Question Thread.

Armada 2526 continues the great tradition of space opera games. You guide your race from its first interstellar journeys, until it becomes a mighty galactic empire. Along the way, you'll explore the galaxy, conduct research, diplomacy and trade, found new colonies, maneuver mighty star fleets, and fight epic battles.

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Joker II
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Question Thread.

Post by Joker II »

Hello,


Just had a few questions:

- Is their a release date known ?
- Will this be a solely downloadable game or retail aswell ?
- Being a Total War fan and thought Medieval II was the best TW out their, even better then Empire at the moment, why did Mr.Smith decide to leave CA-Oz ?
elmo3
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RE: Few questions

Post by elmo3 »

Some more questions rather than starting a separate thread:

How many stars/planets in the largest galaxy possible?
Do different races want to colonize different types of planets or are all races able to colonize all planets?
Are there unique or random events in the game?
How do you move between systems; only through "connected" systems or direct from any star to any other system?

Thanks. I'll think of some more later. ;)
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Iceman
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RE: Few questions

Post by Iceman »

Can't risk saying too much, but the "normal" galaxy has something like 120+ star systems. Humongous has a lot more. And not all races prefer the same environment. Sorry, that's all I can say. Maybe Bob can answer the rest.
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ASHBERY76
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RE: Few questions

Post by ASHBERY76 »

ORIGINAL: Iceman

Can't risk saying too much, but the "normal" galaxy has something like 120+ star systems. Humongous has a lot more. And not all races prefer the same environment. Sorry, that's all I can say. Maybe Bob can answer the rest.

Is it better than LostEmpire.[:'(]
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RE: Few questions

Post by SeanD »

- Is their a release date known ?
- Will this be a solely downloadable game or retail aswell ?

- No set release date. Matrix never really sets specific dates. We said in time for the holiday season (meaning Xmas) so it should be available in the coming months.

- The game will also be released to retail via our partner Tri Synergy.
How many stars/planets in the largest galaxy possible?
I honestly don't know because generally you play on galaxies that are randomly generated. You can stipulate the size of the map either by category (I think the largest is called Humongous) or you can specify the number of squares the galaxy consists of. I can say that if you're looking for positively massive games you can get it with Armada - maybe 100s of systems but Bob would know much better.
Do different races want to colonize different types of planets or are all races able to colonize all planets?
Given the appropriate technology you can colonize anywhere - even rather inhospitable places (like deep space...) but getting the tech to colonize anywhere is going to take quite a while.
Are there unique or random events in the game?
No unique events that I've encountered but I can say that when you crack certain technology thresholds you can really change the game for you (and your enemies...). The same goes if your enemy develops something huge like cloaking or maybe teleportation gates. These aren't specific "events" but they can mix things up and keep things unpredictable.
How do you move between systems; only through "connected" systems or direct from any star to any other system?
Not sure I understand the question here - I think it has something to do with what you're calling a system. The game is organized into stars that can have habitable planets on them. At the outset of a game, ships have a certain range they can move from the furthest colony (this, of course, upgradeable). So in effect your empire will have a range that you can travel which continually expands as you colonize planets further out from your furthest colony.

You can't just travel to the opposite end of the map and colonize there, you have to leapfrog from star to star and slowly expand outward. In the later part of the game as you climb the tech tree you can overcome this limitation entirely in a variety of ways (teleportation gates, advanced ship models with no range limitations). In the middle part of the tech tree before you get to the heavy techs that lift the ship range restriction you can research the ability to find and travel through wormholes. This is the quickest way to dart to a distant point in a large galaxy that would otherwise take forever to leap frog out to with colonies. Larger maps have wormholes that go to many places so you can end up expanding smaller empires all over the galaxy once you develop wormhole technologies.
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ypsylon
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RE: Few questions

Post by ypsylon »

Hmm my 3 cents... Develop wormhole technology?

