Interesting question David A Lessnau, I'd be interested in that answer as well. It will probably just play the same in making the AI get angry at you like it does now though, I feel. I'm so glad that I pre-ordered now, bring on unique civilizations If you don't have a right of passage treaty, ships will only move 1 move per turn through someone else's sphere of influence. </div
Ostsol
The moral of the story is? somehow there has to be a way of making others break their alliances. This will be done by somehow upgrading the existing espionage system in avatar to a point where we can have spies influence other civs or frame other civs to eventually break alliances. I know that there is a super ability called "master manipulator" but I haven't heard anyone to use it to a point where he was able to make a civ go to war with another a
Why would you presume that? As far as I know, proximity has no bearing on speed on rotation. It could be spinning around like crazy for all we know. In a specific sense, that is true. However, the proximity of a smaller mass to a larger mass has a large bearing on the likelihood that one or both bodies are tidally locked. Tidally locked bodies naturally have a slower rotation period than a non-locked body of the same mass would. <div class="Article_Quot
The effective gravity at a given point on a planet is affected by four things: mass, distance from the centre of mass, rotation, and the gravitational pull of other bodies. In this case we need only consider mass and radius. The effect of rotation on the apparent gravity at a point on a planet is negligable. I thought of this a long time ago during a brief obsession with physics. On Earth, it amounts to about 3.3 cm/s^2 at the equator. Thus, gravity certainly is lower at the equator
I've decided that I should really get back into programming again and was browsing SourceForge.net for a project that might help me find a solution to a problem I've been having. I found ORTS , a real-time strategy game engine whose purpose is to be a testbed for AI programming. Since Brad is an AI guy and since the subject frequently pops up here, I thought I'd point this out. The following sentence from the game's overview is what really m
Try out the Myth series. WWW Link
Not particularily deep, but definitely a fun little "coffee-break" game. It's simple: planets build ships at a rate based on their size. You can send a modifiable percentage of those ships at other planets. Ships negate each other on a 1:1 basis, so it's merely a matter of outnumbering your opponant's defending ships.
Well, at least it wasn't the squirrels. . . I have yet to try a game with those settings. I usually go for games in larger galaxies with less players, giving everything the chance to colonise around eight worlds before the bulk of the game starts. That makes for some rather long games, of course. . .
How about a Dread Lord invasion? A Dread Lord fleet with a troop transport arrives from one edge of the map and starts to close in on the nearest inhabitted world.
Not actually gaming related, but definitely related to Stardock's stance on draconian anti-piracy measures and regulation. Baen Books has opened up a free online library that its authors contribute full versions of some of their works to. It's pretty small, so far, but has some good authors listed. Most interesting is the introductory page, which entertainingly provides some very rational and intelligent thoughts on the state of piracy and its real effect on business. Check it out. <img src=
This would be cool as an additional AI setting apart from the regular difficulty settings. I think that the regular AI should work similarily to the current model, but there should also be an optional learning AI that would compile a database of what it learns from game to game. It might learn the wrong things from the player, but on the other hand that might be counter balanced by what it learns from itself -- that is: other AI civs in the game.
"Driver Date: 10/13/2005 22:11:22" Well, updating your video drivers might help. . .
I don't think 3d environments would provide very much in way of gameplay. In place of that I'd prefer a non-grid-based approach to the strategic map.
Risk. The first version I played didn't go by that name, though. It was called GeoWar, for the GEOS operating system for the Commodore 64. I think I was around 7 or 8 years old, at the time. The first TBS game I played and loved in the same genre as GalCiv 2 was also for GEOS, about a year later. It was called Cluster Wars. Fairly simple gameplay. You take over planets by destroying their defenses and having a military presense on them. Each planet has a production rating which
Found a shipyard bug. Skimming through the thread, it doesn't seem to have been reported yet (though it might have been in other threads). One of my old ship designs became available in my most recent game and it has more components on it than my current miniaturisation technology level allows. It was legal when I originally designed it (v1.1, I think), of course, but now it isn't and the game apparently didn't fully validate the design before making it available to me. H
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I seem to recall something about things like moons and rings providing some bonuses to the planet. . .
"Yes, decided. Disagree with that decision, I must." - Yoda I believe that English is not Yoda's first language. . .
Try a more recent video driver.
I don't know about your question, but you should really update your video drivers. Also, it is recommended that if you're going to be alt-tabbing alot or otherwise regularily interacting with other applications while playing GalCiv2, you should just run the game in windowed mode.
Yay!! We loves Star Control!
Modern video cards using multi-sampling for their primary edge anti-aliasing functionality. The 9250, however, was not capable of that. It used super-sampling and I don't know if there is an API for that in DirectX (other than simulating it, of course).
Nah, Homeworld had resource collection and base building (the latter being only to a limited extent). Myth is my ideal. You have a set of units, perhaps with some customisation (which the multiplayer component had), and you accomplish the mission objective with those. Any reinforcements you get are part of scripted events.
Sounds more like a mini-game than anything else. Personally, I'd prefer it as an entirely separate game. That way the devs could devote themselves to incorporating all the depth they want without having to worry about it entirely imbalancing the rest of the game. A standard RTS-style would be kinda boring, though. What I'd prefer is something like the Myth series: purely tactical, without resource collection or base-building, and with a heavily sto