Much thanks to the forum! The [ESC] key worked. From problem to resolution in about 30 seconds. [e digicons]:grin:[/e] Cheers! JDSchuster
tinplated
2. You also said : "Another thing I did was change the way the AI handles bribes/gifts so that players won't necessarily (easily) just give it a bunch of goodies, crank relations up to close and ally." Well, I must be unlucky or incompetent because I only play at the normal level of difficulty and my gifts to the A.I. empires rarely push them beyond "Friendly", and
Cari, If the hulls are "expensive" (Brad's word) what could I do to limit the "cost" of them? Is it the user-added extras? Numbers of hardpoints? Would one of the empire's designs be less costly? I am happy to limp along until you get a new version up, but would like to know what (if anyhting) I could do. Uh, besides limiting myself to smaller maps. Gotta have room to expand, ya know! Thanks, Jon
Also, I find that cash is definitely not my friend. I never have more than 2000 BC in my treasury, and that's when I've got 5 trade routes (which no one is attacking). When this happens, I can only use the cash to buy maybe a constructor or a cheap heavy fighter. Meanwhile, the AI is zooming around the galaxy with scores and scor
Fleet Manager! Yaaaaaa-freaking-hoooo! -does happy dance- Thank You. ThankYou. Thankyouthankyouthankyou. Jon "i get so excited over the little things" S
Diplomat Ugleb - It wasn't put in as games that have it tend to degenerate into killer fleets running about wiping out colonies as it's the simplest way to win. 2 possible ways to game-balance that: Each time you destroy a planet, your approval rating (your own colonies) goes down. And/or your relati
Disagree with adding the Hero to Gal Civ - in Master of Magic, the dmn things were a game unbalancer. Adding them as an option in 'sandbox mode' maybe. I'd hate to see them part of Metaverse games.
If you play as the Drengin, you have death furnaces for that sort of thing Sheesh, talk about a waste of good skin...
The intent of keeping parts of Gal Civ in the 'my documents' folder is a good one, especially on a machine with more than one user account. Everybody's game saves are kept individually, likewise, game options, preferences, etc. Stardock isn't the only game company doing it, and IMHO it works pretty well. Like anything MickeySoft releases, it has a ways to go - but the theory is a good one.
Nah, you're not a bonehead. I don't think I've ever come across a company-run thing like the Metaverse before, so it's a fairly new concept to me as well. Then again, I have to admit I'm not ordinarily a strategy gamer so I don't know if this sort of scorecard idea is common. I generally play adventure games. *sheepish look* No sheepish
FEATURE REQUEST: This one may be a little ambitious. Allow for a "series" of ships to be designed. I.e. Falcon Mark 1, Falcon Mark 2, Falcon Mark 3. As soon as all the techs for the Mark2 are available, the Mark 1 is auto-obsoleted, and so on. On various build screens and in game, the ship appears merely as "Falcon", with the version as a subtitle or in the details. <
Good Job! You deserve all the praise this thread has generated. Re: copy protection... it is an interesting argument that lack of copy protection helps to promote sales. I've been lucky enough not to run into the common problems caused by protection schemes. I feel for the rest of you all. I am (as a loptop user) VERY much interested in games that don't require the game CD to be in the tray at all times. I'd like to think that the theory is correct. But never draw any conclusions fro
+20 soldiering Cool. Best I got was +11 from some bird eggs.
If there is nothing better within maybe two turns travel time, then yes. Having a factory and a few labs jumpstarts research. Research begets technology. Technology begets research. The sooner you start, the faster it grows. Google "miracle of compound interest" for the theory.
Hey! What's with the fine print? Something about making us your b1tches? Seriously, great looking ad. And a hearty "good job" to the marketing weenies. I take back (a lot of) the nasty things I've said about them. Jon "well, some anyway" S
Quality has been long dead and burried for PC video games. The true king is Support. If you provide a reactive support, people will forget any issue they had to face. On the contrary, if you do not people will never forget it : less one customer for you for this game and most likely the coming ones. Really, whoever thinks that should be slapped. <br
Couple more things in ship design: An 'UNDO' button to delete the last part added. A 'MIRROR' button: adds same part to hard point 180 deg on other side of the ship; if there is one
UI: make the ship maximum travel range outlines brighter or thicker or sparkling or something to make them stand out a little more. UI: Add +100/-100 spinners to tech trade window to move negotiations along faster. Game play: Create fleet / divide fleet window. I'm thinking some kind of popup like in the original Harpoon game many years ago. Thanks for listening to us!
I hate to be one of the people making it harder than it has to be, but the .SDC file it created in the BACKUP folder was a few bytes over 990 megabytes. The initial post in this thread from Froggy says to burn it to CD? Was that a typo for DVD? I know I am doing *something* wrong here, but so far, can't figure out what. Jon "perplexed" S
Yeah, I love the thing. I just used the 'flip hardpoint' modifier part and stuck one of the 'attachment spire' extenders to it. The spire now points up and *through* the hull, poking out the other side! Not at all bad looking, either. Jon "what? the designer has a game inside?" S
There is a small part in the parts box that will rotate the hardpoint. There is a reverse, a +90 deg and a -90deg that I have seen so far. Cheers!
Well, I started small... the trade window sub screen TradeNumbersPopupsWnd. In my estimation, there are a couple of things that might work better. There is a script which has stubs for beginning and ending the subs, but no code. There are also references to other widgets, like InvasionOptionsWindow, for instance. Which seems to lead to another .dxpack? Which lists widgets that point to other packs, etc. Before I get lost in a maze of recursion, where do I find the equivalent of proper
In the back of the manual, it says you can use DesktopX to modify the .dxpacks in the game. I have d-loaded the program and poked around at a couple of the .dxpacks and have a few questions. Any of the devs free to provide some answers, or should I give you guys a few weeks to recover from Launch Day? Alternatively, if any other forum readers have a few mods under your belt, maybe you could chime in? Jon "lets
I'm not playing until I finish reading about the biggest problems first. And the solutions. RTFM! I don't mind learning from my mistakes, but I would much rather learn from *yours*
just hold the game box in your lap and carress it gently while studying. I don't know - I'm a pretty open-minded guy and all, but this just seems ... wrong ... somehow.