Endless Space

Endless Space

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charnode Dec 26, 2012 @ 6:46am
Truly turn based?
Is there a way, to make this game truly turnbased in singleplayer? As in if I am working on my turn the computer ai shuts up and doesnt attack my fleet while I'm concentrating on development of my planets? This is probably the most annoying part for me, who wants to turn a tbs into a clickfest within the turns ... puzzles my mind.
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Showing 1-15 of 18 comments
Crispin Dec 26, 2012 @ 6:55am 
What are you talking about ?
kidpython Dec 26, 2012 @ 7:16am 
Just minimize the attack popup and carry on. You can do the battle later on during the turn.
charnode Dec 26, 2012 @ 9:21am 
I'm talking about how within one round the ai and the player act out their moves at the same time rather than one after another. Sort of like Civilization multiplayer. But in singleplayer I do not appreciate this approach at all. Rather make an rts that has a pause function, this is just lame, at least to me.
Kent Dec 26, 2012 @ 4:18pm 
He wants an option to have turns be consecutive rather than simeltaneous. While it'd make multiplayer take insanely long, this would be nice vs. AI.
AntodenA Dec 27, 2012 @ 2:50am 
due to the fact i'm thinking about taking this title... is it really like that? i mean i'm working on a colony, other two get attacked and i need to rush to them both? no turn or pause?
kidpython Dec 27, 2012 @ 3:44am 
If you are on the galaxy screen when the attack popup occurs it comes right up but you can minimize it and get to it later if you wish. If you are on any other screen, the attack popup doesn't even open up (although you here the 'attack buzzer') and you can ignore it for as long as you like. If you handle turns like I suggest in my steam guide and work initially and primarily off of the Empire Management screen, then the annoynace of attack popups is rare. Of course it would still be nice to have a setting that prevents attack popups from auto-opening.
charnode Dec 29, 2012 @ 2:57am 
I've given this game a few tries and one thing I am not sure of is, whether you can prevent an attack by quickly moving your unit before the ai does? May sound stupid but this simultaneous approach is quite confusing to me. I do not mind the popup itself if there is a significant difference in time when I take my turn compared to when the ai does...
kidpython Dec 29, 2012 @ 5:12am 
If you don't want to fight you can try playing the Retreat card (although this only works if you have an adjacent star system to retreat to.) Of course occasionally the Retreat fails and your fleet gets killed anyway.Then again sometimes you wound the attacker a bit even as you retreat.
$TiNkY-$TiNk Dec 29, 2012 @ 8:30am 
it just looks simultaneous. what u see are the moves made before your turn!
Sentient_Toaster Dec 29, 2012 @ 11:53pm 
Originally posted by $TiNkY $TiNk:
it just looks simultaneous. what u see are the moves made before your turn!

No, they're actually simultaneous, and it matters because if you're quick about it, you can combine your fleets before AIs attack yours (if you just moved in reinforcements), or attack AI fleets before they move away.
charnode Dec 30, 2012 @ 1:17pm 
Thanks for confirming Sentient_Toaster, I felt I wasn't wrong about this. Also, the outcomes of battles are incredibly random und seem to be based on some random magic I don't know about. Bottom line, this game is not for me.
Haunter Dec 31, 2012 @ 8:09am 
Originally posted by charnode:
Thanks for confirming Sentient_Toaster, I felt I wasn't wrong about this. Also, the outcomes of battles are incredibly random und seem to be based on some random magic I don't know about. Bottom line, this game is not for me.
I'm a little confused on your OP; why would you have the ability to take a turn before another empire/civ in the universe? Gamewise it makes sense but not so much for a "Civilization in space" game. Also when you said the outcomes for battles are random do you mean when you let the game auto decide or when you pick the cards / watch the battle happen?

charnode Dec 31, 2012 @ 1:56pm 
Well, I've played Civilization since 1993 (all iterations) and I've only come across the concept of concurrency within a single turn in multiplayer. That makes a lot of sense since a single turn in a late game can take quite a while. But when it comes to single player to me the very core of a turn base game is not having to stress about what actions I take within a turn. And also, the AI (hopefully) wouldn't get impatient with me taking whatever time it takes to complete my turn. With single player in Civilization, for example, when it's my turn, it is MY turn. No AI interferes with whatever I want to do within this turn. When I completed my turn, it's the AIs turn to make its moves and declare war on me or whatever else it plotted to come up with.

