Children of a Dead Earth - Space Wars With Orbital Mechanics
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- Опубликовано: 11 сен 2024
- Every game with space combat is pretty much completely unrealistic with vehicle designs and mechanics being governed by the rule of cool. Children of a Dead Earth attempts to adhere to realism as much as possible and presents an interesting option for sci-if fans.
The game is available on Steam for Windows and Mac
store.steampowe...
I like how the nuclear rockets use liquid methane instead of liquid hydrogen. Even though methane has a lower specific impulse, it is more suited for long-term storage than hydrogen, which tends to boil off more easily.
And it's denser.
And it seems to be cheaper in lore
And now, SpaceX starship is using methane engines :)
@@carljohan9265 I bet that's flying so well right now
@@TheWorstBridger It's already flown several times, more than proving that the design works.
All that's left is to adapt it to a larger scale.
Huh, a space combat game that is legit space combat and not air combat in space, will be checking this out.
I'd prefer ww2 naval battle in space..
I'd prefer mediaeval battle (with historically accurate technology) in space..
I would prefer paleolithic tribal battles in space
+venera13studios But you can't end someone rightly with palaeolithic weapons...
if you float at them and bury a sharp rock into their face you can
Mercilessly murders two space ships and crew.
Tells us to fly safe.
safer than the two crews ;)
Well, he didn't really murder the crew - the crew modules in the front seemed rather intact. He just crippled their ships beyond repair... and then left them drifting in space until they run out of breathable air and suffocate.
Actually, that sounds worse than straight-up murdering them.
Mário Ďuráč Yeah i think I'll rather eat a megawatt of energy in millisecond than freeze to death over five hours lol
well unless the crew module has escape pods they would run out of life support in a matter of days...
@@EvitoCruor Less freeze and more boil to death seeing as their radiators got annihilated...
*"How do you T-bag in space warfare?"* Oh Scott, asking the real important questions as always. :D
Well you do it really really fast, and hope to god that you won't collide, because if you do, then it's mission failure.
Haha yes
Build a giant set of Space Testicles and ram them into rubble.
Sounds safer than plan A
Mission failure, or catastrophic success?
Guess it depends on the ratio of the respective ships masses and pricetags.
Oddly enough, I worked out a space war scenario a few years before this for a short story and the design I came up with for the Earth fleet was cylinders with big honking radiators. However, for intense combat and maneuvering, they could haul in the radiators and dump waste heat into supercooled ice that also functioned as armor and radiation shielding. Between warming, melting, warming, and boiling, ice can absorb a LOT of heat.
I’m a fellow sci-fi author. Fascinating idea, mate. Did you get this story published somewhere so I can read it?
What short story?
It's not published...
@@eliharman well if you ever have a draft you'd like to share, myself and others would be glad to read it.
wouldn’t a supercooled chunk of some dense metal like tungsten be a better internal heatsink?
About the laser skif's reactor: I don't think you damaged its reactor directly, it just stopped being relevant the moment the last of its cooling flew off and would've either roasted everything in the ship, or go through some sort of emergency shutdown.
I just love how you always preplay new games before recording videos. You seem prepared and I actually see some decent gameplay. Way better than watching somebody who stumbles through the gameplay not knowing how the basic mechanics works.
This is my space cannon. There are many like it, but this one is mine.
Now imagine this in Multiplayer and in a large scale! (i know 3-body physics, space, and multiplayer dont go together to well, but we can have dreams cant we?)
It could easily work as a local game.
i know, but online would be still awesome.
It's semi-turn based which would help a lot.
indeed. but imagine large scale battles tho.
Properly optimized, it shouldn’t be an issue. N-body physics can all be done server-side or host-side, and the only data that needs to be sent over the internet is instructions from players and object positions to players.
The physics simulations could also be toned down a bit. Even still, the only time this game really lags is when plotting orbits in complex ecosystems with multiple planets and/or moons.
Of course, the humans are only there to go down with the ship.
Reminds me of Kerbal Space Program
Actually, humans are needed to control the ship and service the modules and weapons (most modules have crew requirements, which will be important when you start desiging your own ships). There are three ways to disable a ship in this game - disable power generation, disarm the ship (destroy all weapons) or kill the crew, rendering the ship an empty derelict. Notice how most of the ships have two crew modules - one in the back, one in front. This is so that if the ship is split in half, it should still be operable.
