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Space Opera 2016-10-05

:blush: I thought the biggest, meanest ships made the best transports :mischief:

It is probably intended that you still have to maintain a reasonable number of weaker vessels when the big ones are available. Beside this i think it is not possible in the editor to make a unit transport ground units and cruise missiles and we wouldn't want to take this toy from the battle cruisers, would we?
 
It is probably intended that you still have to maintain a reasonable number of weaker vessels when the big ones are available. Beside this i think it is not possible in the editor to make a unit transport ground units and cruise missiles and we wouldn't want to take this toy from the battle cruisers, would we?

This is true. You need to build several ship classes for a well rounded fleet. I did not want to have a single end-all-be-all ship that supercedes everything else.

Edit: Lucky # "777" post!
 
I finally got around to playing this after having it on my computer for about a month. I just want to say this scenario is phenominal. I haven't had this much fun with a scenario since El Justo's Cold War. What I most like about this is that the gameplay is pretty straightforward, and doesn't deviate too much from the original Civ game mechanics; the nonlinear tech-tree was a nice touch also (even if it takes some getting used to :) ).

The only suggestion I would make is that each faction have one unique unit like in a normal game of Civ. I took the liberty of adding them to my own personal copy of Space Opera. Here are the ones I came up with if you want to take this idea into consideration (the Space Guild's and Shadow Cartel's come from their Pedia entries):

Solar Empire: Imperial Stormtrooper- Has superior offesive capabilities. Replaces Marine. Suggested graphic: Chukchi Husky's Conscript

Divine Council: Missionary Infantry- Can convert enemy units but has diminished combat ability. Replaces Grunt. Suggested graphic: LizardmenRule!'s Modern Inquisitor

Synthetic Union: Core Defender- A massive combat droid designed for the defense of the homeworld, but can engage in limited offensive operations as well. Ane extra defense unit made available with Special Forces advance. Suggested graphic: muffins's Zenith Mecha

Space Guild: Navigator Initiate- Can airdrop and carry out recon missions. Replaces Ranger (had to take away the normal Marine units' airdrop ability to get this to have the effect I wanted). Suggested graphic: muffins's Technoangel

Confederacy: Hammerhead-Class Destroyer- Fastest warship in the galaxy, sacrificing transport capacity for more powerful engines. Replaces Destroyer. Suggested graphic: muffins's Executioner

Ragers: Reaver- Can attack more than once, has almost no defensive ability. Replaces Soldier. Suggested graphic: la dav's Super Soldier

United Republic: Minuteman- Citizen-soldier who can do worker jobs, but can also be called on to fight in desperate times. Replaces Worker. Suggested graphic: Smoking mirror's Autogun Armed Imperial Colonist

People's Alliance: Combat Police- Excellent defenders, almost useless in offesives. Replaces Guard. Suggested graphic: Smoking mirror's Uniformed Imperial Trooper

Brotherhood of Orion: Sacred Band- Amphibious, equally effective on offense and defense. Replaces Grunt. Suggested graphic: Kinboat's Angel

Shadow Cartel: Deadly Viper- Assassin that is invisible and can stealth attack. Replaces Operative. Suggested graphic: embryodead's Witch Elf

The Swarm: Swarmling- A bit weaker but can be produced in overwhelming numbers. Suggested graphic: CivArmy s. 1994's Alien

Weyland Corporation: Blade Interceptor- Starfighter with superior range and firepower. Replaces Starfighter. Suggested graphic: Olorin0222's V-19 Torrent

Sorry if you don't want this, but I just can't help myself when it comes to tinkering with scenarios.
 
I'm having trouble trying to download this. I click on the first black computer, like the first post says to, but the page it takes me to hasnt got any downloads on it. it is just a grey page with "Navy Dawg" written along the top.

Anyone else had this problem or am i doing something stupid? :crazyeye:
 
I'm having trouble trying to download this. I click on the first black computer, like the first post says to, but the page it takes me to hasnt got any downloads on it. it is just a grey page with "Navy Dawg" written along the top.

Anyone else had this problem or am i doing something stupid? :crazyeye:

No not stupid. You've got to watch that when you activate the java applet it opens up another window (to let you choose the file location to download to). This was obscured behind other windows I had open so for a while I just sat staring at the screen waiting for it to do something before I found it.
 
