View Full Version : MoO3 in Gone Gold Shocker!

24-01-2003, 23:57:44
Stop the press, Master of Orion III has gone gold. It\'s now offically not vapourware. The Quicksilver announced the event by posting a suitably endourned alien on their website (http://moo3.quicksilver.com/main.html).

Thanks to moonin who spotted it first!

25-01-2003, 00:23:09
Hey Command and Conquer: Generals went gold but you don't hear me shouting about it.

25-01-2003, 04:14:37

(That picture is brilliant!)

25-01-2003, 06:42:06

25-01-2003, 06:42:28
Oh Nav... notice the slashes. ;)

25-01-2003, 11:30:01
Hey! It's Big Ron!

27-01-2003, 16:31:55

I can't believe I missed this on Friday - too busy with work and picking up my better half at the airport.

Less time I have to wait for release, though. :beer:

27-01-2003, 16:40:48
Big Ron Atkinson, AKA Mr Bojangles.

27-01-2003, 17:16:33
Got it, thanks :)

27-01-2003, 18:05:43
Looks like that alien is giving us the Finger

31-01-2003, 20:46:22
IG forums doesn't like Dan's preview of Moo3 (http://www.ina-community.com/forums/showthread.php?threadid=256696&perpage=30&pagenumber=1)

Haw, haw...

I thought it was OK. Overly wordy, but OK.

01-02-2003, 06:30:56
Apparently Dan is boring:).

02-02-2003, 19:57:08
Who knew?

05-02-2003, 21:32:27
I actually checked the moo3 website for the forst time in 3 months on the 24th. What a coincidence...

06-02-2003, 02:30:59
Damn. I want my MoO3 game. :D

(waiting unpatiently...)

06-02-2003, 04:27:30
I want my...
I want my...
I want my Moo 3!

06-02-2003, 13:52:07
Dan should post the latest edition of his preview today.

the beta tester reports on the IG forums are a nice tease, as well.

06-02-2003, 16:14:47
Dan's preview is a goddamn technical manual. He has no idea how to do a decent one, so he just describes every single option on every single screen!!

Resource Consumer
06-02-2003, 16:32:00
that site should be HARDMANned

06-02-2003, 17:02:20
Originally posted by Nav
Dan's preview is a goddamn technical manual. He has no idea how to do a decent one, so he just describes every single option on every single screen!!

That's a good summary of it, but I'm glad he did it. I have to slog through worse stuff written by coworkers and colleagues all the time, so I have a high tolerance for it.

07-02-2003, 00:01:18
Any technical manual with that much noise/signal ratio would be unusable.

My eyes unfocused halfway through the second paragraph. I think it was an automatic defense activated by my subconscious to prevent me reading any further.

DanQ's pride in his atypical preview is not well earned.

07-02-2003, 04:35:53
Don't worry...

I'll give a rabid evil fan boy's review of MoO3... probably from Planet Work... as I shall otherwise be busy playing it when at home. Hope hope...

Sir Penguin
07-02-2003, 05:21:30
Originally posted by Nav
Dan's preview is a goddamn technical manual.

The first paragraph was definitely translated from Chinese. By an irish setter. Using Babelfish.


07-02-2003, 06:11:58

Even better for me because I read that as 'Irish Settler':).

07-02-2003, 15:39:41
OK, he could have at least spellchecked this one.

07-02-2003, 15:43:55
Originally posted by Resource Consumer
that site should be HARDMANned

It was, they liked it too much.

07-02-2003, 21:55:17
they got pretty excited.

17-02-2003, 14:32:39
release date is a long time after the gold date..

are they duplicating the CD's one at a time on their own machines!!?

Sir Penguin
17-02-2003, 18:52:34
It was actually gold-plated, and some of the plate chipped.


18-02-2003, 19:00:09
They claim that stores had already spent their money on other inventory, so they delayed the release until they could actually get it on the shelves.:rolleyes:

18-02-2003, 21:00:32
So it's either a comedy of errors caused by incompetence or a big fat liar of a gold date.

18-02-2003, 21:12:11
800x600 max res, I hear.

This game will suck record amounts of ass.

19-02-2003, 03:46:18
You hear correctly about the resolution.

I don't know about the ass sucking.

19-02-2003, 13:14:12
What's the current ass sucking record?

19-02-2003, 13:41:19
76.2 arses sucked - Op Flashpoint: resistance

19-02-2003, 13:48:24
not Daikatana?