Mário Ďuráč and post battle maintenance
"How do you teabag in space warfare?" --Scott Manley 2016
The music...was grooving. So grooving.
Some of the comments already here point out why claiming the mantle of 'realism' is a mug's game; you'll never be pure enough. And if you do ever get there, then you've got a game that will appeal to the tiniest slice of a small slice of a slice of people. And probably be boring as sin. There's other reasons 'realism' in and of itself is neither good, nor inherently bad, in fiction. When it's useful for your actual purposes, that is, to entertain, inform, advocate, etc, then great. But when it's not, don't let it become a noose around your own neck.
Naturally, the attempt to at least incorporate some realistic things into it is cool to watch, and I enjoy it.
Exactly.
Hi Huntr!
Now, i don't know much about orbital mechanics, but there's one series of books called the black fleet trilogy, that series, other than the warp drive problem, seemed to make the troubles of space battle interesting, with battles taking place or long periods of time, most of the witch is waiting, and small , short bursts of combat
Then again there's nothing bad about making a very niche game.
In the Borg, individuality isn't permitted, whereas I'm with Yang Wen-li that the state is here solely to benefit and protect the individual, so uh, we profoundly disagree.
Your input helped me sit down and think when an unrelated topic had me really upset though, trying to figure out a good response, so hey, thanks.
Some of the things you come out with make me die. "How do you teabag in space warfare?"
Came here looking for a game that gives a feel of the combat in "The Expanse". I think I wanted a little "gamey-er" with "Hi-G" "turns & burns" and the like. This will have to do.
Try nebulous fleet command
@@elnico5623 Thanks for suggestion. Looks like a lot of work setting up ships :(
When did earth die? Am I dead?
In the future.
This a a SF game based on the idea that we wind up destroying the climate so badly that Earth has become Venus Lite -- not as bad off as Venus but still quite dry and uninhabitable. A few million humans managed to escape, form factions, and begin the work of rebuilding, only to fall back onto bad habits and wage war with one another.
That sounds like an awesome game
is this real life?
George Arx Is this just fantasy?
I would have laughed so hard if Manley had instead said "no" at 0:25 and switched to something else similar
I hope you do play more COADE -- I'm enjoying playing it, even as I admit the game could use polish. I don't know about improving the modeling, though -- realistic shielding on a spaceship isn't going to be covered with greebles.
Well, this going to be 'the most accurate space based war games' :'D
Definitely not. It is quite detailed but it is basically modern day tech used in not modern scenario. I'm almost sure that Mars mission would be first space-assembled ship (in a way how ISS was assembled). Here for some reason everyone still fly in space cigarettes for some reason? Also weapon placement is horrendous.
From what I've read, The guy who made it is extremely conservative in terms of technology, going through all the physics of the limitations of today's laser and railgun technology and applying that to the game's weapons. He also doesn't use any propulsion tech that doesn't have a prototype working today.
Josh Perry And that is the problem.. if battle don't happen on orbit of our planet there would be needed different tech for reliable inter-system travel. Also that don't justify lack of front weapon.
He also discounts things at random, however. It's not that he's being conservative, it's more that he has a certain vision for this game, and has fudged the simulation in it's favor.
capthowitzer I can acknowledge vision I just would be careful with calling it realistic.
Broken down to components, the game is initially a pure puzzle game. You have X amount of fuel to reach Y target within Z hours. Figure it out. That alone is great stuff. What I haven't gotten to yet is scenarios where I'm not just shooting up a static target, but the AI is maneuvering actively. That's going to make or break the game ultimately.I really wish there had been multiplayer of some sort. It could get tedious even in 1-hour or 6-hour turn increments perhaps, but if the scenarios were properly crafted with simultaneous order plotting in mind and minimization of long periods of time between significant events - like, putting the players in near-contact at the onset - it would work pretty nicely. One thing I've not seen yet is any detection mechanics. That's likely because you can't really hide anything that's orbiting, so this may be another nod to reality. Just the surface temperature of the "cold" hull is like a glow-stick against the background of space to thermal sensors.
Yep it definitly adheres to the 'no stealth in space' dogma.
