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Endless Space

Comrade Goby

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Apr 29, 2011
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Project: Eternity
Apparently if you preorder you get the alpha and people have been comparing it to MOO. Apparently that's a good thing (I never played MOO).

Anyone have any light to shed?
 

roll-a-die

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Is a pretty good demonstration of the features.

Note the player has a lispy voice so if you dislike that, don't watch it.
 

Destroid

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Skip to 27:08 to see the combat.

The UI looks to have some problems in a few places at the moment, but nothing drastic, I expect they will fix those in time. Likewise with the long turn processing, optimising should fix it. Planetary management looks fairly MoO2ish except upgrades are built on a system level instead of a planetary, probably a good thing to reduce micro if you are going ot have a lot of planets.

There are elements from MoO2, MoO3, Galciv and Civ present, and overall looks very interesting, much more promising than any 4x for quite a few years.
 

Riel

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When I read about the RT combat I was very dispointed, but after watching the video that doesn't look at all like what I understand by RT clicfest huge mess, it's more akin to Reach for the Star's combat system (horrible x4 game that had an interesting turn based combat based on formations and range) looks like it has potential for some degree of thinking :P

Personally I think MoO3 was the best x4 game concept ever, if they had just finished the damn game it would still be be a classic, as it is it has game breaking bugs and the whole economy is explained in such a way that you need to graduate in a degree like course just to grasp the basics and then it really doesn't matter much becuase while development plans are a nice idea there is no human way to build something when you need it asap unless the viceroy agrees with you, lol. And that without mentioning you can't really tell the damn AI what kind of ships you want more and end having tons of one ship type and none of the other all the time the macromagement saves you in micromanaging you end up spending it fighting against the AI-interface flaws becuase of lack of polishing in that game.
 

Malakal

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Glory to Ukraine
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It looks quite good to me, liked the way combat is handled (full control inevitably gives a huge bonus for human players). Gotta observe this one closely as it develops.
 

Muty

Prophet
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Wasteland 2 BattleTech
K I bit the bullet and preordered it and I've been playing the alpha for the last few hours. Definitely has the MOO2 vibe in it and it feels quite polished unlike some other 4xs that came out in the recent years... I'll post some more impressions when I finish my first game.
 

Comrade Goby

Magister
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Project: Eternity
K I bit the bullet and preordered it and I've been playing the alpha for the last few hours. Definitely has the MOO2 vibe in it and it feels quite polished unlike some other 4xs that came out in the recent years... I'll post some more impressions when I finish my first game.

Yeah I wanted to play the Alpha as well but I'm wary of preordering any game in this day and age.
 
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I've played the alpha quite a bit, will attempt to simply illuminate facts, not have an opinion.

Exploration - Pretty conventional, but there's not a lot you can do here. It is worth noting that there is no fuel or range limitations on ships, they just get faster at you tech up. It is entirely possible to explore the entire galaxy with the starting scout ship. Similarly, once you visit a system, you know who owns it, which planets are colonized, and so on. Sensors seem to be used primarily to keep on the lookout for ships.This is one of the parts of the game I have to figure is still unfinished.

Expansion - Again, nothing new here, but that's part of the charm. You build colony ships, fly them to a system, and press a button. There is a large range of tech on colonizing different types of planets, and little in-game achievements if you're the first one to colonize a particularly hazardous type of planet. Something worth noting is that beyond the wide variety of planetary traits and resources. The basic resource system is built around Food, Industry, Dust (money) and Science (abbreviated in-game as FIDS). Each planet can be specialized in one of those resources. Additionally, each planet can have a number of traits (like 'Deserted Cities' or 'Hollow Planet' or 'High Gravity') or something and additional Strategic or Luxury resources, which effect the development of not just the system but also are required for certain developments.

Exploitation - Besides the above resources, there's also managing developments. It took me a bit to realize that not all developments were worthwhile in every system. For example, a development that gives a food bonus to explored moons doesn't make much sense if none of your planets have any moons. While it's nice to see try and make people weigh the positives and negatives, it falls flat a bit. Developments only ever cost money to maintain, and in the time I've played I've never even run remotely short of cash (unless I'm rush-producing battleships). Similarly, there's no cost to colonize a new system (beyond the money and 1 unit of population necessary to make a colony ship) so the early game tends to be a mad rush to grab every system you can before the others guys do. The AI seems to do a poor job of managing its colonies, but they never seem to be low on cash or something. All in all, there's not a lot of challenge or deep management in the whole development aspect. It works well though, so I'll chalk it up to the game being unfinished.

Extermination - My first impression of the combat was that it was like GalCiv's 2, which made me sad. Then I started actually getting into fights, and I got happy. The basic run of it is that there's three weapon systems, Guns, Lasers, and Missiles, and three corresponding defense systems (shields, differentshields, and flak, or something). But it changes slightyl with the way combat works. When two fleets encounter each other you go into combat mode, which is divided into five stages. Arrival, Long-Range, Medium-Range, Melee Range, Resolution. As the ships arrive, the player has the option to select three cards one for each combat phase. Each card is designated in a certain way (Offensive, Defensive, Engineering, Sabotage, etc.) and has some effect, either on your ships (+40% Defense against Beams, -20% Kinetic Weapon Effectiveness) or on the enemy ships (Enemy Ships -15% Accuracy). It's a decently varied selection. Whether or not the card goes through depends on the type of card played by your enemy. It's like rock-paper scissors, sort of. Engineering cancels out Sabotage, Offensive beats Engineering, and so on. So the trick becomes to play cards that benefit you AND will hopefully cancel out what the enemy is using. Against the AI it's sort of a toss-up, they'll use cards of no practical use to them (a Missile Booster when all they have are guns, for example) ad seem to be rather uncanny about picking just the right card to beat you.