19-02-2003, 15:42:27
I still have that copy of Daikatana that won from a website contest. It's still unopened.

19-02-2003, 17:24:10
something to do on a rainy afternoon then. (open it that is)

19-02-2003, 18:32:24
And throw it about the room?

Sir Penguin
19-02-2003, 18:46:52
I recommend saving it for a few years and selling it on eBay.


19-02-2003, 18:51:06
As an antique example of how not to code? Maybe I should show to 3D Realms as a reminder where Duke Nuken Forever is heading.

24-02-2003, 09:37:37
WHERE. IS. MY. MOO3?????!???!

-About to pop a vein-

24-02-2003, 15:05:32
1 more day!

24-02-2003, 17:03:31
We'll see.

25-02-2003, 09:58:51
It's more then that, apparently. Maybe next year?

25-02-2003, 17:07:22
Apparently they meant to say that it SHIPS today.:rolleyes:

I have a deadline early next week at work, anyhow.

25-02-2003, 17:17:21
A deadline to play MOO3.

26-02-2003, 06:36:42
So... Galactic Civilizations is still going to go head to head with MoO3 right at or just a week away from it's release?

26-02-2003, 07:36:46
MOO3 had surfaced.

It's kinda weird. Freelancer showed up 3 weeks before the ship date, MOO3 just today...

26-02-2003, 07:45:51
EB Games says it has now shipped MoO3 to me... COOL.

I know what I'll be playing very soon then...

26-02-2003, 09:43:55
Not out here for at least another week.

26-02-2003, 23:44:26
Gamespy has a review. Rachel read some of it to me while I was half asleep last night. Apparently there are no REFITS.

This doesn't sound good.

27-02-2003, 00:25:21
Wha? I guess that means whoever arms last wins, unless they wait too long and get taken out.

27-02-2003, 00:27:38
Gamespy didn't seem too enamoured with it.

27-02-2003, 02:26:26
Damn! What is up with shipping companies?

One day service is going to take 3 days! FedEx thinks they are now UPS... Bastards!

27-02-2003, 02:27:47
You couldn't refit in the first MoO, so if that is missing, I can live without it. Seems odd to have no refit or upgrade path though. But we will see soon enough...

27-02-2003, 12:42:09
Originally posted by Nav
Not out here for at least another week.
I'd say it's because the French hate us, but apparently the game doesn't even have a release date in France... :hmm:

27-02-2003, 13:34:50
:coolgrin: all waiting for a French game

although if it really was a french game, it would be 'Master of Onion III'

the game is actually american, and the (french) publisher can't be held responsible for delays...

27-02-2003, 15:03:57
Vivendi is French...they are the fathers of the Devil Bastards. The Ultimate Evil of the world. The worst entertainment company in the history of man.

27-02-2003, 15:08:58
Obviously you don't know Davilex

27-02-2003, 17:47:38
I fucked her once. Gave me crabs.

27-02-2003, 18:55:48
Vivendi is a water company! yay

27-02-2003, 19:23:46
They're selling that to pay off some debts.

27-02-2003, 20:18:51
It is a bit opaque. Not easy to get a handle on, at least for me.

I clicked around with it a bit last night and this morning.

An interesting bit is how research, mining, manufacturing, and farming 'DEAs' are built in each region of a world. A world has so many regions (depending on size no doubt) and can have so many DEA's per region.

I'm finding the manual and on line help to not be of much use, so far.

27-02-2003, 21:24:42
Took me some hours too. Not the most intuitive interface in the history of computer gaming. And the manual/help files suck big league. But once you get over that initial bump, things seem to fall into place smoothly. I'm begining to enjoy the game now. Remains to be seen if it happens to be a good game as well.

27-02-2003, 22:00:02
Infogrames is far worse than Vivendi... :mad:

28-02-2003, 07:06:59
Let's see...


That's about my first reaction to the game.

it's like playing a bad spreadsheet so far...

One of the main selling points on the *box* is the 'beautiful real time combat'. :vomit:

Let's see... after 7 hours, I've finally figured out how to build colony ships to go colonize a world. How to occasionally get the computer to actually let the colony ships go there (it's always it's choice, which is invariably the furthest colony ship from the point you want to go to), how to get the colony to actually *gasp* grow so you can do something with it, how to build star ships, and just finally, how to get the damn star ships to show up on screen!

