v0.3 review

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ghent96
Space Krill
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v0.3 review

#1 Post by ghent96 » Fri Nov 16, 2007 5:43 am

A better release, for sure, but still some bugs present.

Great graphics upgrade with the spinning planets.

Colonizing bug: you cannot have the fleet/ship selected while colonising, or the game crashes. You still must deselect the ship/fleet, then click the system, then click the colonise button next to the planet.

AI still pretty much lacking, but at least they know how to explore, and run from an uneven fight. AI cannot manage their planets, and end up with essentially 0.00001 population on them, or so.

Food production or some other aspect of planet management is bugged. Colonising your first planet sends your population growth rate on all planets cascading downward, and kills off your original planet if you don't set all focuses to food only. This was pretty much a game killing bug, and I don't desire to play any further games on this release.

Colonising puts far too few people on a planet, or the growth rates are far too small, and your colonies never become productive in the span of a normal game so far (100-150 turns).

Overall planet populations, or population caps probably need to be adjusted. I assume currently you're dealing in billions of people. Perhaps change to millions, or just some abstract number on a range of 2 - 100; tiny infernos to huge terran, respectively. There needs to be more variation and range between planets, or a larger difference in bonuses or negatives between types.

After your first colonisation, or after researching certain techs (not sure), all planets get bugged with bonuses & negatives they didn't have before. When the planet specials option is set to frequent, before a game, it ends up being way too frequent. Planet specials also make little sense - a terran with tectonic instability, tidally locked, slow rotation? It would not likely be terran!! This such a planet would be a wasteland, a barren or desert planet, at best, or an inferno at worst.

yoshi
Space Squid
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Re: v0.3 review

#2 Post by yoshi » Mon Nov 19, 2007 8:33 pm

that last one was a tech that you researched. read the description before you research

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Zanzibar
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Re: v0.3 review

#3 Post by Zanzibar » Thu Nov 22, 2007 4:14 pm

Why are you reviewing an unfinished game?? :roll: :?: :?
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Bigjoe5
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Re: v0.3 review

#4 Post by Bigjoe5 » Wed Dec 05, 2007 8:26 pm

Zanzibar wrote:Why are you reviewing an unfinished game?? :roll: :?: :?
Because they're going to have to finish it eventually..... :roll:
Warning: Antarans in dimensional portal are closer than they appear.

yoshi
Space Squid
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Re: v0.3 review

#5 Post by yoshi » Mon Jan 28, 2008 11:57 pm

wait you guys have average games of only 150 turns? sheesh speed playing much? you cant have very many of the techs that early in the game.

oh asd in single player i find the computers quickly eliminate themselves. i havent gone past 200 turns yet because of it.

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Zanzibar
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Re: v0.3 review

#6 Post by Zanzibar » Tue Jan 29, 2008 3:47 am

Bigjoe5 wrote:
Zanzibar wrote:Why are you reviewing an unfinished game?? :roll: :?: :?
Because they're going to have to finish it eventually..... :roll:
When? In about 20 years?? :shock:
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Moriarty
Dyson Forest
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Re: v0.3 review

#7 Post by Moriarty » Sat Feb 09, 2008 4:26 pm

Zanzibar wrote:
Bigjoe5 wrote:
Zanzibar wrote:Why are you reviewing an unfinished game?? :roll: :?: :?
Because they're going to have to finish it eventually..... :roll:
When? In about 20 years?? :shock:
We could probably extrapolate - The project began in mid 2003, it's now 4.5 years later and we're at version 0.3 (and have been for the last 2 years, albeit with "Release Candidates". That averages to 1.5yrs per version - 15years for 10 versions, minus the 4-5 that are gone, about a decade left then. :-S

So, do any of you guys happen to work on Duke Nukem Forever? :-D

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