Galciv2 is not multiplayer capable (Sins is) --and although you can pause to go to the bathroom, etc, you cant actually pause to give orders or build things or direct research (like in MOO2).
Axel Kane
I really love both Galciv2 and am starting to love Sins, although I've only played a few games. I think it'd be cool if Stardock could combine components of both games in the future: (1) design and construct your own ships (2) engage in real time battles, but "pausable" in single player (pseudo turn-based) (3) multiplayer capable Other features--ideas?
The AI kicks my a$$ even on normal. I do not think its "pathetically easy", but I've only played three games. I don't think anybody could do better in creating a game like this...
I think "Phase Jump research" can be an entirely separate branch of the research tree, with not only gradations of phase jump inhibition available at higher levels, but also other types of things available, including the ability to open an entirely new phase lanes to more and more distant systems with the highest levels of research. This was something implemented in Space Empires 4, but can be a bit unbalancing, however. I think there are a lot of strategic possibilities with this, b
Minelayer, with minefields able to be placed within a grav well. Each empire could have mine types specific to that empire. With regard to the controversy about Phase Jump Inhibitors and their apparent "nerf": Give the Phase Jump Inhibitor a toggle feature at the begining of the game. With the toggle "off", it simply continues to exist as it is now, simply slowing down enemy ships, and not costing too much in terms of research, etc. With the toggle "on" however, the followin
Phase inhibitors, can be allowed to block all traffic rather than just slow it, and this could be something toggled by the player at the beginning of the game. But there could be adverse effects to all traffic being stopped--the owning empire would have a decrement to his economy because of inability for trade ships to pass, for example. In addition, I think a PJI should take up a massive number of tactical slots, so that very little other than one or two Gauss cannons could be fielded by the
Funny thing about Starfire, is that it was also a tabletop game (David Weber was a contributor apparently) upon which Space Empires 4 was loosely based. This game much better recreates the flaver of that Starfire series though.
I wasn't really into the Honor series so much, either. No, the books are Crusade, Insurrection, In Death Ground, The Shiva Option, and there may be another as well.
I am a fan of David Weber and love his series written with Steve White (more than his Honor Harrington books). The battles and the way the phase jumping works with fleets really reminds me of the mechanic of fleet battles in their series. I've played Galciv2 SE4 and MOO2 and out of each of these IMHO this is the closest to those books. Thoughts?
I realize that the tutorials are...sparse. I also have read through the PDF manual supplied by the game, but is there any resource that lists the various capital ships and their respective special abilities, and what those abilities actually do? The manual does list the abilites, but I can only guess at their effects.
Found it--thanks.
I downloaded the updates and ran them, the latest being 1.02 (as of Feb 8), but I can't tell if the update took, because I see no place where version number is listed. Galciv2 had a little notation at the bottom of the menu screen, but Sins doesn't.
Looking forward to using the Wii controller as a lightsaber in Force Unleashed. May not have the graphics of the XBOX 360 or PS3, but I think the gameplay mechanics will be fun on the Wii. Unfortunately, no PC version is forthcoming.
Is there a way to pull down names from a text file or other pre-made list so that each time a ship is produced, you don't have to individually type the ship's new name out? This was a feature I'd have liked to have had in Galciv2.
Thanks for the tip. I Took the plunge and did the registry fix and all is well.
Ok, I took the plunge and messed withthe registry, and fixed the problem. It now reads 1.80g. I haven't played yet to see if the pathfinding problem is fixed, but I assume it is. Thanks Kryo for your prompt attention, even if I was rude.
Kryo: I already reinstalled DA. I uninstalled it, and reinstalled it via a fresh download from SDC. Still reads as version 1.8e. Sorry for the surly tone, but I'm just frustrated. I Is this a problem inherent to Vista? Should I just get your tweak vista utility to fix problems like this?
Thanks you. I have...Vista.
Ok, I figured out that DA version 1.8e had the problem with fleets not being able to be assigned destinations much more than one turn's worth of movement points. I also realized that this was presumably fixed in version 1.8q. The problem is that my computer doesn't update to 1.8q via SDC--it still reads 1.8e. I also realize that there is a post regarding a regedit fix, involving changing a "version string" to 1.7. I don't know what a "version string" is, and I don't want to m
I figured out that despite the update from SDC, my computer still reads the game as version 1.8e instead of 1.8 q. Thus, the fixed pathfinding error still exists. I also reinstalled it, the same thing happened. Then I read on another post that I have to ALTER MY REGISTRY to fix it such that the computer will recognize the update. Bad. I will not mess with my registry--to me, thats like messing with the DNA of my body. I love you folks at Stardock, but this need s to be a fix
What the heck? I have to now mess with my registry to get the game updated correctly? What is a "version string"? I finally figured out that my pathfinding issues with regard to not having a fleet be assigned a destination has to do with the version continuing to read as 1.80e. Now to get it to the "q" version, you're saying that I have to alter the registry of my machine, something I've never done. I am infinitely uncomfortable in doing this registry fix. You guys really need to f
mrakomo: Yes this post seems to be the exact same bug...reported WAY BACK IN NOVEMBER. Why then, does the latest DA build not address this problem,(devs)? Did the latest version of DA fix this problem for the rest of you guys? I only see one other post about what seems to be a pretty severe bug.
Yeah I have the same problem (mentioned in a different post, but didnt see your post until now). I see the stuff on the regedit fix for improper update to version 1.8q via SDC. This update fixes the pathfinding, but I am unwilling to edit my registry, since I really do not know how. i posted otherwise on this, and hopefully there will be an update from SDC on this problem.
I might add that I tried to set a waypoint and make my ships go there also--no luck. And it does appear that the max distance I can right click on and have an autopilot response is just about the distance a fleet or ship can travel in one turn. This is a bug that makes gameplay unmanageable, because you just cant micromanage your ships and fleets like this each turn.
Maybe it is just fleets. But I have been playing DA for quite some time on my old XP rig and never had this problem, with fleets or individual ships.