This is a serious puke fess of utter stupidity in User Interface from end to end... they've screwed the pooch bad on this thing.

In MoO2, I'd already conquered the universe once in the amount of time it's taken me to just figure out the bare bone basics...

I now hope QS goes out of business, to preserve what dignity and honor they had left for the great work they did with castles.


If the UI wasn't so suck ass, it might not be such a bad thing. It's got the basic TBS Galactic Conquest engine and trappings. They are just covered in the cat puke those people call an interface...

Lots of assinine decisions... Like hiding away your ships so you are forced to go find the bastards in the systems where they are built, and create various 'task forces' which then you can send around. An obvious puke left over from before. This is incredibly assinine. It's like having all your new troops hiding in the city's garrison in a Civ clone so you have to go into the city, un-sentry them, just to be able to send them where you want them (like your front line rally poitn). Ugh.

Combat sucks, and I haven't yet had a good chance to really give it a good go. Just scout on scout action so far.

Man, this is going to be a serious bomb...

If you can handle *Stars*, then you will be able to handle MoO3. Only *Stars* is more interesting in the first 7 hours, and you know it's pure spreadsheets. The lousy UI on MoO3 splits up the spreadsheets too much, and wastes way to much of your time.


But at least you have a whole CD worth of animations of aliens almost bowing and blinking at you...

(And I'm a rabid fan of MoO, Galactic Conquest, and like spreadsheet and micromanagement... boy I cannot wait to see what people that expect less brain numbing fun have to say about this game...)

I'm going to return back to give it a spin, now that I've got the basics down... spent the last hour and a half trying to get star ships to show up on the strategy screen while playing with a few other options... It's not that MoO3 has a step learning curve, as it has such a solidified puking mess of an user interface. Bleah!

28-02-2003, 07:16:47
I've played an hours' worth so far.

So far it gets a huge thumbs down.

Bad graphics, bad sound, annoying features. It doesn't appear to let me know which systems I've colonized easily from the main map screen thing. Why does it name the systems before I get there? Maybe I'm colorblind or something, but I don't find the menus easy on the eyes at all -- anything but.


28-02-2003, 07:28:32
You say it feels like a spreadsheet, Darkstar?

It feels more like PowerPoint to me, what with the annoying little transitions between pages and amateurish layout...

Sir Penguin
28-02-2003, 07:38:32
Hmmm... Darkstar's grammar and diction weren't quite as bad as DanQ's, and his post actually voiced an opinion instead of reciting a description, so I guess it'll pass.


28-02-2003, 08:21:26

It's more spreadsheets to me, Ash... every turn, it's go click here and tweak the slides, go click their and tweak the slides, all while watching the income - expenses balance...

28-02-2003, 08:35:31
I have to agree that the 'less micromanagement' has failed in some big time ways.

You have to burn a turn to get ships to join a task force. You tell them to form up, if you can find them, and it takes a 'year' for them to form up. Why? It certainly doen't make things easier to manage.

Colonies are similar. There are several ways to get the ships to go to new planets, all of which involve many clicks.

The planetary AIs leave something to be desired as well. I have them set on balanced. OK. Things are fine until I build colonies on 4 or 5 planets. Seems the only planet that ever built agricultural DEAs was my original system. So I watch the food surplus fade to shortage. I'll bet that is aiding growth.

All in all, I think this thing can probably be played. It's just not easy to figure out, and certainly not easy to manage. So where is the less 'micro' management?

28-02-2003, 08:43:09
They removed that... because the computer was making too many bad decisions.

So it is still making the same bad decisions, but you have all the time in the world to go check on it every turn.

I do feel a game is hidden in all that crap, but where MoO1 was the Bell of the Ball, and MoO2 was a popular girl on the dance team, MoO3 is the poor thing that got dropped into a wood fire at an early age.... very twisted and scarred. Should have redeeming qualities hidden under all that ugliness, but you'll have to be motivated, or very bored, to find it...

28-02-2003, 09:58:53
Like I said, gamespy had me at 'no REFIT'.

Well, as least there is some Jeff Morris type forums fun to be had from it...

I told you Infogrames was evil.

28-02-2003, 10:02:01
This puts an unexpected spin on the Galactic Civilisations delay, too. Perhaps MoO3 was such a bomb that no-one would have bought it after reviews of MoO3 hit the web, while the hypeless Galactic Civilisations would have prospered.

