Is anybody else getting the bug where, you pick a structure to build, the build time shows as "never", you build it, and the build time on the list on the right shows like 50 weeks, but if you click it, it shows up in the center window as the real build time, which is usually a lot less, like 8 weeks or whatever. Or if you exit the planet screen and then return to it, the build time on the right is correct. Is this just me? Or is this bug still with us in 1.1?
Worfin
give him one of your ships/planets, then attack that ship/planet. Sneaky!
I tried it in a game, and it didn't reduce the size of the survey module at all, so it was useless. Maybe it's fixed in one of the beta's or in 1.1, but it didn't work for me.
THat colony management thing is fixed in beta 3...fyi Umm... I just updated to the latest Beta and played two games. The bug is still there.
Played GalCiv, then saw on Penny-Arcade that GalCiv II was out, broke the speed of light to get here. GalCiv reminds me of Ascendancy more than anything, except GalCiv has an actual AI. Loved the 3D movement of Ascendancy, the tech tree, the ship design, the replayability. If it only had a smart AI...
Quick Build List does not match time to build ship shown on main display. On Colony Management screen, when first picking a building, it shows "never" as time to build, then when you build it, the build queue shows a wrong build time until you leave colony management and come back. Surely you've noticed these. Why nothing in the bug fixes of three betas?
Thanks a million mrthingy, that plugin works like a charm! The docs are in Japanese, but the pictures show how to install. Now to see if I can actually get a model into the game... EDIT: I made a simple cube, and was able to substitute it as my anomaly model. The scale was a little small. And I couldn't see the texture I gave it. Could be I didn't do something right, or maybe I just won't be able to see it. My video card is teh suxxors, I don't see ship textures, just colors. <br
That's probably going to be just the thing... but the docs are in some language or font that I can't read.
I use Lightwave as well, and would like to figure this out. I've got Blender somewhere too, maybe that's another route to .x? I'll test it out. (As soon as I get the time, heh heh.)
I love the game too, but one thing sort of kills the immersion for me. Talking to the other races. Right after I make a deal/trade with another race, the conversation starts over with a "hello, what can we do for you?" type of phrase. Like they forget that we just got through making a deal. How about some sort of "Hope to talk to you again soon" message that ends the conversation? As far as the star names... you can mod the list to your heart's content. If you do come up w
The operative words being "will be" and not "is". The headline on page one says "This week", so have a little patience.
The 9 models for anomalies come in three basic types, wreckage, rocks, and wormholes. Each model is a little bit different within the type. The models seem to have titles and descriptions associated internally (hardwired) that display when you click on them in the game screen. This is different from when you survey an anomaly, which gives you the data from the Anomalies.xml file. Here are the model types, titles, and descriptions: MODEL: 0 – Pieces of twisted wreckage. TITLE:
I tried changing the anomalies file while the game was running and backed out to the main menu. The "Loading" screen only stayed up for a second, and the anomaly data was not refreshed. So, I'm thinking you'll have to do a complete restart to test your new data. - Rich