Jump to content


6 Months Since Release


  • Please log in to reply
31 replies to this topic

Omega_Weapon #21 Posted 11 March 2017 - 08:19 AM

    Rear Admiral

  • Players
  • 590
  • Member since:
    11-15-2011

View PostOmega_Weapon, on 25 February 2017 - 03:24 PM, said:

BTW, on a side note, MOO 3 was considered a dismal flop and rightly so. How were its sales numbers though in comparison to MOO CTS? Does anybody know? This version is not nearly as bad as MOO 3 was, but were its actual sales any better?

 

​Found an article on Explorminate that gives a figure of 180 504 copies sold for MOO CTS in 2016. That doesn't compare too well to the 734 663 copies of Stellaris sold in the same time frame. 

Spud_Dastardly #22 Posted 11 March 2017 - 02:55 PM

    Rear Admiral

  • Players
  • 629
  • Member since:
    07-15-2016

View PostOmega_Weapon, on 26 February 2017 - 04:24 AM, said:

BTW, on a side note, MOO 3 was considered a dismal flop and rightly so. How were its sales numbers though in comparison to MOO CTS? Does anybody know? This version is not nearly as bad as MOO 3 was, but were its actual sales any better?

 

I did try to find the MoO3 sales btw. All I was able to find for sure is that it was the top selling game the week it came out. Then everyone returned it of course. I read a claim that they were hoping for 500,000 sales with MoO3, but of course it fell short. I wonder what numbers they were hoping for with MoO4.

Get 5X - The Ultimate Balance Mod on Steam or on Nexus Mods!

 


Omega_Weapon #23 Posted 11 March 2017 - 10:50 PM

    Rear Admiral

  • Players
  • 590
  • Member since:
    11-15-2011

View PostSpud_Dastardly, on 11 March 2017 - 09:55 AM, said:

 

I did try to find the MoO3 sales btw. All I was able to find for sure is that it was the top selling game the week it came out. Then everyone returned it of course. I read a claim that they were hoping for 500,000 sales with MoO3, but of course it fell short. I wonder what numbers they were hoping for with MoO4.

 

​The way development seems to have come to an abrupt (yet so far unannounced) end would lead me to guess they were expecting much more as far as sales of MOO 4 go. Its not like they gradually wound down development as you might expect with a game that didn't sell quite as much as hoped. More like they used the ejector seat because the sales situation was so grim.

Spud_Dastardly #24 Posted 18 March 2017 - 11:46 AM

    Rear Admiral

  • Players
  • 629
  • Member since:
    07-15-2016
New stability patch coming out soon from the devs. Maybe they'll say what the future of the game is?

Get 5X - The Ultimate Balance Mod on Steam or on Nexus Mods!

 


Omega_Weapon #25 Posted 18 March 2017 - 09:22 PM

    Rear Admiral

  • Players
  • 590
  • Member since:
    11-15-2011
Whenever the little flame of optimism lights within me, I'm usually disappointed. Fingers crossed anyways.

Pherdnut #26 Posted 03 April 2017 - 12:47 PM

    Lieutenant

  • Players
  • 26
  • Member since:
    03-02-2016
I'm optimistic about Stars in Shadow. And possibly what happens with this game when there's some follow-up modding. But busted weapons/balance issues don't sound like the sorts of things you'd address with a stability patch unless somebody's actually sneaking in a few fixes they probably weren't supposed to be working on. Although looking at that MIRV thing, that doesn't seem like it should take somebody with the source code in hand a lot of time to actually deal with.

It's just weird to me that you could have the budget to pull in all of this celebrity VO but not enough for development to actually at least properly tie up all the loose ends.

The SiS team is a designer and a developer. Probably not even 1/20th of the budget this game had and it comes closer to filling in the MOO2 void than any other game I've played in the last 20 years.

Spud_Dastardly #27 Posted 25 August 2017 - 12:39 PM

    Rear Admiral

  • Players
  • 629
  • Member since:
    07-15-2016

Well, it's now been 1 year since the release of the game. Anyone still around here? I didn't want to bother with a new thread, so I figured I'd post here again. Too bad we couldn't get another patch. There's so much left to do still. Many bugs. At least we've got Sol's unofficial patch for that. Anyway, cheers to anyone who still lurks here.

