I am) Fresh Prince of Buckingham | Game Sales & Bargains Thread Insults are the last refuge of the out-argued.
Last edited by Maniacal; May 10, 2012 at 07:29 PM. |
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#26 | |
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Chieftain
Join Date: May 2010
Posts: 29
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Quote:
The card system represents ongoing tactics during a battle. The combat is more reminiscent of naval warfare with both sides approaching and unleashing salvoes at the enemy fleets. Forward thinking will be a must in multiplayer as the use of different tactics (or cards if you like) has a major impact on the effectiveness of your fleets. Leaders attached to your ships can also use special abilities. I love the game (although I like Civ more) but the diplomacy is currently broken (where have I seen this before) and without all the bells and whistles it can sometimes feel a little sterile. I think though that given time this could have the potential to eclipse Moo2 (once an equivalent BTS expansion is released). |
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#27 |
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Emperor
Join Date: Dec 2007
Posts: 1,110
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#29 |
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Emperor
Join Date: Dec 2007
Posts: 1,110
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Ah I thought it was perhaps a 4x game?
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#31 |
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in omnia paratus
Join Date: Jan 2005
Posts: 598
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I feel like unrestricted travel on the map is detrimental to gameplay. You could pretty much go wherever you wanted in Galactic Civilization II and I think the game suffered because of that. In Civilization you have terrain like water, mountains, culture borders, and roadway infrastructure that can dictate where you go. Where do you put your defense if the enemy can hit you at any place in your empire? The system they have in place works great, I think, because it allows for a few chokepoints on the map that you can focus on. Getting your empire to a point where you have only a few chokepoints to lock down territory and defensive positions is, I think, a pretty interesting thing to work towards.
Anyway, the beta came out on Monday. They released the final 3 races. I think my favorite race is the Sowers, they're a robotic race who can settle any world, but 50% of your food income is subtracted from your planets and replaced with 50% of your production power. It basically reinforces the idea that these are robots who reproduce in factories, thus giving you incentive to get high production on every planet.
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Remember guys, if the minimum wasn't good enough, it wouldn't be the minimum. |
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#32 | |
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Chieftain
Join Date: Jan 2008
Posts: 35
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#33 |
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Deity
Join Date: May 2002
Location: Canada
Posts: 2,311
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The combat is really outta place in the game, I do not like it at all.
Everything else is spot on though I would like a larger tech tree with more items and a larger galaxy. The diplomacy needs some tweaking but that's to be expected. Its the combat that leaves a bad taste in my mouth |
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#34 |
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Prince
Join Date: May 2007
Posts: 324
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When in the system screen that shows the planets, the planets jump forward as the mouse moves over them.
Is there a way to turn that off so that the planets stay still instead of jumping forward and the others moving back when you click on them or mouse over them. I really dislike the over animated gui's. |
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#35 |
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Deity
Join Date: May 2003
Location: Germany
Posts: 2,067
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Though I usually don't jugde before having seen something in action - I'm a bit sceptical about the card thing and the 30s battlesas well . Also because I most enjoyed that close battles of huge armadas in MoO2, which last half of an our or so. I sometimes wonder why all 4x space games attempting to be "the" sucessor for MoO2 finally change so much about it, especially about the battles - 3D, real-time, cards or whatever. Why is there never an attempt to build on what was fun in 1995 - adding on it by bug fixing, balancing and creating a better AI. And if that isn't enough - do the same for ground combat. And allow to customize planetary defense systems. Again, not to say that the card idea is bad - but it sounds a bit like adding new stuff unnecessarily, where you could easily go ahead and refine the existing concepts.
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Alpha Centauri meets Civ4 |
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#36 | |
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Commander of Cubicle 42
Join Date: Nov 2008
Location: Colorado
Posts: 289
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Quote:
1. This is not MOO, so I try to keep that in mind... but they have nailed the feel in the main starmap screens IMO. 2. The glaring difference is the combat. It's different. I do think this card system has potential though. It needs to be a lot more complex for it to work though IMO. As it stands, it feels way too random... like I don't really impact a battle's outcome in a real significant way. Partly because I don't yet understand what all the cards are really doing, but I've essentially just been picking them randomly on mood. I know I should be using info about the enemy fleet to try to counter their strengths, but I have not felt like it mattered. Only two things seem to really matter for combat: Tech levels and ship design. And by ship design I don't mean having more rockets or lasers or whatever... I mean if you have a flotilla of missile cruisers and their ships are decked out with jammers... that's what matters. 3. I like the way they start you in an arm of a galaxy, then to get to the center and meet other species you have to have the tech to jump into hyperspace or whatever. Gives you some initial alone time to build things up first. I might eventually find this limiting because it pretty much lays out the first target in the tech tree for you. If you're the first into the middle and colonizing the planets there... you're set. So in short: I think the card system has potential, but it needs to be more complex and it needs to be more obvious what impacts my choices are having. |
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#37 |
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Hates acronyms
Join Date: Nov 2007
Location: Québec
Posts: 4,229
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I'm not a huge fan of TBS games where battles take me to a RTS screen. I'm usually in the mood to play either or. It's why I have such a strange relationship with Total War. I love these games to bits, yet I almost never play them, because when I get invested in a RTS battle then the TBS map is jarring, and when I get invested in the campaign stuff, TBS battles are jarring.
In general, for 4X games, I like battles to tend towards the "abstract" side of things. The most detail I like would be something like Heroes of Might and Magic, of the good old MoO 2D thing that is rather simple and quickly played, or in Civ or Europa Universalis, where battles are seemless with the campaign.
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#38 |
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Chieftain
Join Date: Jun 2012
Location: Alefgard
Posts: 91
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For real. Endless Space has rekindled my hopes for the future of 4x games considering the recent flops (SOTSII) and the general... poopiness, for a lack of a better word, of most 4x games in the past few years.
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#39 |
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Chieftain
Join Date: Mar 2010
Posts: 54
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I've been playing in the beta, and I have to say that Endless Space fills the 4X gap for me better than any other space based game I have played in years. There is great attention to detail as well -- hard to believe this is just the "beta" especially in a day and age where beta is the new alpha.
I was looking to post some regarding the actual game play itself, but I figure this thread is as good as any for it. So for those who may be unfamiliar with the game, I'm going to take some time to make a post with some screenshots from my first game on normal difficulty. Yes, there is the youtubes and plenty of Lets Plays out there, but his is more for quicker consumption in case you don't want to sit through those videos.
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Current Game: Overreaching with the Ottomans: Jumping from King to Immortal Old Games: Flat Land (King) |
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#40 |
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Chieftain
Join Date: Mar 2010
Posts: 54
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Pilgrims in Space Gobble Gobble or a quick look at the Endless Space early game for the rest of you Settings and screenies are below the spoiler. I enjoy this game quite a bit. If you want to know more about how the game plays out, I encourage you to look at the spoiler tag below. FYI: my laptop is (relatively) old. So the graphic settings are not fantastic. They still look good/clean in my eyes. Spoiler:
Baby crying so have to cut it short. More to come! Link to album with screenies: http://imgur.com/a/okcEB#Kt0JL
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Current Game: Overreaching with the Ottomans: Jumping from King to Immortal Old Games: Flat Land (King) |
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