Everybody familiar with sci-fi know that wormholes are stable or unstable. Most of them appeared out of nowhere. It should not matter what kind of technology you have. Unless it is possible to build artificial wormholes, using standard wormhole should not be restricted by tech only for the sake of restricting it - after all I assume that all factions starting with FTL capability. If starting ships are strong enough to handle FTL stress then surely they are strong enough to withstand wormhole pressure.

Of course there is a factor of various hazards inside wormhole, but it shouldn't be restricted to send ship on a suicide scout run for example.

Just a thought from a devoted Trekkie. [:D]
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RE: Few questions

Post by RedArgo »

I guess it depends on the universe you're in. In Honor Harrington, it isn't hard to use worm holes, but it is very hard to find them, so maybe that is where the tech could come in.

One thing I would like to see, if it fits, is to have worm holes and star gates have a limited capacity of ships they can send through each turn. This was in Space Empires 5, but wasn't turn on. Depending on the game mechanics, it could force you to spread your forces out, instead of having one massive fleet that can react instantly, anywhere.
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RE: Few questions

Post by martok »

ORIGINAL: SeanD
How do you move between systems; only through "connected" systems or direct from any star to any other system?
Not sure I understand the question here - I think it has something to do with what you're calling a system. The game is organized into stars that can have habitable planets on them. At the outset of a game, ships have a certain range they can move from the furthest colony (this, of course, upgradeable). So in effect your empire will have a range that you can travel which continually expands as you colonize planets further out from your furthest colony.

I suspect what elmo3 may be asking is whether travel between stars is restricted to things like star lanes/warp points (ala Space Empires V, Master of Orion 3, etc.), or if it's more of an open "free-form" model (ala Birth of the Federation, Galactic Civilizations 2, etc.).

From what I've seen, interstellar travel appears to be free-form. Yes? No?

ORIGINAL: RedArgo

Depending on the game mechanics, it could force you to spread your forces out, instead of having one massive fleet that can react instantly, anywhere.

I'd prefer that in any case. I have a strong dislike for gameplay mechanics where your best strategy is to have a single massive fleet/army; much better to have to operate them in (relatively) smaller groups.


"Evil is easy, and has infinite forms." -- Pascal

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RE: Few questions

Post by SeanD »

I suspect what elmo3 may be asking is whether travel between stars is restricted to things like star lanes/warp points (ala Space Empires V, Master of Orion 3, etc.), or if it's more of an open "free-form" model (ala Birth of the Federation, Galactic Civilizations 2, etc.).

From what I've seen, interstellar travel appears to be free-form. Yes? No?

Both. [:D] Again it goes back to technology. You start out restricted to only stars and only within a certain range of your colonies. Then your range expands and eventually you can just plop your ships anywhere in deep space. Same goes for wormholes, eventually you can detect them easily and travel through them.
I'd prefer that in any case. I have a strong dislike for gameplay mechanics where your best strategy is to have a single massive fleet/army; much better to have to operate them in (relatively) smaller groups.
That's an in depth comment that I'm not sure I can adequately answer. I think once gamers get their hack at the game the better players (which may very well be you) will have insights . I will say that wormholes can help players make their fleets ubiquitous but they're not the end all and be all. They are short cuts but a smart enemy will still be able to blind side a valuable part of your empire if they're quick enough. Also throw into the mix that some wormholes are unstable - that means every time you plunge into them there's a chance nothing will come out the other end. Try having your uber fleet not emerge from that unstable wormhole!

Later technologies get so far along that they almost transcend space and time. I know that sounds philosophical but when you're dealing with really high level techs the game is quite different than when you first start out.

Overall the game is well balanced and a ton of fun. Trust me, even if you hear a few things you're not fond of the aggregate experience is a blast.
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RE: Few questions

Post by elmo3 »

Thanks for the answers. Yes I was asking if you could move to any star system within a certain radius or whether you might be restricted because they were not connected somehow.
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RE: Few questions

Post by elmo3 »

Another question.  Can anyone comment on how much control, if any, you have over ground combat on planets?
We don't stop playing because we grow old, we grow old because we stop playing. - George Bernard Shaw

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ASHBERY76
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RE: Few questions

Post by ASHBERY76 »

What does this game offer than is different from conventional 4X games.Sword of the Stars raised the bar in my book with randomised research,unique race traval and amazing non race NPC's.
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RE: Few questions

Post by Tom_Holsinger »

Sean, I have an interface suggestion for Armada 2526.  There are many times in many of these 4x games where a "Repeat Last Command" hotkey would be helpful, particularly where there are a number of subcommands followed by a final command of Do It.

