Oblivion590

Oblivion590

Joined Member # 727687
0 Posts 1 Replies 118 Reputation

There are some polish points that are somewhat lacking on the Sovereign Creation interfaces, even outside of the Backstory interface, which merited its own post (see here: https://forums.elementalgame.com/394157 ). It feels almost like any polish pass between beta and Day 0 has skipped Sovereign Creation entirely. 1) If the user exits out of the Sovereign Creation interface entirely, esp. by hitting the Back button, its state

2 Replies 2,668 Views

The interface to enter a backstory for your sovereign is sorely lacking in polish and usability, because, quite frankly, the interface was never actually finished. The random name and backstory for a sovereign at the start do work, which is great, but if I want to actually modify the backstory, there are lots of problems: 1) The scroll bar doesn't work. It's not hooked up to the text area at all. You can click the arrows or drag the tiny little bar aro

0 Replies 1,576 Views

In the "Create Your World" screen directly after hitting the New Game button, there is an animation (WorldVid_Default.bik) that pans the foreground so that it moves slowly to the right. If the animation is given time to pan all the way to the left, it will immediately jolt back to the right (i.e. play the video again from the start), which is pretty jarring. In contrast, the title screen background animation (TestSetupBGMovie.bik) pans back and forth between the river and the volc

0 Replies 1,345 Views

According to an earlier section, the 'Invaders' have been present for the past 65 years. Frank served in World War II and the Korean War. Assuming that the Dread Lords come in at the present day, Frank would have to be at least 150 years old.

14 Replies 13,671 Views

Bug/Glitch: Insanely high population on conquered planets. On the order of billions to quadrillions. How to reproduce: Invade a planet and win. Seems like having less survivors increases the population...a lot...

317 Replies 88,826 Views

Given the large amount of time and effort it would be to add multiplayer, I know that any development of a multiplayer experience would necessarily cause the single-player elements of the game to receive less attention. Even if you do play multiplayer now and then, 4X games are primarily played single-player, and the game would be less enjoyable for the majority of players who would rarely or never use multiplayer. Forcing the game into a timeframe t

24 Replies 27,026 Views

Then there's all the "wrong language version packed" (A significant number of North American customers are reporting their game media is entirely in French). Only the large techtree/promotions/blah poster. The game, manual, and whatnot are in English. Although, I do have a friend that had an ent

34 Replies 22,222 Views

MINIMUM * Windows 2000/XP with SP1 or higher * Intel Pentium 4 or AMD Athlon CPU with at least 1.2 GHZ * 256 MB RAM * 64 MB graphics card with Hardware T&L (GeForce 2/Radeon 7500 or better) * DirectX 7 compatible soundcard * CD-ROM drive * 1.7 GB free hard disk space RECOMMENDED * Windows XP with SP1 or higher * Intel Pentium 4 or AMD Athlon CPU with at least 1.8 GHz * 512 MB RAM

34 Replies 22,222 Views

Comma splice. Heh, bad habit. Change it to a semicolon. I'll probably have another comma splice in this very post. My other main bad habit is using rhetorical questions. So as to make this post actually on-topic, I find it ironic that some people consider space-based 4X games as "dead." After all, when were they ever mainstream or "al

84 Replies 253,262 Views

Can anyone tell me 1 good thing that was in MOO3? Ground combat was improved? Went back to multi-field research? Overall, I like to think of MOO3 as trying to do too many things to some extent, instead of doing a few important things well. And, of course, the things done to some extent were not necessarily done well. <TABLE cellpa

84 Replies 253,262 Views

MOO3 used floating-point treasury how again? You had an integral amount of BC for everything, none of which involved decimals. Hum, a few light-years being turned into ten light-seconds in empty enough space...*tries to stop before the solar system and ends up incinerated inside the Sun*

19 Replies 39,733 Views

I know I've also had ships that were at least speed 14 in GC1 (oh yeah, gotta love race bonuses and gravity accelerators)...but yeah, HyperDrive is many times faster than stargates in the backstory. Therefore, stargates are slow, obsolete, and too expensive to maintain. Although you can assume that it would be possible to speed up the stargates, it still probably wouldn't be considered a viable solution, what with the huge cost increase for a small speed increase a

34 Replies 19,362 Views

I don't recall ever getting any real return on all that destabilization I had in GC1, better intel in GC2 would be awesome. *Remembers the Space Empires 3 AI always intel-ing the heck out of him*

3 Replies 5,445 Views