[quote who="kryo" reply="25" id="3518516"] Consistent look and feel is one of the key parts of UX. [/quote] I couldn't agree more!
Mascrinthus
Looking at the C++ code sample above, why are you passing the object instance of PclassStarShip by value rather than as a const reference? Only the primary types like bool, char, short, int, long, float, double, etc. should be passed by value; otherwise, you are performing unnecessary object copies.
I was playing GalCiv II TOA last night so I'm glad to hear it is still being updated. :-) I need to replace my old 32bit computer with a new 64bit model before I can play GalCiv III.
The pictures where working the last time I checked this thread and are working now. (1) With research set to "Very Fast", everyone's research is sped up so I don't think it gives an advantage. Playing all factories with research focus, I found that even with "Very Fast" research I was often completing builds before I had researched the necessary tech for the next build. So this was my way of helping to balance the production/research equation. (2) I played this gam
Mining galactic resources for their galactic wide bonuses is very important especially when playing at the highest levels where the AI gets huge bonuses. In the early-mid game I keep my taxes low enough to keep my morale at 100% for most of my planets that haven't yet reached their maximum population, so as to get the large population growth bonus. The yellow morale resources plus the early cheap moral techs which provide a morale bonus are key to raising taxes while maintain
Akin to Scrödinger's cat, unless I look in this thread again, mine is the last post as no other can be proven to exist. [e digicons](\B):vulcan:(\B)[/e]
Only Brad can asnswer that question. His most recent post on the subject back on Dec. 13 2009 he said "If there is a Galactic Civilizations III someday, it’s going to have to deal with a lot of issues in its game universe." so I don't think he has decided yet.
I vote for Origins.
You might want to check out my own collection of game play stories plus GalCiv II stories that have been posted to the forums since 2006/01 by Stardock and others; unfortunately I have not updated this list since the end of 2008! A Collection of Game Play Stories, Plus GalCiv II Stories 2007/11/11 Detailed Suicide Medium Map DA AAR! - Rise of the Lexionians, is my own AAR. My score was low, only 21400 because I was not playing f
I usually play on suicide using a custom super breeder with tech trading turned off, and use the all factories strategy. I have never built a Military Starbase and have long since given up on Economic Starbases; plus I don't use the Spin Control Center. Early in the game you will far being given the AIs huge bonuses. The way to level the playing field is the keep the AIs fighting each other and claim those galactic resources each time an AI at war frees up one. Those b
Attack with only one powerfull ship. Either the enemy will survive with 1 ship with 1 HP and you will lose only 1 ship or your lone ship will survive with 1 HP. I had thought the ship with the greater HP survives but others have said it is the ship with the greatest attack. That does not match my experience; likely the game considers several factors: attack, defense, and HP.
Yes to all. I have been playing all factories in ToA and still find it viable. I have read that in ToA focus diverts 20% rather than 25% of your output but you still pay for the 25% but I have not done testing to confirm.
I'm still following this forum and waiting on the next installament. Geat story so far! [e classic]:congrat:[/e]
Core ships will only become available after you have researched all the necessary techs to built them. However, you may be exceeded in your research in one or more areas beyond what was needed to build that core ship. A well designed custom ship should be better than a core ship because it will use all the latest techs at that point plus can be tailored to its mission (e.g., a cheap colony/constructor ship, a fast colony/constructor ship with extra range, a fast survey ship with e
I'm surprised there haven't been more replies!?
If you found the above post useful please reply back (to attract more viewers) and don't forget to send some good krama my way. [e digicons]O:)[/e]
[quote]Some have suggested replacing the four sliders with three, which you use to determine the percentage of the potential production of each type individually. This would be an improvement, but it still leaves flaws. It is still too centralised and inefficient. More importantly though, it is still confusing to new players – they can still end up backrupted by the cost of maintaining their own, redundant buildings.[/quote] This was my recommendation which I repeat here for tho
I'm glad someone found it useful.
[quote]the AI needs to be better at designing ship visually as well; it doesn't matter how much effort you put into your own if you're still going to end up facing monstosities like that thalan frigate in the OP.[/quote] This is a strategy game so cool graphics are the icing on the cake. I would rather the developers spend time on things that would have a dramatic positive impact on the playability of the game. I recommend a simpler UI with only 3 sliders vs 4, that would
Banned because your member # is higher than mine. [e digicons]:banhammer:[/e]
[quote]More battles need to be fought around planets because this is cool, especially we if we can get some gorgeous planet textures in the background. Back before TA, I used to keep all my ships garrisoned at planets and I got loads of these. However, since then the orbital fleet manager has seemingly disappeared from the tech trees (at least, definitely for the arceans), so fighting at home is now a disadvantage, which is ridiculous. I would start with the premise that fleets are automatica
[quote]For the love of all that is good and holy, you people are STILL replying to this?[/quote] Schools out for the summer so why not continue this AAR and make your loyal readers happy!?
I read one effect of enabling this feature allows the AI to make new ship designs twice as often. That's means they should respond faster to an enemy's weapons and defense choices.
[quote]If you PC has a stronger gaming capacity (Aka it's got more features, more up to date hardware and driver software) would the game have a larger memory capacity?[/quote] [quote]If there is not enough available to complete the save process when that time comes, the save is going to be corrupted once the game hits the 32-bit 2GB ceiling.[/quote] The problem is the 2GB limit for 32 bit Windows applications. I expect even if you where running the game on 64bit Vista a
Did anyone find this information useful?