Each ship fires its weapons exactly once per combat round. Hullsize has nothing to do with it? ohhhh, whoopsy, i forgot to mention i play galciv2 v1.0. No difference. The only difference between galciv 1.0 (hopelessly outdated btw) and the newst 1.6 betas is that damage rolls are per weapon and not per ship. The basic mechanic remains the same. Each ship attacks once per round, per weapon (1.6) or per weap
pndrev
Ok. A beginners perspective on the matter. When I first started playing (8 games ago), I fiddled with sliders, mostly having social around 20-30% and the rest split between military and research as needed. I though I understood the system, and I do. Then I read about 'all factory' and such strategies. My first thought was: That can't possibly work. Then I tried it. *Heiliges Kanonenrohr* The industrial output you can achive is just... just... *gesture
I just wanted to confirm this bug. Loading up a Beta5 savegame (missing bases) in Beta6, bases still missing: Starting a new game under Beta6, bases still missing: Debug.err from the Beta6 game. Addendum: I am absolutely, positively sure that the bases were there in Be
if you dont know what dual core is it's a computer with 2 mother boaders A Dual Core is a CPU with two cores. Not two mainboards, not two CPUs. Hence the name 'Dual Core'. My guess would be the onboad Intel graphics is to blame, especially the shared memory. Try deactivating all video options and see if it helps, also get the newest driver for the chipset.
tiny hulls often fire rounds faster. ??? Each ship fires its weapons exactly once per combat round. Hullsize has nothing to do with it?
Looks like missing textures to me.
AFAIK they only give 1/2 production (of everything) until you reach Advanced Colonisation for that planet type.
I'm grumpy about: - Prince of Persia Classic not yet being released on XBLA. I've just completed classic DooM and need my daily dose of nostalgia. - Petrol prices. 1.42 Euro / litre. Even with my current car (7.4l/100km) it means at least 100 Euros a month just to get to work and back. - My DSL gateway frying its ethernet ports, ending up in me having 10 minutes to make it to the store. 12 km trip to downtown. I made it, but only because I know where the radar traps are...
- Turn off capslock. - There is a modding guide available from Stardock, as well as several good how-tos in the modding section of the forum. - Most modder have some experience with modding other games. - Texturing has nothing to do with modding. Texturing is part of the modelling process, usually done either by a 3d-artist or another dedicated member of the media staff. The models and textures are then used by the modder. - Turn off capslock! PS
I'm experiencing the same thing. Mines get build, improved, provide boni etc. but the model is missing. It's still just the asteroid spinning in space. Win2k, Intel/ATI (latest driver), beta5. Will try to get a screenshot / debug.err tomorrow.
I thought there already was a complete guide for making map-XMLs out there? One of the sections of the extensive modding guide covers maps and scenarios, so anyone with basic knowledge of XML syntax (or a good editor) can make maps. Not that difficult, really. Getting a decent interface for a map editor, now THAT is something different. But I agree, saving the basic map info for replayability would be nice. Or just the random seed, if such a function is used. The same seed
It's a toss up between Torian (Super Breeder) and Thalan (Super Hive). For exactly that super abilities. Krynn and Yor share third place. With Krynn and massive espionage you can play a completely different game, and the Yor... I just like them.
I've seen the videos on Xbox Live, it's simply amazing. Still a bit anxious about the combat system. I prefer the traditional, turn-based approach, but maybe the semi-realtime combat works for this title. Any news about the release date? I have 14.06. as date for the German release (Okaysoft), IGN says something about september and Bioware has published no release date at all?
Don't know if it helps, but in SDC you should have Dark Avatar listed when you expand the tree for GalCiv2. If your serial is registered with Stardock, the button on the side should read 'install'. That's all, really. Confused me as hell the first time, too. I kept trying to enter a serial somewhere, when it was already registered. Then I just hit 'start game' - and behold, it let me play.
[Hullsize][Main Weapon Type]-[Generation][Additional modules] [Name] Hullsize is A (tiny) to E (huge), cargo gets a O. Additional modules would be shields for example, so a small beam fighter with shields would get a BB-1s. Names are either meelee weapons (epee, dagger, falchion...), insects (wasp, hornet...) or birds (hawk, eagle...). If I'm feeling rpg'ish, I'll use German names instead.
As far as I know you can't disable the military victory, so taking out all opposing races is always a valid strategy.
- Space Monster No space 4x game is complete without a couple of them! Either a single, powerful one or a swarm, similar to locusts. (MoO style space monster / Tyranid like invasion) - Black Hole A black hole opens in a sector of space, drawing each ship traversing it towards its center with a given speed per week. Fast ships can escape its pull. - Artifact World A new planet is discovered, guarded by a ridiculously powerful ship. Yes, I like MoO, so what? <img src=
See, glad we cleared that up. I mean, the difference blurs more and more with every iteration of windows.
I thought planets and bases of allied races already did that? Have you checked the range after forming an alliance or after declaring war?
This is basically from the German base game. There, the Sentry and Guard commands were named Patrol and Guard (translated back). Naturally, when issueing the Patrol (Sentry) command, I was quite flummoxed why it didn't work as I thought it would. So, why isn't there a Patrol command? Or at least the possiblity to add multiple waypoints to a ship? It would cut down micromanagement for scouting, for mining, you could have border patrols...
Also, with such a nice office and 5 million active users in the desktop enhancement sw front, is it correct to call SD a small game dev company? Yes. Desktop enhancement and game development are two different things. EA is a huge game development (or publishing) company, but if they would put five or six people on desktop enhancement, they would be small in that regard, too. 3) I do think we should get some props
Something I always missed, and found out I can do now (1.6 beta 3 upwards): You can zoom out in the techtree by using the mouse scroll wheel. No more endless dragging around, just zoom out all the way and you have the complete overview.
Well, if you see that you'll loose early in the game, restart. But if you loose it after several hours, I submit the loss as well. Limited free time means I usually only have time for one long game on a weekend, so I want that time counted somehow. Plus I think posting a hard-fought loss is a sign of accepting and admitting that you lost fair and square. Nothing to do with pointless. If you surrender, it counts as a regular military defeat, you don't need to play until your last planet
Simply the best AAR I have read to date. Informative, funny, captivating... Also like Starstriker said, a testament to Stardocks AI programming. Kudos!
AFAIK you can turn of the JIT debugger in VS. Also, two different computers, one for gaming and one for developing are usually the best solution. Re 1: Projects, in term of VS, are several files (classes, XML dataset definitions, documentation, image files, resources in general) that are all necessary to compile and run a given application. All these get packaged together when you compile an executable or library. VS also has the concept of Solutions, composed of multiple projects.