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medhchang: "Similarly, the unrestricted movement from the originals will never be introduced. In an interview earlier this year, Wargaming’s Chris Keeling explained that without them, players would be able to exploit the AI far too easily.

“There’s no real grand tactical thinking, it’s more like if I can sneak in a colony ship behind them and a small fleet then I can take over a planet in their backyard,” Keeling said. “Those techniques work; AI’s don’t understand them, but people do, so it’s a kind of trick you can play on the AI.”

Apparently they can't create an AI smart enough to handle it. Wow. Imagine playing Civilization on artificial rails.

I'm done commenting on this game. It's too far along to fix the major flaws.
Uhm... I remember the AI from MoO1 doing just that. As long as there was a colonizable scouted (by the AI, obviously) planet within their range, they'd send a colony ship there with an escort.

In MoO2, it even colonized planets in the systems you already had colonies in (if you didn't start a war and blow them up).

It's not really complex, is it? Surely the AI can look over a list of colonizable unclaimed planets nearby, and send something there.
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medhchang: "Similarly, the unrestricted movement from the originals will never be introduced. In an interview earlier this year, Wargaming’s Chris Keeling explained that without them, players would be able to exploit the AI far too easily.

“There’s no real grand tactical thinking, it’s more like if I can sneak in a colony ship behind them and a small fleet then I can take over a planet in their backyard,” Keeling said. “Those techniques work; AI’s don’t understand them, but people do, so it’s a kind of trick you can play on the AI.”

Apparently they can't create an AI smart enough to handle it. Wow. Imagine playing Civilization on artificial rails.

I'm done commenting on this game. It's too far along to fix the major flaws.
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Starospil: Uhm... I remember the AI from MoO1 doing just that. As long as there was a colonizable scouted (by the AI, obviously) planet within their range, they'd send a colony ship there with an escort.

In MoO2, it even colonized planets in the systems you already had colonies in (if you didn't start a war and blow them up).

It's not really complex, is it? Surely the AI can look over a list of colonizable unclaimed planets nearby, and send something there.
it didn't even have to be in range.. the AI often sent ships well beyond the range they had tech for.. the programmers did this to keep it competitive. otherwise the AI was hopeless against the player. MOO1 is rather notorious for that.
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JamesWyatt: Well after iteration, and iteration, iteration, and throwing everything away and starting again, we managed to reach a point in which the tactical battles were awesome.
I really wonder how much alcohol, drugs or head injuries it took for developers to delude themselves into thinking that. After watching couple videos of the "awesome" combat it is the most generic and uninteresting thing ever, something that would be barely OK by mobile game standards and shamefully inadequate for remake of one of the best 4X games out there.

Cluster all your units together, wait for enemy to run into them, wait to see what side will be the one that will be standing at the end ... that seems to be the whole extent of tactics this battle system has to offer. Player input doesn't mean much, it seems that if you cluster your units at the start point you get just as good/bad results as if you (pretend to) control the units.


and the combat pretty much sums up the problem with the entire game ... 90% of the game development time and effort went into aesthetics and very little into the actual gameplay and game mechanics. It must look pretty, doesn't matter how it plays ... that is pretty much the motto of this game.