THIS way, the MoO3 hype ensures a few sales before the actual good Space Empires game hits the stores?

I told you Infogrames was evil.

28-02-2003, 10:02:58
all in all, this is good news
my social life couldn't have coped with another excellent game

28-02-2003, 11:27:36
neither could my career

28-02-2003, 15:34:00
Who would want to lay a bell of the ball? Wouldn't that hurt?

Sir Penguin
28-02-2003, 19:49:29
Depends on the size of the clapper.


28-02-2003, 22:11:40
SP that's brilliant:).

01-03-2003, 04:26:38
The combat engine's graphics are far worse than Imperium Galactica II, and far less interesting.

The Mad Monk
01-03-2003, 05:18:46
Originally posted by Shining1
Like I said, gamespy had me at 'no REFIT'.

Well, as least there is some Jeff Morris type forums fun to be had from it...

I told you Infogrames was evil.

They're French, aren't they?

01-03-2003, 08:31:47

01-03-2003, 22:41:01
Hold the obits. I think there may be life in it yet.

02-03-2003, 08:30:49
I gave it a second shot today. I was incredibly impressed by how stupid the AI is.

The diplomatic AI is best. I was doing absolutely nothing but developing infrastructure: The same guy kept sending me messages telling me "Cease your actions!" constantly. Then he randomly declared war on me. Two turns later, war ends. Couple turns later, war again! Repeat throughout the ENTIRE game, along with the random "Cease your actions!" messages.

Then I tried turning on the auto-colonize thing since it's so tedious. I figured it'd be easy, right? Turn it on, flag planets you want a colony, it'd colonize the closest ones first. No, it doesn't. It colonizes the ones as FAR AWAY as possible first. Some 30 turns to move a ship.

What's more, it doesn't seem to remember it sent a colony ship there. So while there's already a colony ship there, it sends six more colony ships to the SAME PLANET. The first one colonizes it, then eventually the others get there and bitch "There's already a colony here!". So naturally, instead of going to one of the nearby flagged "Green 2" planets, it colonizes a fucking "Red 2" planet in the SAME SYSTEM. Eventually they colonized all the planets (most of them worthless), and I still had 1 colony ship left. Naturally, it wanted to spend *40* turns to go across my galaxy and colonize a planet on the other side, rather than a nearby sector.

Quicksilver, you're outstanding...

02-03-2003, 08:32:11
Oh, and I forgot to mention that for some reason the viceroys built me about 25 troop transports in 200 turns, even though I had only a couple of frigates for a Navy.

The Mad Monk
02-03-2003, 08:40:46
Originally posted by Asher
Oh, and I forgot to mention that for some reason the viceroys built me about 25 troop transports in 200 turns, even though I had only a couple of frigates for a Navy.

That sounds like the kind of idiocy the MoO2 AI has been known to pull on itself.

02-03-2003, 08:43:54
You could turn off the MOO2 governors, the Viceroys in MOO3 are on all the time, no matter how stupid they are. Can't turn them off.

02-03-2003, 08:48:44
Also, is it too much to ask for it not to fuck with my sliders?

About the ONLY thing you can really control in the game is the sliders for funding. But it fucks with them constantly! Not just a bit, but a LOT. Funding for military construction on a planet for example: I'll set it at 25%, the next turn it's at 2%!

It's so frustrating.

02-03-2003, 08:54:28
Like 3 destroyers camped out over one of my brand new colonies.
*EVERY* turn, they'd attack the colony, it'd tell me "DEFEATED", but they wouldn't invade or anything.

So every turn, for about 50 turns, they'd attack and do nothing. I had no building damage, no casualties, I had no one defending my planet -- but they'd still attack it EVERY turn, never invading and finally taking it over.

02-03-2003, 10:15:26
No wonder they never did anything.

The game shipped with a bug. Oh, it's just a minor one...


02-03-2003, 11:19:59
My ultimate nightmare in SMAC would be having to let the 'governor' decide on all production in a city.

Apparently this has come true. I honestly can't believe it.

The solution to TBS micromanagement woes has been around for a decade - play RTS style resource management and ship resources to a FEW crucial nodes where your shipyards, etc are. Hell, MoO2 was all setup to do this with the food freighters system.

Ah well. More power to the good games.

03-03-2003, 13:17:10
So can we go ahead and declare this game gay?

