ENDLESS™ Space 2 is turn-based 4X space-strategy that launches players into the space colonization age of different civilizations within the ENDLESS™ Universe. Your Vision. Their Future.
I think that everyone has seen some enemy fleets moving at the beginning of his/her turn. I've read somewhere in this forums that it is related some way with the multi player (don't know I always play single), and understand hat for game reasons it is difficult to avoid it.
But when you look for a new game, I don't like that feeling when you're trying to merge your vessels into one big fleet and the AI does it before you (suspect probably that really has done it in it's turn, but looks like is doing in player's turn) and destroys one of your ships, which probably couldn't be destroyed if it was into a big fleet.
Please, Amplitude, can you do something to avoid this frustrating sensation? At least make all the AI moves before starting player's turn, which will produce same results, but without making players angry about this computer-is-quicker-than-me feeling.
Problem is that, in both Single- and Multiplayer game sessions, player take their turns simultaneous, which means that whoever is fastest and has the least lag has the first move. Seperate turns would make games much longer, and mess with manual combat and such, which is why they're not really an option as it is right know. Besides, even against AI, you can often do stuff before them at the start of the turn, and if you have fleets getting attacked, if there are several in the system and they're all under max Command Points, they more or less get merged automatically when you get attacked, so all you have to do is order planned moves to be executed right at the begining of the turn; alternatively, instantly disband fleets untill you get sufficent ships in your system hangars, allthough that can hurt you if that system gets captured.
And I understand the problem, but I think that as long as you don't need to see the AI moves on single, only their result, you can solve all battles that the AI started during its turn at the beginning of yours, and then go for your own turn. I'm not wure how it can affect the game, but still this feeling...
If I remember correctly, in Endless Space, some of the AI factions' turns are still being computed during the player's turn, which is why they carry on acting. I may be mixing this up with another game (Civ?), but I'm sure I read something on that subject about a 4X I'd played...
Frogsquadron wrote: If I remember correctly, in Endless Space, some of the AI factions' turns are still being computed during the player's turn, which is why they carry on acting. I may be mixing this up with another game (Civ?), but I'm sure I read something on that subject about a 4X I'd played...
While enemy AI units moving at the beginning of the turn is frustrating, what is more frustrating is that they get to move again upon reloading. Having units move at the end of the players turn would be ideal.
Its been a while since ive played ES. But in EL the AI gets -extra- unit movements upon loading saves. If you wait till an AI unit moves, and then save, quit, and reload, the AI units will move again. A good example of this is if you are running from an army with an army that has similar movement points. If you saved right after the enemy moved closer to you, but haven't moved your units yet, upon reloading, you will be attacked. EVEN THOUGH the AI has already moved its turn.
This has been brought up many times in EL forums. It is very frustrating. It makes reporting bugs that deal with unit movements, AI behaviors, and battles hard because the save you load, isn't the save that you 'saved'.
I would love to see this fixed in ES2. Having units move at the end of the players turn would be ideal.
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