Quote:
Originally Posted by Guest
Quote:
Originally Posted by cazgotsaved
the other possibility is i just sucked at it and never put the time in to figure out all the mechanics.
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I think you were just trying too hard; MOO3 felt to me like it lent itself well to the least amount of player input when it came to combat. The fleet AI does well enough on its own if you keep the ship designs simple, like with the default defense ships, the Hawk and Eagle.
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I found that MOO3 was either a very involved micromanagement game (you could go in and micromanage the regions of your colonies), or you could essentially move sliders (using the governors orders as sliders). I liked the depth of the reasearch tree and the options for setting up the galaxy (30 stars 20 opponents=fun for the harvesters). 3 (patched) is a lot like 1, but doesn't seem like it is when you first play it.
MOO2 was quite fun, but reintroduced buildings to the core of planetary infastructure. And decreased the mystery of the MOO research tree (trading was important, unless you could spy on the Psylons).
MOO was a blast, it was challenging, but wasn't too tedious even with 30 colonies (some of which were new). I've been surprised at how fun each race can be, when you use the right strategy (the Birds and Cats require that you attack a race almost on encounter). Impossible is a fun challenge win or lose.
I still play the first two, but find the 3rd one to be too long (I forget what my plans were in between 20-50 round sessions).