I just wish we could use it for gladiatorial Kerbal combat. It just needs simultaneous order plotting. I need to get to some battles where AI isn't just orbiting steady, because trying to predict a n intercept against a target that is trying to avoid it is far more difficult. The thing that would make it possible is fuel limits dictating potential cloud of probability for the intercept point. Thus you would have increasingly narrower time slices each turn, as combatants give each other more predictable movements due to proximity. If we're distant and you merely set homing mode, I could cause you to burn all your fuel trying to follow a maneuver that's low cost for me. My best hope would be to get on the opposite side of the planet so you can't see me, and do a radical maneuver that you didn't predict. So the game really should allow for line of sight if there is no 3rd party to spot for you. I'd really love a bit of a dynamic campaign with some single solar system 4X gameplay. I'm a big fan of Nexus Jupiter Incident too.
one thing not addressed yet is accomplishing the mission but retaining enough dV to break orbit and get home. Otherwise you blow up the enemy but have to wait on a fuel tanker. Tankers are too vulnerable to risk near combat. Also I hope there is a methane scooping mission in here.
I'd like to do an AI space combat challenge where you build your ships and write the code in Kerbal OS - then unleash the warriors.
Did you ever play OMEGA from Origin? I'm reaching back to 1990 here. Robot tank programming game. Space drone programming is more interesting because of vector navigation instead of moving like a LOGO mouse.
Space Laser Dildos: The Game. I love it sooooooooooooo much. Already beat it. I hope it will be commercial adequate success that will allow qswitched to maintain it with more features and missions.
Haha you beat it before me! Well played.
Your comment is creepy and sexist
FInally a fairly realistic space warefare sim.
Colony Laser?.. Its been years, how have you been?
- Quattro Bajeena
the first mission is called "false flag"
CONSPIRACY CONFIRMED!
Space battleships did 9/11?
The Gamelians did 9/11! I had always knew it!
In case anyone was wondering, the music is from Nigel Stanford's album "Solar Echoes"
The last word in spaceship graphics...
That drone swarm was SO cool.
I'd like to see you play more of this, and I hope the developers keep working on it.
I'd certainly watch a play-through of this with Scott if he'd be willing to do it
The music is so beautiful.
Scott, you really need to have a look at the ship design & get some more videos out. It's a bit more rigid than KSP but the SCIENCE! :) They go into as much detail as to reducing radiator effectivenes due to one set radiating onto the other. Great stuff.
Yes! I was waiting for this video.
10:38
that's more or less how I "decomission" a space station in KSP
Kessler syndrome gives a new level of challenge to the game.
With lasers? I'm guessing you use a lot of mods.
Nah I just launch a volley of probes on target track and watch them tear apart stations as they impact.
The Iroquis thing is weird. Although, in an apocalyptic scenario, tribes people are probably going to be the better off of us; much better than 'preppers'.
I don't think that anybody has mentioned that, but I'd like to shout out Nigel Stanford for an amazing soundtrack.
Bought this on steam sale, combat missions are great, but I find the "get to spaceship XYZ" missions quite tedious and dull. Still a great game I can see myself getting several hundred hours in.
the anime "Starship Operators" comes to mind. not a very interesting plot but combat takes place in a more realistic way than the dogfight bullshit we all know and love. :)
I was really hoping that you'll make this video.
A vote for a full let's-play run of this!!! :)
You would CERTAINLY make it "unboring"!
Really digging this music for whatever reason. Color me interested.
One would assume launching "decoys" in a way that basically points a big, glowing arrow at your ship is of, er, questionable tactical value.
At the very least, they could be launched at a 180° angle from each other (or better yet, all over the place at varying speeds).
Those decoys here are only to trick the missiles into striking them, instead of actual ship. Also, decoys need to be hotter, than radiators of the ship, or else they won't do shit.
I'm still sad that Total Buiscuit dismissed this game and never gave it a chance before he died.
looking forward to seeing you go full munchkin with the module design.
More is needed.
Retaking Ceres (or whatever that mission is called) was pretty damn thrilling.
i love it "how do you t-bag in space?"
On a scale from 1 - 10 with 10 being reality, how accurate is this combat and orbital mechanics? Could one use this as a guide for real world combat besides the lasers?
Well, in terms of games, it'd be a real challenge to find one that's more realistic in terms of adherence to the numbers.
9.5 . Orbits are accurate and fully simulated. Every part that can be built in game is based on real world mathematical formulas.
That’s WITH the lasers included. They are accurate to the real world as well.