 


Get 5X - The Ultimate Balance Mod on Steam or on Nexus Mods!

 


Arent11 #28 Posted 26 August 2017 - 10:40 AM

    Commander

  • Players
  • 185
  • Member since:
    11-30-2015

View PostSpud_Dastardly, on 25 August 2017 - 12:39 PM, said:

Well, it's now been 1 year since the release of the game. Anyone still around here? I didn't want to bother with a new thread, so I figured I'd post here again. Too bad we couldn't get another patch. There's so much left to do still. Many bugs. At least we've got Sol's unofficial patch for that. Anyway, cheers to anyone who still lurks here.

 

 

Well, after a while of trying to get civ VI running in LAN (It constantly desynched) & several other frustrating aspects (can't customize your own civ, can't trade tech, civs have weird traits etc.), we resorted to MOO. & well, we had reasonable fun with it, could customize our own race, could trade techs & help each other against enemy civs. It is a shallow game, but well presented & we had fun for some time.

 

That being said, I just hope for a sequel. I think some design decisions were ok, the RTS combat is fun (just not available in multiplayer). But others not so much, the starlanes & lack of fuel make the exploration aspect of the game a little "boring".

 

I also hope for a sequel for dragon commander, which IMHO has similar good ideas but similar botched parts.

 

 

 



Anguille_1 #29 Posted 28 August 2017 - 03:05 PM

    Captain

  • Players
  • 288
  • Member since:
    06-18-2015

Still here and still playing the game. I don't want any new content but would love to see some more patching because i like the game. Combat is the part i have most regrets, especially when i see the dumb AI flying straight to the other side of the battlefield. Also don't like the idea behind the torpedoes (going just anywhere but to the target).

 

About sales, i guess they really expected to sell millions (so many languages, famous actors etc.). Problem is that they relied too much on an unknown game company with no track records. They (WG) should have sent a couple of their own guys to check what they were doing. I really like the guys from NGD


Edited by Anguille_1, 28 August 2017 - 03:11 PM.

Playing MOO since 1993

 

Playing MOO Conquer the Stars on GOG Galaxy

 

4x space game CV: Master of Orion, Master of Orion II, Master of Orion III, Pax Imperia: Eminent Domain, Reach for the Stars, Imperium Galactica, Imperium Galactica II, Armada 2526, Distant Worlds, Star Ruler I and II, Endless Space, Horizon, Stardrive, Stradrive II, Sword of the Stars, Sword of the Stars II, Galactic Civilization I - III, LotBS, Lost Empires: Immortals, Space Empires IV and V, Starships Unlimited, Star Wars: Empire at War, Star Wars: Rebellio, Birth of the Federation and Stellaris.


Spud_Dastardly #30 Posted 29 August 2017 - 10:25 AM

    Rear Admiral

  • Players
  • 629
  • Member since:
    07-15-2016

I think WhatIsSol's UCP addressed both the AI flying straight to the end of the battlefield and torpedoes not firing in the right direction. Torpedoes even try to anticipate where the target is going to be based on their trajectory when the torps fire. 

 

I think that NGD could have done very well with the game, but the game was poorly managed on Wargaming's end. I think there were guys from WG checking on NGD, but I did hear from someone in the know on the Steam Explorminate forums that someone in between NGD and WG was countermanding orders from the head of the project at WG, and that's why things got so messed up. Too many things were rushed, as is evident from the game's code which leaves out a ton, and that resulted in all of those bugs and missed opportunities. If they had taken their time and accepted fan input from the beginning instead of waiting until EA to take any of our opinions into consideration, I think things would have gone much better. 


Get 5X - The Ultimate Balance Mod on Steam or on Nexus Mods!

 


Viper069 #31 Posted 09 October 2017 - 06:18 AM

    Ensign

  • Players
  • 5
  • Member since:
    08-13-2012

View PostSpud_Dastardly, on 25 February 2017 - 02:21 AM, said:

Hello everyone. MoO: CtS came out 6 months ago today! This happily coincides with my 500th post on the forums as well. We've spent much time talking about the flaws in this game and whether the devs are ever coming back. I thought it would be good to discuss the future of the game and where we go from here. I'm going to work under the assumption that the devs really are done with this, and that at best, we'll get one last bug fix patch in the future. 

