egable1

egable1

Joined Member # 1374529
7 Posts 12 Replies 273 Reputation

Well, I am also a programmer and have written some very basic games that do graphical stuff and they still don't run at full CPU. Granted, I have never written anything near like GalCiv II, but I have written 3D games that you could walk around in the landscape and still never had the CPU pegged. Everything was still very fluid. For those of us on _Laptops_ this is an even bigger problem. Battery life, hot laps, noisy fas, overheating, etc. Really big problem for laptops.

24 Replies 12,730 Views

Since the 1.2 beta release, I am getting this during my attempts to update: Error: Attempt: 1 | Account information invalid Error: Attempt: 2 | Account information invalid Error: Attempt: 3 | Account information invalid Server: Using other server http://sdcentral.stardock.com Error: Attempt: 1 | Account information invalid Error: Attempt: 2 | Account information invalid Error: Attempt: 3 | Account information invalid Result: Installation fail

4 Replies 3,924 Views

This is a request I originally made in Beta, but it did not make it into the final version.... In the civilization manager, when you go to the planet list, I would REALLY like a "switch all planets to military production" or "switch all planets to social production" or "switch all planets to research". It is a REAL pain to go to each one individually. Thanks!

894 Replies 378,252 Views

1) When building any ship with a colony module on it, if the ship is built and the GNN window is up when you try to launch it from the starport, it will not launch the ship (it will not remove the icon from the window and it will not pop up the launch window, at least not to the foreground). If you launch it multiple times, when you finally exit the starport and close the GNN window, there are multiple copies of the launch window open that you have to

0 Replies 2,165 Views

Ships seem totally underpowered in the beginning of the game. After researching about 30 technologies related to building ships, I can fit 1 weapon, 1 hull, 1 shield, and 1 engine on a medium craft. It does 2 beam damage, has 2 armor, 1 shield, and gets 2 movement points. If you think about it, we have jets flying around right now that are being armed with several missles (stingers), machine guns (mass drivers), and laser cannons [really] (beam weapons

7 Replies 5,927 Views

This should be a no-brainer to implement: When inside the planet overview screen (where it lists all the planets and what they are building), insert a row above the production icons that lets you refocus ALL planets to that particular production. In my last game, I had all of my planets focused on research (about 50 planets) and I then researched a bunch of planet improvement techs and needed them built quickly. I had to go to ea

0 Replies 2,176 Views

I have been having lots of crashes with this game. I'm not sure if it's just my platform (XP 64-bit edition), or if it also happens in a 32-bit OS. Basically, the thing that kills me most often is the ship design and the invasion stuff. When I design a new ship and click on something that puts the space available bar into the red, the design window locks up. I can hit next turn until the auto-save happens, but then I have to alt-tab and end

1 Replies 3,111 Views

Some initial spelling/grammer mistakes I found when starting a new game: Parts of the descriptions of various techs need to change to these: Creativity: Put the right hemisphere of your brain to good use. Trade: about -> amount Xeno Economics: Allows us to begin researching Research Centers: Allows us to build a research academy

2 Replies 3,417 Views