03-03-2003, 14:27:32
"not even gay"

03-03-2003, 22:19:39
Point defense usually will not fire at the first wave of missiles (but not fighters) that is launched at it. Ouch. That's gotta hurt.
No one in beta noticed half their fleet disappearing in the first wave of missiles??

I'm going to wait until I hear whether a patch (which isn't coming in the next few weeks according to Devs.) makes the game worthwhile.

Can't wait to read Darkstar's review :)

Oh, and heavy foot of government is broken (bigger empires are supposed to suffer penalties due to bigger gov't, but changing your government to any other resets this penalty to nothing.

03-03-2003, 23:34:56
Humm... Darkstar's review? Before or after patch? If the patch doesn't address the bugs in the interface, and the poor interface in general, I don't know if it would be worth reviewing for the general TBS crowd. Heck, it might not be worth reviewing for the previous MoO series hardcore fans...

I do know that the Noisy's of the world (the pendants) are going to go nuts over all the text in the game. Early game tech text chunks (the "what this does") have an error 1 out of 3 entries. It raises to 1 out of every 2 by mid game techs... Someone ran a spell check on it so there are remarkably few mispellings. However, there's tons of wrong words in it grammatically. I've been seriously challenged to understand what a good bit of the stuff was meant to say at times... oops. Well, that's only important to people new to game. Those guys aren't important, are they? And besides, how many can their possibly be? (How about, all of your customers, QS?)

Point defense... strange, I've had no problem with PD, MDA. Of course, that's because my fleet fire off their beam weapons and get all the incoming bastard silver fish (missiles), as a rule. Even my PD mission escorting ships do that.

I've found a big bug preventing me from invading alien worlds. Whoops! Hadn't realized it went both ways... I have been able to invade *some* worlds, but not nearly as many as I should. Nor even launch attacks against enemy held planets. Whoopsie again!

As far as the Diplo goes... that's MoO, Ash, and it is by design as far as I know. There are 4 reasons fir, er, *for* that kind of reaction in the MoO Diplomacies of the past. 1) It's an insane race, like the Klackons. Insane races traditionally do their diplomacy by the linear RND function. Peace, War, Alliance, Trade, War. That bit of info seems to have disappeared from the documentation, but it seems to be still present in the code. 2) You are playing an 'ugly' race. Ugly races get auto-prejudiced. All other races just hate you. So your diplomacy options are limited. MoO3 seems to have the diplomacy standing degrading a bit quickly compared to previous MoOs, but that's MoO by design. Just a constant set too high... 3) you are being framed for anothers spying. There is no framing option listed in MoO3, but I've seen that behavior stop when I've eleminated contact between 2 of my neighbors. 4) You are spying on them. They always know, from what I've seen...

The planet governors are really ticking me off... it's got nothing to do with the sliders. I haven't seen them messing with my sliders for a few turns after I've set them (which the documentation says they'll leave it alone for up to 10 turns after you've set them, and then start tweaking them). I don't even mind how they build the planet zones/DEAs. (Although you will not be able to adjust them to something more suiting your situation later without taking tons of your personal time to do so.) My *really honking big* complaint has to do with the military unit queue... Each planet has a 'Unit' Queue, a 'Something Big for the Planet' Queue, and 'Zones' Queue. You cannot disengage the 'Unit' Queue without disengaging the AI for that planet... which disengages it manipulating the sliders. Once the AI has built itself a woobie (security blanket of system locked ships and maybe some missile bases and such), it tends to build lots of 'army' type units singly, and a transport per army unit. This behavior sucks the big rotten Zombie Master's black and purple, swollen big toe. Especially when 5 troop transports can carry 40 armies... somewhere, the count of transport capacity to troopers is off... And you don't need a transport per trooper in the first place. You get the transport ships back, after they've dropped off their cargo. But the unit queue goes mad, building them like crazy. And as it knocks of military units to use up those left over Industry points, your 'helpful AI assistants' are just adding to the problem.

The unit queue really sucks... you only have 3 slots in it. To get around that, the game lets you say to build 1, 5, or 10 of that item. But if you pick 5, you won't get any until all 5 are built. Gr!

I dislike the fleet to ground combat so far. If you have armies with the attackers, the AI automatically invades without your ok. Really sucks when you wanted to burn the aliens off the planet and start afresh (which is often easier to on you in the long run), or at least wanted to beat down the opposition some more to save on your own troops.