Whoah, buyed it on saturday and can´t stop playing - I am one of those bunch of people which likes this very much. Yes, graphics, presentation aren´t great but hell .... I,ve got fun with it
Best description would be: a mixture between KSP and Harpoon/Fleet Command.
You just described my gaming crack. If they implement NTDS I'll never be seen again :P
Jane's Fleet Command! Such an awesome game!
BTW, for realistic space combat, check out Jack Campbell's Lost Fleet series. Though I still think you can use rail guns to knock bombardments off course.
This takes me back to your kerbal submarine analogy.
Its like the hunt for red october but in space with railguns.
that is true
I think of it as a submarine jousting with a sprinkle of angry cat throwing.
:) @6:23 - "....wonder if there is a hold position and gloat, how do you teabag in space warfare " - classic - rotfl
Expanse-themed mod when?
Where the solution to everything is T O R P E D O E S.
When I tried taking the Corvette down, what happened was that I intercepted them with my drones at a somewhat lower velocity than Scott, which meant that I had more time to get off meaningful shots... I ended up sawing it in half
I am afraid this escort carrier is fully operational
Another thing that doesn't seem to make that much sense to me is the crew size. For what does a 65 m long ship need 40 crewmembers? Don't they have Artificial (Narrow) Intelligence to control the aiming and maneuvering?
Neeeeeed an update of this game with PVP and cooler looking ships. I don't think it needs to be absolutely realistic in that respect. 3D space & shields for the lasers. Then obv close in defence guns to stop missiles.
Definitely play some more!
Damn. There was a game, DOS, where you managed a planet, master of orion like, but tied to planet system, you could colonize asteroids and use them as either mines, bases or kinetic weapons.... damn, this looks a bit like it :)
This game looks damn cool! Also, how awesome was that combat music?! xD
Does the game automatically synchronize your orbit to theirs once you intercepted them? Because it seems rather unrealistic that the orbits are synchronized in an instant ...
It doesn't. "Interception" here is just entering the combat engagement range, where you can start beating the crap out of eachother with kinetics and lasers. Missiles and drones can be launched from further away and commence their own interceptions.
Scott, how realistic do you think that these space warships are? Most predictions that I've seen about space warfare basically only use missiles from extreme long ranges
Missiles are a wierd thing in space. Conventional explosions simply arent good in space, and nukes, while still quite devestating to a point, is also less effective. Nukes also have tendency to detonate other nukes before they can hit aswell. Also dodging/duking missiles is actually quite easy if they have high relative velocity, and the decoys are always an effective counter to missiles. Powerfull, but easily countered.
And they are easy to shoot down with laser defense.
The game has them. They don't work as well as they might because the game has very good IR decoys that can prevent the missiles from hitting, and once they fly by they don't have enough dV to come back. I suppose it's how you define "realistic". Every single thing in the game is realistic, but there are assumptions made by the game author. Change the assumptions slightly and there could be a game universe where only missiles make sense, or only lasers make sense, etc. I think the author purposefully tried to make the various toys at least semi-balanced so that there is not only one strategy.
Twinaut I guess just like with real warfare even the smallest factors could decide if a strategy or weapon is effective or not; it seems to be very very well researched and realistic as possible
Gerald Monroe "I suppose it's how you define "realistic"."
No, it is how you define "probable". Realistic is real or at least close to real and efficient inter-system travel is obviously more advance then most of used there technology. As result this game isn't that realistic as it claim.
I've always though that if i was in charge of designing a space ship that basically I'd just build a huge multi-hulled pressure vessel, sort of like the way a large propane tank looks.
Once you go multi-hulled you may as well have multiple separate ships though, right? That is at least if you're designing a warship, where putting all your eggs in one basket could be lethal.
what i mean is a multi-'layer' hull. now that i re-read my comment i can see why you'd be confused as to what i meant. but as far as multi-layer hulls go i think you'd be insane NOT to have more than one hull between you and the vacuum.
I'd just build something big that's impossible to take down.
*whine whine* Where are nuclear torpedoes for long range encounters? Where are counter torpedoes? Where are IR lasers for boiling the enemy crew alive at short range? Where are reflection panels which protect you from IR but can be destroyed by projectiles. Why are all weapons broadside if that requires you to present a lot of armor to the enemy? Why can't you command your drones to BANZAI into the enemy?
