Cheers, Monkey Pants, here we are checking his bloody drivers and you add a really helpful 'check your drivers' post. Perhaps a little reflection will lead you to understand why rote repetition has fallen out of fashion as a learning modus. Perhaps not. Anyway, checking www.driverguide.com provides 8 hits for 'Realtek 880' as a search string, of which 5 relate to sound cards. From Optima, up to 2003 (which isn't promis
Oneirocrat
(Rant) Something I'd like to get off my chest - it is really starting to p*** me off that every time somebody posts an idea around here, some toe-rag pipes up 'Do you want an 'I Win' button with that, too?' If you want to sit and do repetitive, menial labour in a game, go make up times-tables in Excel. Without formulae. To about 1000. When you're done, come back here and be humble. The OP has correctly identified a c
Or simplfy the whole problem by allowing emigration. MoO3 did that to the point of being annoying, where citizens would emigrate to empty planets, thereby colonising them. We don't want that, but a simple 'this planet is more crowded than that planet, so I'm moving' algorithm would pretty much obviate all the micromanagement, and work beneath the AI layer. And, in game, it would add some truth to those planet descriptions which say '...it is the dream of all citizens of [Y
What's the hardware? Start -> Control Panel -> System, Hardware tab, press Device Manager, click the cross beside Sound, Video & Game controllers. What's in there?
Unfortunately for the OP, Norton takes a serious amount of savvy to disable. And, yes, it WILL cause all sorts of random instability problems. As a general heads-up, PLEASE do not install Norton on your games machine. The days of Norton being Peter Norton's pet project, with all the single-minded perfection that entailed, are long behind us. As someone who has to maintain Symantec crap at work, I will stand and be counted - NAV suxors. G
The OP mentions failed turns and crashes after lots of saves - there's definitely a failed turn after a reload. Connection? I workaround by not going to bed in the middle of a war. It's not great, and my boss is getting tetchy about my punctuality, but it means tomorrow's reload won't be just before a critical engagement. As for multi-select, these days I make a point of selecting a nearby star or planet between ship or fleet selections.
> There is a retreat option already no? You can set it for your ships in the options you wallies Guess these aren't the better brains I seek. I do take the point that there is plenty of tactical manouevring before the fight. But this discussion has been about providing options beyond the utter victory or annihilation dichotomy. Whether such options are desireable is part of the discussion, certainly. My view is that the idea is
Nice hat. Efficiency is HARD to get in GCII, while unused Social output remains unrecycled. Your tech worlds always require some Social for the research facility upgrade treadmill, while your factory worlds blitz through the upgrades and then sit shooting money into space for the other 90% of the time. At least some of that can be Focused to Military to spam out Constructors, but frankly, I find that a chore. I am very pleased t
@ GCFL: Erm, dunno? I just made up some numbers. I think, particularly in the early game, the 75/50/25 splits would be too fine for the coarse grain of the damage vs hitpoints calculations anyway. Might be simplest just to have: 1. Fight to the death 2. Fight to half-damage 3. Retreat at first damage With 1 being default for any ship or fleet with 1 point or more of attack strength, and an invisible 4t
And I think factories CAN boost research, indirectly, through Focus. Planet A is built-up and needs no Social spending, so is Focused on Research. Planet B is catching up, so is still using Social construction. Therefore, you may have your Social spending above 0 (can't wait for Social recycling in v1.1 - that's going to remove so much micromanagement of this). Thus, Planet A will be producing some Social construct
Space Empires had a system of fleet orders. It could be added to the ship / fleet info screen (where you set Auto-Explore etc). Fleet Orders define how a battle will be fought, without requiring tactical control of the action, e.g.: Commitment: 1. Fight to the death (current default) 2. Fight to 75% damage 3. Fight to 50% damage 4. Fight to 25% damage 5. Run at first damage Focus: 1. Prioritise most offensive (current default)
Space Empires had a system of fleet orders. It could be added to the ship / fleet info screen (where you set Auto-Explore etc). Fleet Orders define how a battle will be fought, without requiring tactical control of the action, e.g.: Commitment: 1. Fight to the death (current default) 2. Fight to 75% damage 3. Fight to 50% damage 4. Fight to 25% damage 5. Run at first damage Focus: 1. Prior