As a MOO3 example, most task forces might be created of 12 core mission ships, with a screen of four point defense escorts and two electronic warfare recon ships, but players might often prefer a variant of 8 core mission ships and a screen of seven point defense escorts plus two EW recon.  In MOO3 the latter requires clicking on the Create Task Force Button, then click on the Ship Type button (various possible types ranging from Carrier to Colony), selecting eight ships of suitable core mission types and clicking the Assign to Task Force button to move those eight ships to the new task force, then click on the Ship Type Button again to select Point Defense and select seven of that type, ditto for three Recon ships, and then finally click on the Assemble Completed Task Force Button.

Here the hot key would be of the final Assemble Completed Task Force command, and it would create a task force identical in numbers of ship types, with exactly the same ship classes, as the last task force created by the player.

While individual hot keys for particular complicated tasks would be nice, consider having a generic one too, or a player-customizable one.  And make an effort to automate as much as possible.
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RE: Few questions

Post by Tom_Holsinger »

Another question, Sean, about diplomacy. I'd like to know how important diplomacy between empires is in Armada 2526. The reason for this is that the Master of Orion series is far superior to all other space 4x games in large part due to the importance the MOO series gives diplomacy.

I was involved in the design of all three games, and personally convinced the MOO2 chief, Ken Burd, to keep the Galactic Council in the game to force players to engage in diplomacy or get killed. I told Alan Emrich, the chief designer of MOO3, of this and he found a way to make MOO3 diplomacy even more important with the Galactic Council having the ability to force AI empires to break diplomatic relations with empires subjected to sanctions by the Council. Having AI empires refuse to make deals with disfavored player empires, particularly in trading technology, is a major incentive to suck up to the AI empires.

These 4x games have a definite tendency to go one-dimensional military, particularly in solitaire games, and that is boring. There is one MOO3 race, called the Ithkul, which every other race hates with a passion, and playing the Ithkul gets stale fast even if they are so powerful they can survive given that hostility. Diplomacy makes MOO3 much more interesting.
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RE: Few questions

Post by Hertston »

The MoO3 diplomacy design was excellent, although sadly it's execution certainly wasn't. That seems to be a general problem in 4X games; getting a complex diplomacy model to work... and it would have to work exceptionally well if players are to be effectively forced into using it. If that can be delivered, fine, but otherwise I'd rather have a simpler model, GalCiv 2 style, that works, which you can choose to utilize or not.
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RE: Few questions

Post by Tom_Holsinger »

Hertston,

MOO3’s diplomacy system always worked. The random phrase generator system was broken initially and fixed with a patch, but that never interfered with diplomacy. The display always said what type of treaty was being offered, accepted or rejected, including the techs at issue if it involved a tech trade, and threats were likewise labeled. The accompanying message created by the random phrase generator is unnecessary chrome (and rusty chrome initially).

Furthermore I completely disagree about a turn-based 4x game’s diplomacy module being effective if its use is optional, because role-playing and pacing in such games are so important. Role-playing adds to the suspension of disbelief while building player identification with his empire. Optional modules tend not to be used because that slows a game down.

Playing MOO3 as the Ithkul shows how important diplomacy is, because the Ithkul are boring to play. It’s just expand, build and attack for them. Every other empire is just a target. Every other race is just food. The only strategic decisions are largely based on starmap layout.

But diplomacy is critical when playing any other MOO3 race, and the racial differences themselves become critical. Unnecssarily antagonizing human empires is unwise because they will use their diplomacy advantages to convince other empires to boycott you, and that is painful. This adds immensely to role-playing enjoyment. Players must be far, far more alert when making treaties with fish and lizard empires because they hate each other, and will hate you if you get too buddy-buddy with their racial enemies.

