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Both of those points have been critical for a number of folks (myself included). You're not alone!

(Less so 1 than 2 for me, although certainly the lack-of-fun has been a problem, however for me I don't necessarily want AIWC-but-3D, but I do think that that may be a starting point that will work for most people)
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So this is some feedback just from my personal perspective, which might not be relevant to vast swathes of your potential customer base. I'm leaving it here in the hopes it helps in some way.

As a preface, I originally backed this game for only two reasons:

1. I enjoyed AI war classic - specifically, I enjoyed reaching the maximum difficulty level I could handle going for spire win condition, without min/maxing or excessive micro (i'm a macro player and hate strategies that require exploiting the game's AI "unfairly" or using the pause button often for extreme micro) - I know in the 9~10 range difficulty excessive micro was pretty much required... so I ended up beating two 9.2 AI's and considered the "game being won" at that point - the last time I played AIWC.

2. I respect the time and effort that has gone into replying to the community and the discourse between the developer(s) and players.

Originally I was going to do some modding for the game, but I got side tracked into a Stellaris project. I usually don't bother modding games until the core gameplay is fun - I guess this is the goal of your recent post about the fun-pivot. :)

I haven't actually played a single game of AI war 2, so I cannot really comment about the gameplay. The main blocker for me actually playing a round is the god-awful UI and, to a lesser extent, game models.

I'm going to be honest - if the visuals of a game don't meet a certain level, I just have zero interest in playing it. Personally, for me, in it's current state AIW2 hasn't reached that level yet. I know this may seem shallow, but it is what it is. :)

However, I am very satisfied with my purchase anyways, simply as a token of my support towards you folks and the way you develop your games.

I hope that I find a reason to actually play the game over the coming months/years, and will be cheering you guys on, silently, in any case.

I wish the best possible success for AIW2. :)
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Off Topic / Re: Silent mouse
« Last post by Draco18s on Yesterday at 11:23:20 PM »
This entire series of mice look so strange though.  I remember shortly after I got it, my cousin came over to my house, and he took one look at it and said "What's wrong with that thing?  Did you get angry and stomp on it a few times?"

Yeah, I totally get that feel.

$130 though... pretty high price there.

That was the newest (I think?) one. You might be able to get a 4 or 5 for cheaper.
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Private Alpha Discussion / Re: Warp gate/ Nanocaust Hive graphics
« Last post by Ovalcircle1 on Yesterday at 11:21:23 PM »
Nope, you have some extremely confused units. Go open a bug on mantis.
That's what I thought.
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AI War II / Re: Pivoting AI War 2: Bring The Fun!
« Last post by .hawk. on Yesterday at 11:13:59 PM »
Just curious what was the thing(s) you loved about the original that were being drifted away from?  Not that I disagree, but I've been trying to pin my finger down on what it is.  A lot of people have said "depth", but I wasn't sure what depth was lost besides a lot of different ships and minor factions and AI types, but that's not really right at the mechanical level, that's mostly just content.  Right?

In my mind, it isn't/wasn't content lag from the first game that left the, apparently wide spread, underwhelming feeling when playing AI War 2 to this point. Not to just regurgitate point in Chris' OP, but for me it was mostly the missing logistical component as compered to classic that made the game less interesting. A fully mobile command station sounded awesome as a concept but in practice it kept you from having to spread out and make hard decisions on what to build where. Sure, you still needed to keep resources coming in but specific planets seemed less special and loosing them was less scary. In Classic, you won (for the most part) on the front lines but when you lost, it was always lost on the opposite end of the map. You couldn't be everywhere at once. You had weaknesses. And the AI seemed to always find interesting and intelligent ways to exploit them. You could largely circumvent some of this in 2 before the pivot and, in my opinion, that made for far less interesting gameplay. I'm sure others have different, probably better, reasons but thats my 2 cents.
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If you lose the planet with the alien communicator then you can't summon those mercs until you recapture that planet. The AI doesn't know how the alien communicator works so it doesn't care (it didn't invest the science like you did).

You need to pay 250 science per communicator. Each communicator you pay for will give you access to some small number of merc groups. Activating more communicators will give you access to more merc groups. You pay the science to be able to talk to the merc group, then hacking to actually summon them.

The utility merc I suggest was trying to be your ghost fleet idea, yeah. If we have other utility ideas though thqat would be good.



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Private Alpha Discussion / Re: Warp gate/ Nanocaust Hive graphics
« Last post by BadgerBadger on Yesterday at 10:38:58 PM »
Nope, you have some extremely confused units. Go open a bug on mantis.
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Private Alpha Discussion / Warp gate/ Nanocaust Hive graphics
« Last post by Ovalcircle1 on Yesterday at 10:17:24 PM »
Are the graphics in the screenshots correct? As in are the right graphics loaded in? I'm just asking because I don't actually know what the warp gates are supposed to look like.
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I'm intrigued and it seems to get at the heart of what I'm looking for.  :D

Can't currently edit that doc but a couple things jumped out at me:

1) warp gate functionality: This makes sense from a lore perspective but I'm not sure how this would work for summoning defensive mercs--presumable the player would kill those in claiming a planet for their own?

What happens if you lose the planet with the alien communicator? Will it be destructible and if so will it be repairable?

2) Summoning costs: I see that you are proposing a 250 science in order to activate the communicator. As I'm imagining this there would be multiple communicators seeded on the galaxy map each corresponding to it's own merc outfit--is that correct?

Furthermore, you mention a it would cost hacking points to summon a merc group--so if I understand this correctly it would take science to reach out to a particular merc group and hacking points to actually summon them, is that right?

3) Utility mercenaries: This one in particular seems to correspond to my proposed ghost fleet. I really like the concept of luring the AI to deal with a phony threat and would be interested in an elaboration of how the utility mercs would go about this.

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Off Topic / Re: Silent mouse
« Last post by Misery on Yesterday at 10:13:02 PM »
The Rat3 was my previous one, actually.  Despite being a Madcatz product, it was actually a fantastic mouse, was quite surprised with it.  Was none too pleased when it eventually died.  But it lasted quite awhile.   Well, technically it still works, it's the mouse wheel that eventually broke.  Have never seen this newer one before.  $130 though... pretty high price there.

This entire series of mice look so strange though.  I remember shortly after I got it, my cousin came over to my house, and he took one look at it and said "What's wrong with that thing?  Did you get angry and stomp on it a few times?" 
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