One of MoO's finest fun points, the Ship To Ship combat, has been totally trashed for human fun. You've got 10 minutes, or whatever time you set in the game set up, to get all your fighting done. It's real time. No pause. The Real Time would have actually been nice, IF THERE WAS A PAUSE. But no. Hell, over 90% of my battles are done in the first 10 seconds of the game, and it takes that damn long just to change the camera and get it pointing to see the enemy! That's WHEN you can see the enemy...

That brings me to: Stealth. Stealth is now an option you have from the first moment of design. It means the ship is harder to see... only the AI has a certain range it will detect stealth, regardless. This is generally 3 times the distance of your beam weapons, from what I've seen. All my AI opponents have been busy actually building there ships stealthed... but it hasn't done them any good, because they try to flank attack. It is funny to see the AI send out the fighters and missiles to target where the AI opposing fleets start from... when the stealthed ships get closer on their flank, that means the beam weapons get to tear apart the stealthed fleets with no help from the first missile wave, and the fighters. But it's easy enough to stay in front of your opponent in tech in this game, so that's no big deal...

Do I run my own combats? Nope... Well, except for the scout on scout and scout flies into a new system combats. That's because I like to hit the general retreat button, so the darn thing will *RUN AWAY* instead of dieing if something decides to pursue it. Saves me time building more cheap ships to send scouting...

As far as MoO3 goes... I finally started having fun late Sunday. Thats 4.5+ days into the game. If I wasn't a dedicated galactic conquest geek, I wouldn't have hung in there that long to reach the fun... so I don't think I would give or even recommend MoO3 to anyone but the most die hard galactic geeks like myself. And then, maybe not... right now, to a galactic geek, I'd say the game is worth overstock prices... That $1.99 to $5.99 sales price.

If this game had been released in 1988, it would have been killer. The UI and all the other piss poor design decisions could have been over looked in this 'masterpiece'. As it is 2003, this game is a crime against humanity's recreation, and an atrocity against the Galactic Conquest faction. First graders coding a galactic conquest game in school could make a superior playing, superior in fun game, although in fairness, those 6 year olds wouldn't be able to beat the graphics until they got to 5th grade art class.

That's the Darkstar opinion at this time. I might post future updates after I've got some more time getting to know this poor, mistreated child of the elite family known as MoO.

Resource Consumer
03-03-2003, 23:53:31
Wow. I was hanging on the views of you guys on this (never having played the earkier versions). Given the paucity of good games to the end of last year, I was waiting on this one....but it looks like it is worth trying but only on bargain bin prices.

Darkstar - take up football ("soccer") instead...and try out CM4

04-03-2003, 00:33:20
So you are a Galactic Geek, RC? At bargain bin prices, you will get your money's worth out of the game. ;)

Part of the problem I have with this game is that they've taken away most of its fun parts, and hidden them behind incredibly horrid user interface, as well as making the game very long besides that. That stretches out the little fun in the game over a very long time, yielding little pay off.

The refit issue mentioned in this thread is pointless. You will have hundreds, if not thousands, of ships.

There are literally 1000 (possibly more) really poor decisions and implementations into the flag ship of all galactic conquest games. If Firaxis had done this bad with making Civ3, there would never be a commercial Civ4. And that's the simple truth.

As it is, since the license rights are easily acquired for this game from it's current holder, there will probably be a MoO4. But I do not expect it to have the following or expectations that Space Empires 4 had...

I'm going to continue messing about with MoO3 for a while longer, just to make sure I've given it a fair shake. If it was a CS student's thesis piece, it would be fairly decent. But as a commercial product... :shudder: However, I've found that lowering my expectation to that of code written by 6 year olds has improved my tolerance of the product. And considering that QS fired their first team, tossed out the code, and rewrote the whole game in 3 to 9 months, I suppose it isn't too bad a desperate, half assed effort. Commercial quality? No. All I can say is, I'm glad my name is not on that product...

Although, truth be told, part of the reason I'm mucking about with it is to see how many more of the original hardcore fans (of which I was a member of) original ideas had been incorporated into the game. I find it fun to be able to say, "Ah, that's Harel's idea! And they put it in just as we had discussed it." And before you guys get wondering, it wasn't those ideas that make the game suck. They are just frosting on the game, and it would generally work just as well with or without it. It's the interface and lack of necessary reports, for instance. Example of missing report: No way to get a sorted list of what your planets are doing. No way to see the planets slider settings (Military, Development, Research) without visiting the individual's planet screen. This is like playing Civ without an overall report of your cities listing, whatsoever!

