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This will be longer than needed but maybe people are willing to read long text. In augmenting MoO1 combat to more of a 1.5, I had kicked around...
Yes, with stacks implemented then varying sizes (and numbers) of ships become possible.
I have nightmares of tactical combat with 30 ships. That type of combat drags on too long. If the devs are going with command points/SSP...
Honestly, I'm hoping for modified dice rolls between citizen transports (MoO1 style). There may be potential for multi-turn battles that allow...
Wonders and mini wonders is one of the important concepts of the first post. It lends itself well to idea of fewer buildings but more choices....
Yes, I do. The vast majority of buildings in MoO2 are distractions. What sort of question is there about constructing a building that doubles...
"One must be careful then not to add too much complexity simply for complexities sake, Moo2 was pretty good about not falling into that trap."...
MoO2's approach to "SimCity in Space!" planet management is recognized far and wide as the low-point of the game. The buildings were supposed to...
MoO1 fan here. There are very few things MoO2 did better. These include extra side 'missions' such as fighting space monsters for planets and...
I think/thought PSS combat was more or less set to be like MoO2? Although I prefer stacks because of the smooth scaling, I posit that early MoO2...
MoO2 combat (no stacks) vs MoO1 combat (stacks) drives the push towards larger ships. As long as there are no stacks and ships are moved...
Looking for VIP. Just as a warning. I will be favoring MoO1 mechanics over most of MoO2's. :p I've already been active on forums....
More MoO1 and less MoO2 when it comes to colony management. The lack of smart queues wasn't the problem of 2. It was the ridiculous number of...
Ctrl-f "mod". Not found. :(
Transports always add population when available. If the transports don't max out the planet, no combat happens. If the pop is already at max...
This mod would be a simple extension of the ground combat mechanic that would let (force?) the player to have ground combat against enemies...
Great discussion. What about being able to pursue multiple areas at once (MoO1) vs a single area at a time (MoO2) ? Again, my preference is the...
First intro from Africa! (Kenya) 30's Xcom, SC1, Diablo 2 + mods, MoO of course, Civ IV + mods R & D for large international company....
IMO, creative was boring and suffered the same philosophical problem of uncreative -- no choice. If you want adaptation in the MoO2 style,...
MoO1 vs 2. My allegiance is to randomly generated options to keep the player adapting. I'm guessing this will follow closer to MoO2 approach?