Thanks for the update guys. Any news on when we will be able to play/submit MV games with TA please?
It's probably going to be one of the last things that I re-enable so that it's as close as the final version as possible. I'm definitely waiting until after Brad's AI changes.
Can you at least try to allow two custom races, just two? Because i don't enjoy modding, plus it's unfun for me. And do the videos have to be bink because the internet connection on my desktop is messed up so i have to use my lap top's wirless in order to use the internet so downloading anything is impossible ? I wanted to make a Star Wars themed campaign without using mods so please can you because, i've been making movies with windows movie editor and i've completed half of them so can you guys please try to allow non-bink videos to be used?
[quote] Can you at least try to allow two custom races, just two? Because i don't enjoy modding, plus it's unfun for me.[quote]
No, it's not worth it.
And do the videos have to be bink because the internet connection on my desktop is messed up so i have to use my lap top's wirless in order to use the internet so downloading anything is impossible ? I wanted to make a Star Wars themed campaign without using mods so please can you because, i've been making movies with windows movie editor and i've completed half of them so can you guys please try to allow non-bink videos to be used?
Yes, the cutscenes have to be Bink. They won't work otherwise. Just map a shared folder from your desktop on your laptop, download the file (which isn't big), and copy it over. Or flash drives work well for that sort of thing too, and they're fairly cheap right now.
my coumputer is from 2006 so will the editors still work?
Yes.
Do we have the ability to completely edit technologies? This is the part that I would kill for!!!
For example, will we eventually be able to name a tech, determine the prereqs and techs after it, and say it gives you that does say 45 damage, and uses the built in doomray animation? And if we are not satisified, we can choose instead the built in laser animation
You can already do that. However, in the example that you mentioned, you would also have to create a ship component and have the tech unlock the ship component. We have an editor for ship components as well.
Was the fix with the Race Specific tech trees not loading from the correct mod path in TA fixed?
No, I don't think that it made it in.
With the three editors so far the logical progression would be to create a map in its editor, use the map in a scenario, and link scenarios together into a campaign. But no matter how much I look I cannot find the spot to choose which map you would like to use in the scenario editor. I would think it should be under the Universe tab but I do not see it. Am I blind or is it missing in this release?
You specify the map and the scenario that go together in a mission in the Campaign Editor.
Stardock, i appreciate your work, but why is it so hard to get your games in foreign countries?
It's a matter of being able to get a distributer for Europe, which can be difficult. Space strategy games don't do too well in Germany in particular so it's hard to get GC2 into Germany.
Which reminds me of something; Would there be an 'easy way' for SD Coders like you to provide or implement the following type of option for any (or all by choice) in-game movies processing?...
1) Converting every static reference image from png to fully compatible bnk animations could simply mean huge megabytes worth for every Happy/Neutral/Angry/Small trading splashers in my XW-movies_mod. I wished i could have the option to reset (or edit, alter, redefine) the calling lines of the modded raceconfig.xmls and simply tag the items with the png straight in as is. Not afraid of DOING the stuff here and properly adhere to GC conditions with super-quick binks, ya know... just trying to indirectly accelerate such process since slapping a single image has to require a LOT less heap than having to continually and repetitively access the 'projector routines'.
2) Similarly, the news Robots can actually be replaced simply by pulling them off the movies_dir (which i did, in fact). Again, an in-game setup option for fast pngs alternative versions in that case would be somehow useful IMHO.
Umm...if the XML specifiies a filename and it can't find a bink but there is a png, it should use it automatically. Otherewise you'd just get a black screen for a lot of cutscenes if you didn't download the multimedia component.
Here's an idea for the scinario editor. How about at the select races screen how about an arrow tha when clicked a popup menu will appear with of races to choose from meaning that you can have more than one of a certain race. P.S can you make it so that the editors don't requiere mfc71.dll please?
I hope you guys at will post a reply telling me what you think.
No. The code just isn't set up to handle multiple instances of a RaceID and it wouldn't be worth the effort to implement.
I have MFC 56 so will the editors still work, plus can you guys at Stardock make MFC 71 come with TA?
SInce the editors are compiled you should be able to just run them as long as you have the correct DLLs, which Drengin linked to above. The next update will fix the editors so that you don't need to download those DLLs.
Why do we have to download MFC71
As I said earlier, we will be fixing it so that you don't have to download anything.
If you're having issues downloading the new beta, you'll probably have to e-mail support@stardock.com because the limit of my knowledge of download problems is changing the server to US-1 and refreshing the XML data.