If the developers had PLAYED this game, then most of this interface issues would have been reworked and addressed. You can tell what programs the developers used themselves. As developers get fed up without having a short cut, or needing to be able to do something, so they just put the code in to do that themselves. MoO3 shows very little of that sort of 'Developer smoothing'. Always a bad sign for user friendliness...

I'm sad really, over MoO3. But I'm just too darn stubborn to give up on the game at this point. MoO1 has earned that much respect and hope for its namesakes from me. And I have finally found some fun... So I'm going to give it a bit more play.

Too bad they've ruined even the fun of designing space ships. And that's saying something, considering that is generally a process of plugging in numbers from various spreadsheets to get the maximum damage with the best accuracy numbers at the best range for the best space... My former grogness must be showing by now. QS has managed to destroy the grogness of the game, but without making it easier to play/more mainstream.

When all is said and done, I expect that MoO3 will have a fanactical core of exactly 99 players in the whole world. And the rest of the game cds will be serving as coasters and landfill...

Ah well. Galactic Civilizations might prove better. MoO3 has a big ad for it in the game. I guess they really did know that there would still be an audience out there of Galactic Geeks looking for a fun game after MoO3 hit the market...

04-03-2003, 04:18:33
Thanks Darkstar, I sent my copy from Amazon back today. I may follow RC's lead, however, I tend to forget about such games when the bargain bin comes around and usually go for the gold ones that I missed. Pity, I was really looking forward to a good turn-based strategy game.

The Mad Monk
04-03-2003, 05:52:53
I see Darkstar finally came up for air...:)

The Mad Monk
04-03-2003, 07:23:57
Bastard got the CBeast!

04-03-2003, 08:54:30
He's got more then that. He's got every thread. What a bother.

The Mad Monk
04-03-2003, 09:27:06
Yeah, but this is just adding insult to injury.

04-03-2003, 10:17:15
Turn around, I'll add some more bruises to your insults. I mean, pride...

04-03-2003, 18:53:57
While I can't be arsed to post a long review like DS, I too have spent several days trying to squeeze any kind of fun out of this product and I'm positively horrified by what they've done to Moo3.

I'd support a ticket to Hague for a crime against humanity trial for everyone connected with this "game". Save your money. This stinks worse than HoMM4 and Civ3 combined.

04-03-2003, 20:23:43
Dashi: Rachel and I went on a bargain bin hunt while on holiday - we got Giants, Freespace2, and Thief for about $35NZ combined.

I'm not sure this will even be worth bargain bin, based on what people are saying. There's some great stuff out there after all!

04-03-2003, 20:45:03
wait. All that extra waiting, and it sucks?

Well, shit.

Guess I'll see if I can hunt up a copy of MoO2 instead.

-- Kory (First game I looked forward to in a long time...)

04-03-2003, 22:03:43
Sorry Kory... they really fumbled on this one. I'm probably going to pre-order Galactic Civilizations. I saw on GameSpot that it went gold today.

Last time I was down at my local CompUSA, their bargain bin had some MoO2 copies floating around in it for $1.99. And that was for the PC, not Mac. Their Mac software shelves still had copies of the Mac MoO2 versions at general software prices (~$20 IIRC). So there are still jewel cases of MoO2 out there in some stores (PC), and the full box version for Mac available.

05-03-2003, 13:32:51
This news is depressing, but unfortunately not unexpected.

After reading Darkstar's review, I broke out Stars! again. It's really frustrating to see MoO3 fall so flat when there's games like this out there that are so gosh darn much fun to play and only need an update to shine like gold.

05-03-2003, 18:25:47
If they cleaned up the interface (tons of work fixing and slightly less then a ton adding in the missing needed reports and such), and cleaned up some minor matters elsewhere... all Galactic Geeks would hail MoO3 as a decent, but very long, galactic conquest game. (Littlest galaxy option is *50* stars. Each star averages 3 worlds... that's 150 spots for you and the computer to get into. And in time, you or they or both will...)

Instead... ugho... :cry:

05-03-2003, 21:35:32
Crap. Well, Tropico2 is due out in the next month or two.
If I can't rule the galaxy, I'm going to terrorize the seas.

If it weren't for the record preorders, QS would probably be quaking with fear now. Instead, they're all "out of town", then they're going to come back to finish a revised manual, then they're going to patch the game.