Other than picking the cards you just watch the ships shoot at each other. It plays out like ye olde Line of Battle affair with sailing ships. I happen to think it's pretty neat. At present it could use with some camera and speed controls, but I assume those will come later.

So in summary: For supposedly being an Alpha, a very solid, polished, and reasonably entertaining, if not terribly innovative (but then, don't we just want a remake of hte classics at this point?) 4x.
 

Destroid

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So in summary: For supposedly being an Alpha, a very solid, polished, and reasonably entertaining, if not terribly innovative (but then, don't we just want a remake of hte classics at this point?) 4x.

From watching gameplay videos it looks like they have lifted quality mechanics from other games within the genre, but we have never seen them all together like this. The card playing combat resolution is relatively new (although somewhat similar to MoO3s ground combat resolution). I would guess it's a solid way to give the player a decent degree of influence in the battles while still playing them out very quickly.

I don't at all like three types of attacks with each having a defence system that works best against it, in fact it was one of the worst things about Galcivs ship design system, but I'll have to see the ES system in more detail to see if it's as bad.
 

Norfleet

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Against the AI it's sort of a toss-up, they'll use cards of no practical use to them (a Missile Booster when all they have are guns, for example) ad seem to be rather uncanny about picking just the right card to beat you.
There's nothing uncanny about it: You TOLD it what card you played. So of course it knows exactly which card to play to beat you. If the AI has the card that will beats yours, seeing as you already revealed your move to it, it will, naturally, always be able to know exactly what beats yours. But if it doesn't have that, then it's just totally lost as to what to do.
 

Comrade Goby

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Project: Eternity
Against the AI it's sort of a toss-up, they'll use cards of no practical use to them (a Missile Booster when all they have are guns, for example) ad seem to be rather uncanny about picking just the right card to beat you.
There's nothing uncanny about it: You TOLD it what card you played. So of course it knows exactly which card to play to beat you. If the AI has the card that will beats yours, seeing as you already revealed your move to it, it will, naturally, always be able to know exactly what beats yours. But if it doesn't have that, then it's just totally lost as to what to do.

So does that work in reverse? like the AI plays a card and you can do that
 

CrimsonAngel

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Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong
So far it seems realy good.

They have added a few things in release like a free camera in combat and extra voice work. I will write more when i have played more then a few hours.
 

TripJack

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no demo? how quaint

will evaluate seven seas edition when it becomes available
 

Angelo85

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I've played Distant Worlds a bit too much recently, up to a point where I can't bring myself to click on the "create new universe" button any more - while I'm still in the X4-space-game mood.
Trying to decide between Endless Space and Legends of Pegasus at the moment.

/e: just read on Steam that the release of Legends of Pegasus got delayed to August :( and apparently it will also feature real time combat. Guess the decision has been made for me ;)
 

DwarvenFood

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Strap Yourselves In Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Wasteland 2 Codex USB, 2014 Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire
It was in beta, and it's out now. Doing quite good in the Steam sales, so that should bode well for the genre.

If it will drop to <15 euro one day, I'll pick it up.
 

MetalCraze

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I dunno bros. I "demoed" the beta and it looks like some MOO2 clone. A pity. You'd think it's 2012 and in 20 years 4X should take a giant leap forward not stay back with primitive +/- economics. Even heroes don't seem to give any penalties to anything except for - to money. Even planet management is quite primitive (in fact it seems to be non-existent, you manage star systems instead). Select one out of four planet specializations and that's it. The fuck is this?

All they had to do is take GalCiv2 ideas and make an interesting game out of them, not travel back in time. 13 years old SMAC set in space should've been the starting design point.

But eh expecting an original game from indies and not a clone of something that sells is futile I guess.
 

Malakal

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Why take GalCiv 2 to make an interesting game out of if you can use MoO2 and make a better game out of that. You should learn from masters not from failures*

*I quite dislike GalCiv2 even if many people seem to like it.
 

MetalCraze

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Because they didn't make a better game out of it? MoO2 is way too simple and while it was great 15 years ago - it's 2012 now. Better 4Xs happened. And indies even nerfed the already simple planetary economics.

And why clone MoO2 in the first place? Why can't they create something of their own?
 

Volrath

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You can't better perfection. GalCiv2 was completely soulless, does this one at least have some fucking charm while playing? Otherwise I won't bother.
 

Marobug

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Sep 2, 2010
Messages
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I've got to say, this game is shit. Once you get past the fancy UI, all you have got is a souless MOO1 clone. The combat system, the only thing that feels original, is probably the shittiest part off the whole game. Think galciv2 with slightly bit more interaction and cards and you've got it.
Other than that, it feels incredibly uninspired and unoriginal, everything else has been before and in most cases better. No intel, diplomacy is shit, combat is shit, the ai is shit, etc... A real disappointment and waste of my money.

It's a shame devs try to make the MOO2 killer by cloning MOO2. We've been playing the same game for 15 years, yet they insist on feeding us the same thing. The day they realize that's not the way to go, then yes, we'll have the definite 4x in our hands.
This one is definitely not it, nowhere close. Even sots2 in it's broken state showed more potential and soul.
 

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