I've tried everything i can think of to get to the download page, but the grey one keeps coming up. And it was opening up a new page, but that was the one that was grey...

I tried to download it a while ago, but the file was corrupted, so i have actually managed to get there in the past, just not now :(
 
did you download any new firewalls? I had a bad firewall that blocked anything running on flash, poof half the videos dont work and all but the big games didnt work.
 
Hello all
well done on a fantastic scenario. Im currrently on turn 300 with my solar empire game. Currently approaching a domination victory. I am really impressed with the scenario very polished and the size of the tech tree is impressive.

I agree with commodore that the unit lines could be more differentiated. Possibly by even more than one unique unit could improve on an already fantastic scenario

Again superb scenario
 
@ Leonidas, I'm glad to hear that you are enjoying this scenario. I am slowly working on an expansion that will feature more varied unit stats and unique units. I knew that was a shortfall of this first version, but I wanted to get something out that people can play.

@ Commodore, thanks for the suggestions, I might use a few for UU's.
 
I've been playing this scenario for a while now and whilst I'm certain nobody needs me to write that it's fantastic, what the hay: it's fantastic, one of the most enjoyable out there.

In my game I've made a slight alteration to the ranges of the 'fighter' and 'bomber' (i.e. air) units as well as the missiles, as I didn't think it was necessarily fair that they could cover such great distances instantaneously whilst the deep-space faring vessels such as frigates and cruisers moved so slowly by comparison. With these new restrictions in place, the 'air-units' serve a more defensive role, protecting systems and their surrounding space from intruders rather that flying six squares from home and back again in defence of a frigate that took two turns to get that far out in the first place. But that's really not a criticism; it just makes better sense to me.

Can't wait to see what the future has in store for this great mod. Thanks again for doing such a fine job. :D
 
@ Longus, thanks for the comments. This scenario hasn't been play tested as much as some others, so any comments regarding gameplay, etc... are most welcome.

I might consider decreasing the fighter ranges. In addition to what you mentioned, it would also increase the importance of Carriers.

I'm still slowly working on an update, which will include more unique units with varied stats. Thanks again for the comments.:)
 
Tried to re-load on new hard drive, but download link does work any more. :( Endless loop around, nothing productive!:cry: :mad:

Works fine for me too... Make sure you click on the little computer screen until you reach the page pictured at the beginning of this thread and NOT the little blue 'Download' text in the right-hand corner. Tried to open some sort of Java applet that then quit itself. Avoid that and you should be fine.
 
Followed instructions, all I get is little box window with the following in it::confused:

"You do not have any sets publicly available.: -1":(

Could you Please tell me what I am doing wrong, or post it else where?:cry:
 
Finally took the time to download this monster. Here are my initial thoughts.

I've been playing for about four hours and the gameplay is flowing pretty well. You get to know the game very quickly, although it's quite different from anything I've played before. I choose the Synthetics, since I assumed they would have some cool advantedges. So I was a little disappointed when I discovered that all the civs basicly were the same except traits. The Race civilopedia entries were well written though, so after reading them, I still had the feeling that my civilization was "special" compared to the others.
Normally I don't download soundtracks, since I usually just listen to my own music or the television, but I figured that since I had downloaded it anyway I might as well try it out. Very cool addition! It went very well with the theme, without getting annoying like the standard civ3 music.

My suggestions would be (although I'm sure you heard it before in this thread):

Make more civ specific stuff. The units doesn't have to have the same stats all the time, some civs could be stronger in offence and weak in defence and vice versa.
Get rid of the not-required-for-era-advancement icon, it has no place in graphical athmosphere of this mod, and with the specialised tech tree it serves no purpose.
More civilopedia would be cool. I liked the story, and I felt like I wanted to know more.

Good work. :thumbsup:

Edit: After playing some more.

When my cities started to grow big, it was quite annoying that I had no citizens available, the only thing I could do was increase my luxury rate, which screwed my economy a bit.

The AI seems to do very well in defensive wars and very bad in offence. They have a huge amount of units, but they don't manage to transport them very well. With a fleet of four Destroyers I was able to block any invasion attempts the ai had on my system.
 
Had to turn off part of ZoneAlarm site protection:confused: , it is now downloading. Reset ZoneAlarm, just in case. ;)

Will try this mod again, report later.:goodjob:
 
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