Thanks for the reply, and
sonarogre
I'd like to incorporate (steal) the Supreme Commander style interface trick that's so simple and intuitive it's nearly stopped me from playing GalCiv in frustration of not having it. In SupCom if you scroll out with the mouse wheel the screen scrolls out, scroll in, the screen scrolls in. So what? GalCiv has that. Supreme Commander however scrolls to where the mouse is on the map . Get the demo, play three maps and then try not to pull your hair out going back to GalCivs c
Sorry if this is already suggested and addressed. Would it be possible to include an option to liberate a planet and return it to it's former owners? Works something like this. We already know the percentageo of race on a given planet. If a planet is liberated, the race with the highest percentage of population gets the planet. Liberation could happen any time, just make it an button on the planet screen that is available as long as the predominant populatio
I'll give it a shot, thanks. [Edit: No luck. Still spinning, spinning, spinning.]
Hey guys, I also have this bug, and I also have a dual core machine. AMD Athlon 64 X2 Geforce 7800 2 Gigs Corsair RAM I'm NOT running SLI, but I AM running duel screens. Latest video drivers. I think it's a memory issue, it always happens if I play something else first, like BF2 or even Chessmaster 10.
With no interest at all, I'm bravely forgeing ahead with the mod. I wont' release anything until the 1.2 patch more than likely, but I was curious to see if people would like me to release the ship parts 'as is' when ready. New missile racks, weapon turrets, and fluff part models are mainly what I'm working on now. I won't release any hull models until I've got enough to form a fleet of ships. And if anyone has experience texturing an
If you are so desperate you could download his models and convert them yourselves.
Are alternate weapon models possible? Can I make a model for Laser 1 and assign that to Race X while all other Races use the default model? How? Thanks! Sonar.
I'm having trouble getting the created hulls to align correctly in game. Can someone please let me know how to set the ship orientation in Gmax? Right now the Back is the Top in game... rather annoying really.
I've started work on inlcuding the ships from Star Blazers into Galactic Civilizations. I've got a few ships modeled but as I'm a newbie modeler I'm having a lot of difficulty getting them in game. I'm waiting on a few official tutorials to sort that out. Initial goals will be to include the Human ships from the series including: The Yamato Andromeda I and II Borodino Hood Konigsberg Airone<br
I would have much prefered a hex map for the exact reason of distance traveled. Square grids, though not the best representation of distance, are pretty much standard now though.
Can you go into some detail as to what program you used and what plug ins? I've been haveing a massive amount of trouble trying to get models exported into .X First with Gmax and then with 3DS. I'm also having a lot of trouble getting models moved from Gmax to 3DS. Any help mentioned would be appreciated, thanks! Have you downloaded the sample ships? They have the textures included. Should be one of the threads on this page, and it might give yo
Haven't tried it yet, but here's a link with what you need. http://panda3d.org/wiki/index.php/Converting_from_GMax Good Luck.
Would anyone be interested in working on a Star Blazers mod? I've been a big fan of the show for awhile, as well as Harlock, Galaxy Express 999, and pretty much anything Matsumoto created. I believe it possible to accuratly recreate the look, feel, and in a scenario, stoy of the origional series. I wouldn't be able to do this alone though, my texture skills are mediocre, modeling skills, at novice, and programming skills at merely passable. GalCiv III would be out before I
That's too bad. By having the option for a switch (to use the statistical model or execute a seperate engine) they could just let the players build one for them. Heck if it was possible to circumvent the statistical model I'd be trying to get a modding team together.
Is it possible for us to completely change the combat? What I'm looking at is the ability to remove the statistical combat and add a player run combat stage. Think of invading a planet and fighting out the battle on a hex map. Think of having to carefully position your ships before hitting the fire button. As moddable as the game is, is the combat engine replacable?
I've been playing the game for marathon sessions and I'm impressed. I've got a few suggestions I'd like to see though: In the "probably a bug" category. The Ship designer. When you select components on the ship itself and then delete them they reappear if you select a component in the ship part lineup bar... this happens in reverse. This is annoying as it is difficult to track down parts on the larger desig