Ok well... I redid my test for a 6th and 7th time.
Now, I know I mentioned my "testing procedures" previously and unless you want to just blatently ignore them, well... so be it.
Now, I made a medium galaxy with RARE habitable planets and ABUNDANT stars. I had only 1 opponent and that was the Terran Federation. I recreated the game each time until I knew that we were on opposite sides of the map from each other.
All I did was create exploring ships, colony ships (for distance), star bases (cheap ones) and sensors. In both games this was the position of each player...
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What I did was create constructors and colonized habitable planets so that I could "watch" the AI and what it would do like so:
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I also made sure that there were plenty of stars behind my lines.
Now, by the time the AI had enough distance to go past my lines, I could pretty much watch their every move.
I watched their colony ships go straight to stars systems with habitable planets and ignore the star systems with NO habitable planets. Not only that, their colony ships didnt make any "turns" or adjustments in their vectors (unless sommething got in the way) when heading towards habitable planets.
I also made sure I watched the "anomalies very carefully". You can tell when scouts do not have survey ability... they just randomly go all over ( I watched all their scouts and plotted where they could have gone). MANY anomalies behind my lines were in no way within their field of view. So once I noticed a ship come over my field of view boundary, I watched them for a turn, and plotted a direct course to see where they would go if they continued on that vector. And not to my surprise, 100% of the time, the AI ship was headed towards its goal without every having "seen" it.
Oh, and until you run the same tests, just try my simple little survey ship test with your own ship. Get it way out in the middle of nowhere (where the only path "seen" is behind it) and stick it on Auto Survey. You will then see the ship veer off into the unknown DIRECTLY to an anomaly.
Now, you can blow all that away and call me a fool. I hardly care. I am hoping for 3 things here.
1) For Stardock to take a look at their AI code a little better since this "is" a single player only game.
2) For non-fanbois to coherently read and understand my "testing" and either back it up with their own testing or debate me if they find different results.
3) For Stardock to see the value of putting in a multiplayer option.
Now, for Mr. Sunjah Kahn and any other fanboi's that like to bash those asking for a multiplayer option instead of debating, I have read the "need" for multiplayer in the forum and I have also read that if they get enough requests for multiplayer they will add it in. That is what I am hoping for.
You sir, seem to have no "gaming" friends and only get online games where you know NOBODY. Yes, its rough out there, but I would hope your parents instilled enough self confidence in you that you could enjoy a game that is fun and not be constantly insulted by little kiddies.
I have a very round group of friends who LOVE multiplayer games and that is all we do. We played the hell outta MOO2 (tried MOO3 but it was ghastly), played Alpha Centari, played all the Civ games etc etc. And no doubt about it, all of us like MOO2 the best. And ALL of use were ready to buy this game until we heard there was no multiplayer.
But, to look at this from a business point of view. They state that they would rather save a buyer 10% off the retail price because it does not have multiplayer. Wouldnt it be "smarter" business wise to open up your prospective customers and let them pick and choose if they want to buy? I know at least 20 people right now who will NOT buy this game w/out multiplayer =/ I am the only one that bought it and so far its very fun (cant believe they didnt put tactical battles in... but I guess I can see why) but I would much rather go to work tomorrow and discuss my "continuing" game with my coworkers and laugh and talk about the battles we have had, instead of just ending a game and starting a new one
PAR