DS - PD apparently works OK if you don't select a target with your PD ships, which makes a bit more sense than what I first read. Hard to tell what to believe on the IG forums.

06-03-2003, 03:45:54
Hmm, well, I took a look at this Galactic Civilizations thing and it looked interesting, but it won't run on my currently set up machine. It will, however, run on the Thing In the Box that One of These Days I'm Going To Initialize. So, maybe I'll do that this weekend, a phrase I have only said about 50 times.

I might drop $50 on another 256M DIMM card too.

06-03-2003, 09:11:00
it seems you guys are not the only ones to be disapointed

GameSpot Review 6,7

Master of Orion III is a disappointing follow-up to the two most significant space empire games ever.

06-03-2003, 10:54:53
Wow. A turn based strategy game that even Maroule doesn't sound keen on...!

06-03-2003, 11:11:42
you guys start to know my gaming habits too well

anyway, I'm in an intense, passionate and exclusive relationship with Combat Mission right now, so I was relieve the game seems crap. The idea of people having a blast on a game I don't have time to play would have made me sick.

The Mad Monk
06-03-2003, 15:35:22
Venom should write a review and send it to a fan site right away.

Resource Consumer
06-03-2003, 15:53:39
even better let maroule do it without having played it:D

06-03-2003, 16:05:45
nah, I just wrote a CM review, let Dyl do it, let the anal-retentive expert to cover the apparently most spectacularly anal-retentive game (since Vincent discovered Excel macros).

06-03-2003, 16:15:41
You did? Where is it?

06-03-2003, 16:20:04
I sent it to the Management yesterday but got no response

besides I couldn't send my pics, because 1 Mo seems to big for their mail system :bash:

06-03-2003, 18:19:15

06-03-2003, 19:55:32
I need to do another review of something.

Sir Penguin
06-03-2003, 20:31:12
I'm going to try a review of Project Entropia once I get a credit card so that I can buy some real gameplay.


06-03-2003, 20:53:09
What is Project Entropia?

Galactic Civ has some required stats? That's hard to believe. A little bit of swap space would be all it needs, I would think. (Well, if I could think. :))

06-03-2003, 20:53:59
Gamespot gave it a 6.7? I'm surprised. Usually, they give crap games an 8+ rating...

06-03-2003, 21:11:37
Isn't this thread title unusually accurate?:)

Sir Penguin
06-03-2003, 21:55:39
Darkstar: An SF MMORPG. It's free to play, but real-world money can be converted into game-money so that you can actually buy stuff (as opposed to just running around and dying).


06-03-2003, 22:06:14
Originally posted by Shining1
Isn't this thread title unusually accurate?:)

:D It's as accurate as any around here, S1.

SP: AH! So that's which game that was. I remember hearing of a MMORPG that was just going to use a $1 Dollar in Real World = $1 Dollar in Game model, so they could bill your credit card for virtual items. I had wondered what had happened to it...

So, you cannot steal anything then? I had wondered about that as well... So you play a naked beggar then?

Sir Penguin
06-03-2003, 23:59:59
Actually, it's US$1 --> PE$10. You can't steal money, and there isn't any sort of thieving skill that I know of. You can't lose money by dying, either, and at this stage of development you can't lose your items by dying. Your character starts out in orange prison-y clothes. I managed to steal (off the ground) a pair of red "Jolly Christmas Pants", so now I go around in red pants and no shirt. :)


07-03-2003, 01:50:28
That must be dishonourable for a shirt ninja:).

07-03-2003, 01:54:35
Time to commit suicide SP.

Sir Penguin
07-03-2003, 05:23:37
It is never dishonourable to remain hidden from one's enemies while the time to strike has not yet come.




07-03-2003, 07:15:41
So the usual migration of goods is cut down in it, eh? Like I said, I had wondered. In most MMORPGs tales I've heard, most possesions travel, and travel easily despite what their owners want. It would be irritating enough getting robbed, but if you had to pay REAL money for it, rather then just your time, I thought that would be a huge turn off for its players. Sounds like the designers did as well...

Sir Penguin
07-03-2003, 07:41:30
Exactly. And they did it fairly well, I think. The character has a sort of credit card thing, which isn't usable by anybody else. Sounds better to me than lugging around a half-tonne of gold pieces. Of course, anything that's on the ground is free for the taking (unless it's affected by one of the bugs that doesn't let you take stuff for a while).