This particular game had maybe five hours on it, and the currency went negative to at least 8 digits from roughly positive 6000 BC. The value in question isn't showing in the savegame file so I'd presume an interger overflow occurred somewhere. I have the savegame if anyone wants it.
primarycolorman
Just curious, but I'm not spotting much in the way of new colony penalities. Am I just blind, or are there none? A simple morale/production penality until a planet has two structures would help curtail the mad-colonizing rush early on (most wouldn't be able to support the cost of a large number of colonies that aren't self-sufficent for the first 80 turns)
Twice now I've had scouts hold position despite being set to sector sweep. Perhaps I'm just missing something...
Most slain enemies (overall total, top X% get it) Most conquered population (overall total, top X% get it) largest fleet (perhaps use the previously posted player ranks to denote peak size of your military, do the rankings so that ensign puts you at the top X% of those reported, with fleet admiral being the top 1%) What about a fat cat award, for those in the top 5% total $$ (in one game)? Perhaps use gemstones to denote the rankings.
Thanks. I've done enough graphics work (opengl) under windows to feel the pain. I think I'll stick with multiprocessing and genetic alg's for my occasional hobbies instead.... they seem saner.
Developer to American translation (based entirely on the previous post): in galciv 1 the interface was just a bunch of images. No work was required to display them, just read and toss 'em out there. But, since images are static in size (they dont change dimensionally) it locked everything to a certain display resolution. In galciv 2, they are rendering the menus real time (the images are created on the fly). Since they aren't static, they can chang