Appearently not so in Endless Space. Because, if I understood the game mechanics correctly, within the turns the AI and myself take actions concurrently and whoever is the first to complete an action might have a major advantage (such as moving your inferior fleet away from a system before the AI decides to attack it, or to join reinforcements to make it stronger). I do not appreciate having to be faster than the AI to be successful, if I wanted that, I could play an RTS and clickfest my way to victory (I'm exaggerating here but hope to drive this point home).

About the fights, at first, yes, I'd let them calculate but more often than not I have used manual mode and it seems like sometimes, event though I drew a superior card, the enemy eats through my ships just as if I had picked the weaker one. I have to admit that by no means have I had really strong fleets, however to me it seems only logical that a fleet with a strength of about 1500 should always and under any circumstances beat a fleet with a power of twohundredsomething. It just doesn't make sense to me and I don't see the mechanics underneath that are at work other than there seems to be one big random number generator dicing out the result. That is very frustrating and kind of defeats the point of any strategical action. And a turn based strategy game that defeats the purpose of strategy is not worth playing.
Teal'c Dec 31, 2012 @ 5:35pm 
Thanks for this thread. I was interested in buying the game, but now that I see it's apparently not possible to play turn based against the AI I've decided to look for something else.
Haunter Jan 1, 2013 @ 3:05am 
Originally posted by charnode:
Well, I've played Civilization since 1993 (all iterations) and I've only come across the concept of concurrency within a single turn in multiplayer. That makes a lot of sense since a single turn in a late game can take quite a while. But when it comes to single player to me the very core of a turn base game is not having to stress about what actions I take within a turn. And also, the AI (hopefully) wouldn't get impatient with me taking whatever time it takes to complete my turn. With single player in Civilization, for example, when it's my turn, it is MY turn. No AI interferes with whatever I want to do within this turn. When I completed my turn, it's the AIs turn to make its moves and declare war on me or whatever else it plotted to come up with.

Appearently not so in Endless Space. Because, if I understood the game mechanics correctly, within the turns the AI and myself take actions concurrently and whoever is the first to complete an action might have a major advantage (such as moving your inferior fleet away from a system before the AI decides to attack it, or to join reinforcements to make it stronger). I do not appreciate having to be faster than the AI to be successful, if I wanted that, I could play an RTS and clickfest my way to victory (I'm exaggerating here but hope to drive this point home).

About the fights, at first, yes, I'd let them calculate but more often than not I have used manual mode and it seems like sometimes, event though I drew a superior card, the enemy eats through my ships just as if I had picked the weaker one. I have to admit that by no means have I had really strong fleets, however to me it seems only logical that a fleet with a strength of about 1500 should always and under any circumstances beat a fleet with a power of twohundredsomething. It just doesn't make sense to me and I don't see the mechanics underneath that are at work other than there seems to be one big random number generator dicing out the result. That is very frustrating and kind of defeats the point of any strategical action. And a turn based strategy game that defeats the purpose of strategy is not worth playing.
I see what you mean, but not being able to go first doesn't give you the greatest advantage IMHO. I think what that would effect most is colonization of a system/planet, because if you technically went first then you could grab systems if it was contested.
About battle; Unless you know for sure your fleet is going to die do not use the auto battle resovle feature. I believe it uses weaponary like they are points, so even if the enemy does not have missile defense and your ships fire all missiles, the other fleet might still win in the auto resolve, even though most chances they would not. When in battle and using the right card does not work it's almost always due to not having the right techs and using those techs on your ships. Like previously mentioned gaining access to a system that can give you the resource that makes missile parts for your battle ships early on can make a massive difference in early gameplay. Chancers are the AI will not be researching missile defense, and will be utterly vunerable to your attacks. Later on they will, and at this point you just need to mix and match offense amounts with defense. Over time you'll find the right amount you want.
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Date Posted: Dec 26, 2012 @ 6:46am
Posts: 18