Rogue Metro

Rogue Metro

Joined Member # 2408639
0 Posts 5 Replies 5,355 Reputation

[color="#4169E1"] -Open up GF. -Open the map you want to edit. -At the top go to Edit > Players. -Make sure there are NewPlayer0 (You), NewPlayer1 (AI 1), and NewPlayer2 (AI 2). You can add/delete players depending on the map you are modifying. -Click on NewPlayer0 and change the TeamIndex Variable from -1 to 0. -Click on NewPlayer1 & NewPlayer 2 and change their TeamIndex to 1. -Click again on the 3 NewPlayers and set whatever resources you wish. Remember

12 Replies 9,099 Views

Rouge Metro: I know it looks that way, and I appologize that alot of these things have gone un-tweaked until now (when we finally started to feel their pain of their bite), but there was never a time set aside for focusing on JUST UI tweaks. Many of these items were noted, and planned to be fixed, but always got overwhelmed

106 Replies 126,408 Views

The position of the sliders have only a vague resemblance to the numbers they are supposed to represent. Especially if you lock some the move the sliders around then un-lock and move them. You CAN actually move the slider to the right and have the % go down. Because... Well just as

20 Replies 10,868 Views

2. For custructors, it would be nice to basically have markers on the map in whatever order you want. Then constructors would auto launch themselves and go to the next marker in queue. We would also need the ability to queue up the same spot more than once because we will want to upgrade the starbase first. If the space is empt

4 Replies 4,777 Views

Sitting here re-reading my UI goodness that will soon be given unto me (and drooling madly) I am curious though as to why these things have been brought up before many times in the forums but ONLY got changed/addressed when it affected someone at the Company? Especially the Auto-Focus... This apparenlty annoys 100 people but it doesnt an

106 Replies 126,408 Views

I see our focus on UI issues is a good thing The game is 99% UI manipulation. Where as something like WC3 (WarCraft 3) is 75-99% manipulating the units one the main screen to play (the rest being minimap hits and and some other minor things), GalCiv2 is 99% manipulating screens and sliders etc to p

106 Replies 126,408 Views

There are a lot of ships that are slightly asymmetrical. This might be annoying but as long as you can still blow stuff up I don't mind

4 Replies 2,171 Views

I thought that re-saving would just OVERWRITE the old save game with the "new" save game format but apparently not.

3 Replies 3,755 Views

Let's say I am running 1.0x and I update my GalCiv2 to 1.11. But i have an old game that i am doing really well on, and don't want to start over with. Is there a way to "optimize" that save game by re-saving it as something else? I know that in 1.11 it does not take full advantage of the savegame "tweaks" when loading an old map. But if i save it as something OTHER than whatever it was before (IE: Game 2.sa

3 Replies 3,755 Views

I have made some tweaks to the Civ Manager screen to make it respond a lot faster when switching from planet screen and back. The changes I made will also fix this. <

25 Replies 23,863 Views

Just edit one of the Scenarios. You can do all sorts of stuff with them. You could have 8 vesus you ifin ya like it like dat! Hope that helps!

6 Replies 8,443 Views

Lets say I go into the Civ Manager and then sort by Projects being built. I then click and goto the first planet in the newly sorted list. Is there any way we could get it so that hitting Z or X (or Clicking Next or Previous) would take us to the NEXT/PREVIOUS planet on the SORTED list according to the Civ Manager? That would save having to reload the Civ Manager after each planet and then going back in. Th

6 Replies 4,843 Views

When you reach the end of the tech tree in something (Say Sensors) any extra tech overflow is wasted. Normally it would be applied to the next Tech but since you are at the end of a branch, It just gets eaten So I guess the moral is to adjust your sliders right before hand

3 Replies 3,738 Views

2) Sometimes completed ships and empty planet queue icons fly by on the right side of the screen (top to bottom) even when on the planet/ship design/colony management screen. Which is an indication that #3 below is happening. Should Read: (Bottom to Top)

25 Replies 23,863 Views

Oh and the 1.11 actually is slower for me when saving and loading that with the Mememory test build 13. But that may be because i am using a savegame from the Memory test Build 13.

25 Replies 23,863 Views

1) Sometimes on a big map with a lot of planets, when producing a lot of ships or having a lot of planets with completed planet queues, the Information Icons on the right DO NO SHOW UP. This is incredibly annoying because I HEAVILY rely on the completed Icons that run the right side of the screen. And I thusly have to go through the NOW SUPER SLOW Civ Management screen (since 1.1), click a planet, make it build something, then wait another 2 minutes

25 Replies 23,863 Views