In later missions you get all these things, as well as the ability to design your own. You can blast fleets with hundreds of nukes, but explosions in space are very feeble except at extremely close proximity; they are nonetheless fairly good at knocking out engines. Missiles can be used to intercept other missiles, though it's probably more costeffective to (re-)use laser drones or something. Lasers generally work poorly against armoured targets (see: childrenofadeadearth.wordpress.com/2016/04/29/misconceptions-about-space-warfare/ ) at any range, and IR ones are the weakest kind (ultraviolet is where it's at). Reflective materials won't reflect everything and their reflectivity drops drastically upon even such minor damage, so they are at best one-time use; what you want instead is high thermal conductivity to draw heat away from the impact point, and a high melting point so the armour stays intact. Presenting broadside means presenting lots of weapons in addition to a larger profile, but you totally could design your own narrow, frontally-armed ships for head-on fighting (just be aware that a good hit could knock out all the weapons quickly, as with engine clusters). You can order drones to home-in to the extent that they will attempt to impact, but I can't comment on the effectiveness of this as I haven't seen it happen yet.
Because game is "realistic" not probable.. (joke)
Nuclear missiles first appear in mission 5, which is the 3rd combat mission, same with counter torpedoes. Lasers of many kinds exist as well, from smaller IR lasers to fuck you huge UV weapons. Armor can be made from a lot of things, with graphite armor working really well against lasers, but breaking under physical impact. Actual reflectors don't really work.
Broadsides are helpful for keeping a ship dangerous once damage has been done it it. They also help you keep weapons trained if the ship goes into a tumble from enemy fire. In my experience, nose mounted weapons tend to be destroyed very quickly by enemy fire, so they're better for disposable assets like drone.
You can set drones to an impact course, but they often miss if the enemy can still maneuver.
fakemanz0r About nose weapon.. you are obviously correct for short-medium combat. But on long rage combat (most standard in the space) big gun and small surface is most efficient. Also in reality most battles would end after first hit like in aircraft battles. Not long fire exchange like in old battleships.
i don't know broadside tactics probably the best.
More please
Iroquois was also the name of a jet engine for the Arrow jet. So from tribe to spacecraft is not that far-fetch!
Playthrough please?
*I SECOND THE NOTION!*
And it's not KSP, which I guess is an extra boon, since that tends to get old after doing series after series of.
LETS DO IT!
I too would love to see more of this game. Maybe I shall play it myself
Well, is there a good playtrhough out there?
@ 6:25 you mention the word "Tea-Bag", please explain this space term , I've searched the nasa data base but alas, the meaning of this space word is lost to me....
Battleship T. Baggins
Sometimes a giant space cigar is just a giant space cigar.
That music sounds like Nigel Stanford.
EDIT : it is indeed !
Strangely the enemy ships didn't maneuver around the planets. They should have pulled more evasive maneuvers. This looked quite simplistic..
Could this be a new series?
To be honest, I don't think the graphics are that bad. What's wrong with them?
That the ships fight in broadside kinda bugs me, seems to me that it would make a lot more sense to face enemies straight on to present the smallest target and allow armor to be concentrated on a strongpoint.
You can design your own ships for it so that is a possibility but you can fit more guns broadside. It basically comes down to a surface area vs amount of guns ratio. You can expose less surface, but you'll have fewer guns to shoot.
Tweaking the design tool and turret options to allow easier forward fire concentration is probably one of the most demanded requests on the forum.
Well, the guns and ammunition (where relevant) has to fit somewhere. It has a substantial volume, and surface area requirement, so it's no surprise you can fit more guns on the side of the ship with the larger surface area than on the front.
I suppose you could strap the weapons to the side and face them forward, but that would increase the cross-section in it's own right.
Still, it's space. facing the enemy head-on is literally only beneficial because of reduced target cross-section.
Any other consideration doesn't really apply in space.
It's mostly a matter of turret design, you could get good forward fire concentration with traditional rotation + elevation turret designs, that could aim 90° or even 95° from vertical like any MBT or CIWS turret on any ship today, but pay that with terrible tracking, due to gimbal lock, when nearing 0° (even though you could overengineer your turret with an additional degree of freedom to circumvent it). It would also be highly beneficial because, in the case of a conus or tapered cylinder ship, you could aim 100% of your weapons forward (although in a narrow angle) , for a traditional axialy symetric ship design instead of 50-ish at best when turning broadside.