 

When MoO3 was released, it was terrible as we all know and much worse than MoO4 is currently is. I haven't played it since then, but I have read about how the modding community modded the hell out of it and made a good game out of it, and now there are some die hard MoO3 fans out there. MoO2 is still being patched to this day as well. I figure it's up to us to do the same with MoO4, at least until we get a MoO5.

 

Unfortunately, the modding system for MoO4 was never fully implemented. We can't import custom assets or implement new features or changes to the UI. Within another 6 months, I expect that we'll hit the limits of the yaml modding system. I'll have very few changes to 5X to make after releasing version 3.0, and every other idea for a mod I have, as well as those that other people have I imagine, will be exhausted (though I do have one more major mod project to do after 5X which many of you will enjoy).  

 

That means we're going to have to start breaking into the game's code and fixing stuff. WhatIsSol has already taken the lead on this, and I expect that we'll see a patch soon to the game's .dll from him to fix the MIRV missile bug among others. From there, we can work on features. We might not ever get multiplayer tactical combat, but for a start there are some nice small features that seem like they're in the realm of possibility. I, for one, would like to see

  • More slots in the build queue
  • A better auto build algorithm
  • Ground combat bonuses of both sides displayed on the colony attack screen
  • Maybe some AI improvements? Those are harder.
  • Maybe a scroll bar on the ship blueprints screen so we can add several more blueprints slots.
  • The ability to invade minor civs
  • Maybe being able to pick which race you want your colony ship to be populated with instead of it always using your race's population, similar to civil transports

 

I think that would be a good start. I think there are programmers among us who are up to the task too. What do you guys think? Do you have any other suggestions? This game isn't dead as long as we're still working on it.

 

 

There were a couple of features in the original game that weren't adapted for the new game. 

 

1.  It would be cool if when you invade and conquer another players planets that the possibility exists that you acquire some of their researched tech. 

 

2.  How about when you colonize another planet within an existing system, that you're not required to build a full blown colony ship, but something intermediate, like a colony shuttle or some such thing.  I believe this and acquiring tech from conquered worlds were in the original game.

 

3.  Spies can steal tech and create various types of misc. mischief.  How about the additional ability of maybe stealing cash reserves as well.

 

Just some thoughts/ideas.  Thanks for all you do Spud.  Love your 5X mod.  Can't even imagine running the game without it now.



Spud_Dastardly #32 Posted 11 October 2017 - 11:40 AM

    Rear Admiral

  • Players
  • 629
  • Member since:
    07-15-2016

View PostViper069, on 09 October 2017 - 02:18 PM, said:

 

There were a couple of features in the original game that weren't adapted for the new game. 

 

1.  It would be cool if when you invade and conquer another players planets that the possibility exists that you acquire some of their researched tech. 

 

2.  How about when you colonize another planet within an existing system, that you're not required to build a full blown colony ship, but something intermediate, like a colony shuttle or some such thing.  I believe this and acquiring tech from conquered worlds were in the original game.

 

3.  Spies can steal tech and create various types of misc. mischief.  How about the additional ability of maybe stealing cash reserves as well.

 

Just some thoughts/ideas.  Thanks for all you do Spud.  Love your 5X mod.  Can't even imagine running the game without it now.

 

1. This one is already in WhatIsSol's Unofficial Patch. You can get it on Nexus Mods.

2. I tried to make this work but couldn't. The issue is in creating a ship that has no capability for hyperspace travel. The problem is if you give it no drive at all or a drive with 0 speed, then it can't move at all, even between planets. If you give it some really tiny amount of speed so it would take 100 turns to get to any other system, effectively making it in-system only, then the AI will build them and get them stuck in star lanes. There's no other way I can think of to make it work.

3. That would require a code edit. Perhaps WhatIsSol can add it to his patch someday.


Get 5X - The Ultimate Balance Mod on Steam or on Nexus Mods!

 





1 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users