And the Galactic Senate is critical because its members will act as a group in boycotts and declaring war. If you don’t want to become a target of the Senate, you had better get into it ASAP so your enemies can’t use it against you. This means making friends with at least one empire which is in the Senate and sucking up to them big-time so they’ll nominate you for membership.

Diplomacy is also critical to creating a challenging strategic environment for military expansion, because it can create relationships between AI empires beyond mere map layout. Attacking weak empires is a too-easy way to expand in turn-based 4x games without strong diplomacy modules because they can’t defend themselves. In games such as MOO3 with strong diplomacy modules, though, weak AI empires might have strong and loyal friends.

IMO Armada 2526 would be much better if use of its diplomacy module is necesary to victory, and necessary to avoid harm as well as to obtain benefits.
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RE: Few questions

Post by martok »

ORIGINAL: SeanD
I'd prefer that in any case. I have a strong dislike for gameplay mechanics where your best strategy is to have a single massive fleet/army; much better to have to operate them in (relatively) smaller groups.
That's an in depth comment that I'm not sure I can adequately answer. I think once gamers get their hack at the game the better players (which may very well be you) will have insights .

Heh. Me -- one of the better players? You compliment me too highly, sir. But thank you. [:D]

ORIGINAL: SeanD

I will say that wormholes can help players make their fleets ubiquitous but they're not the end all and be all. They are short cuts but a smart enemy will still be able to blind side a valuable part of your empire if they're quick enough. Also throw into the mix that some wormholes are unstable - that means every time you plunge into them there's a chance nothing will come out the other end. Try having your uber fleet not emerge from that unstable wormhole!

Thanks for the response, Sean! (Also, sorry if I came off as overly-critical! I'm actually very excited for this game, as 4x space strategy games are kind of my "bread-and-butter", and this looks to be even more promising than many titles I've seen in the last several years.)

I think the main reason I made that comment is because in sci-fi, navies of interstellar nations are -- more often than not -- portrayed as consisting of multiple fleets, as opposed to a single large one. So I guess you could say I've been conditioned to have that expectation.

ORIGINAL: SeanD

Later technologies get so far along that they almost transcend space and time. I know that sounds philosophical but when you're dealing with really high level techs the game is quite different than when you first start out.

That reminds me of something else I've been meaning to ask: Will it be possible to "turn off" or otherwise disable super high-level technologies? I agree they're often great fun, but frequently they're also (understandably) unbalancing.

ORIGINAL: SeanD

Overall the game is well balanced and a ton of fun. Trust me, even if you hear a few things you're not fond of the aggregate experience is a blast.

I have little fear on that score. As I indicated above, this game is definitely one of the more intriguing ones I've come across lately, and I'm eagerly looking forward to it. [8D]

"Evil is easy, and has infinite forms." -- Pascal

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RE: Few questions

Post by martok »

Gah! Another question I forgot to ask....


Will planets/colonies be able to build fixed defenses (either in orbit or on the surface)? While I realize that when it comes to protecting your worlds, there's no substitute for a powerful fleet, being able to construct planetary defenses can help ease one's peace of mind a little!

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RE: Few questions

Post by noxious »

Definitely can build fixed defenses on the ground and in orbit. Can't say more ;)

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RE: Few questions

Post by AminMaalouf »

Questions:
- Will Armada be moddable? How mod friendly has it been designed?
- How many elements does the resource system contain? Population, money, ...
- Is trade a diplomatic options that simply generates when enabled between two factions a revenue in "cash" or is trade more a transfer of resources from one faction to another or is trade a revenue that is generate through buildings, e.g. spaceports?
- It looks as space combat takes place on plane and while the models are 3D rendered. Does that mean that the game basically takes place on a plane with maybe the exception of objects on planets which look as they were set on a second plane below the main game field?
- How many planets and other objects does an average stellar system contain? Are the numbers variable?
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