CardShark True. Then again you could also design the ship as a sphere, and have minimise the surface area for a given volume and thus cross section regardless of angle...
many things are possible in space that would be structurally unsound or otherwise unusable anywhere else.
'How do you teabag in space warfare' is a sentence I never thought I would hear.
Wouldn't you have to light your decoys before you pop around the horizon? I mean, couldn't they just manually track which heat signature is the original. Unless there's a method to mix yourself up in them.
So basically Knights of Sidonia
I love the pinpoint targeting indicators, they're very Wrath Of Khan.
i just noticed something
this is literally the plot of one of the star wars prequals
A SIM FOR THE EXPANSE SAGA??
Have this in my cart! Wanted to see actual gameplay vids TY!
love your videos Mr. Manley, you deserve a million subs
The music is U.N.B.E.A.R.A.B.L.E, seriously, the game is called "Children of a dead Earth", not fucking "Elza children make up free flash game".
Nigel Stanford is a far more well known composer then the dev of CODE is.
Twinaut The music is an album, and merely licensed for CODE.
I...I actually think it fits the game pretty well, at least from what I heard in the video? It's got some "JRPG combat music" excitement in there, but it's also fairly melodic and melancholy, as befits a game about being the Child of a Dead Earth in a miserable unglamorous dildo spaceship.
It's from Nigel Stanford, the album is Solar Echoes
Oldie but goldie
This is so cool. This is what space war would be: math at incredibly hihg speeds and distances.
Just an fyi, I think the game audio was too loud in this one. The beeps and music made it hard to hear you.
"Destiny, Persius, execute 5G retroprogade burn in twenty, I want a slower closure."
I really have the feeling of some battle directed by Lady Honor Harrington !
Glorious... More Dakka: The Game.
This looks amazing and I want it! 👏😍
I'm a big-time simulation/realism junkie ... while other folks are playing Call of Duty, I'm playing things like ArmA 3 and IL-2 Sturmovik ... while they're playing Warcraft, I'm playing Crusader Kings 3 or Europa Universalis, lol. If it's not complex and daunting, I really want no part of it, lol. And this looks like it's right up my alley. I'm playing with the idea of writing a realistic near-future sci-fi, and I can see this being a great resource for learning more about space physics and combat.
A "Lost Fleet" (Jack Campbell) mod would be beautiful.
With your very own Desjani? Great series of books! Still need to get through the Lost Stars among others in the same universe.
honor harrington too
What you mean? Game already has lost fleet! I am not of seeing fleet in this game, it is lost!
RUclips said it's no 'CoaDE', but 'Kerbal Space Program'.
it would have been cool if it was just a little bit more aesthetic instead of cigars but you don't normally get a orbital mechanic game with battle elements
I was hoping you'd do a video about this game. So looking forward to watching it. :-D
armchair scientist: I wonder how those radiator panels would work in space, without convection
*****
Yeah I guess I'd have to first understand the difference between radiating heat from say a fire to the air, versus just radiowaves or like how the Sun radiates energy to the Earth
thanks for the link
If I may, I think an example might help.
Think about a blacksmith heating up a bar of iron in a forge. The bar will eventually "glow" red hot. What is this glow? It's the iron bar losing heat energy in the form of light radiation.
Any object with heat to lose will lose that heat in this way. The difference is that the bar(or the radiator) glows in the visible spectrum because of how hot it is, but most objects we are familiar with "glow" in infrared. This is why infrared cameras work the way they do. All of this stays the same in space.
***** I wonder if it just means that the energy radiated will be less than say heating up ambient air
we are the children earth is dead - Scott manley 2016
I still think Kerbals at War is more fun :P
I would love to see some more of this!
just gonna say they are probably just a group of mainly programmers once they get modelers etc it will look a lot more better.
Anyone know how to get past the Orbital Fallout level? all of my nukes keep missing the enemy ship because it always fires its engines, and since they are aiming for the greatest heat source they detonate just behind it.
IINM, you can manually set your missiles to divert a bit and detonate them on command.
It's a good game, graphics and such aside. I've been waiting for it since I first saw it promoted on Atomic Rockets, and I finally bought it this summer. Unfortunately, I just don't have the time to play it as much as I'd like to.