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Article #82392

Re: GalCiv II: Computer AI debugging

#82392
From: l1cker
Date: Tue, 24 Jan 2006 16:25
24 lines
2712 bytes
Well it is your baby, I don't expect to change your mind, jus to voice
my own opinion ;)

I do think that the hybrid star lane/open space system of SEIV (or
ascention sorta) would be a decent compromise.  That way you at least
have choke points (the entry/exit points of the starlanes) which are
somewhat easier to defend, and can take some of the pressure off of
always just defending planets.  This would also allow you to keep the
specials in the systems.  In fact you sort of do this with your
quadrents, but of course there are not single entry/exit points.

I do appreciate your dedication to making a solid SP game though, and I
wish you the best in getting there, even if its not my 'holy grail'
game ;)

As an aside have you looked at MoO3 lately with all the mods and user
patches to it?  I doubt you really have time for it now, but I think
that there was alot of potential in the MoO3 system (yeah I expect to
get flamed...), but horrible implementation (for whatever reason, lets
not go into that...).  Anyway, alot of the big issues have been fixed,
and that game can be very entertaining now, certainly some of the
features give it an incredible depth.  I've been playing it again,
while following GC2s development and cannot help but to think how much
I would enjoy some combination the features in the two.
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From: l1cker@hotmail.com
Newsgroups: comp.sys.ibm.pc.games.misc,comp.sys.ibm.pc.games.strategic
Subject: Re: GalCiv II: Computer AI debugging
Date: 24 Jan 2006 08:25:25 -0800
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