Dagwood

Dagwood

Joined Member # 634264
0 Posts 1 Replies 194 Reputation

Yeah, I think LOM would have been a much greater success if it hadn't been so buggy when first released. I also think they did a great job of balancing RTS and turn-based aspects. Some of my other favorite things were allowing your generic army units to accrue experience/abilities, choosing whether you wanted to do detail combat or quick combat (and risk higher casualties), and the way they forced you to make strategic decisions on allocating your magic users (i.e. touring with parties, train

47 Replies 25,632 Views

This post probably belongs in another thread, but I wanted to inject my thoughts to Simplicity123's point. I hate to be the devils advocate (OK, not really) but regarding division of research points/resources amoung multiple technology groups. This is something that I always liked about MOO, MOO2. I was actually adjusting these regularly during gameplay based on things like whether I was at war, trying to upgrade planet/city building technologies, etc. Additionally (an

84 Replies 172,189 Views

Brad et al, OK, yet again, I'm way late to the discussion. FWIW - My general view (as a software architect/developer for the last 15 years) is that you give the developers most of the time they want. In my world, it always seems to be a game (no pun intended) of diminishing returns. I'd use all the time (and more) to make something better if allowed. The question usually is, what are the users/gamers getting for the added effort? If you feel forum/beta feedback will dr

252 Replies 598,256 Views

Brad et al, Long time member, infrequent poster here. A few points... 1) I enjoy the strategy aspect of playing large, difficult, long epic games. That said, I hate micro/logistics management late in these games. I don't mind it so much early on, but it’s definitely a fun-killer later on (for me). I work full time and have a wife plus two kids...squeezing in some game time isn't a trivial task for me these days. The last thi

565 Replies 1,547,771 Views

Sorry if this has already been posted. I didn't see it anywhere when I looked. Basically the problem occurs after one (or more) Ctrl-N to change the galaxy setup at the beginning of the game. The other races don't produce anymore than the colony ship they start with, and don't take over any more un-colonized planets near their home world. This isn't a major deal, but is a little annoying, especially when you find a nice galaxy-planet setup to play...and the other races don

6 Replies 6,254 Views