Just as a note, I never got an e-mail but I did get access to the beta. I dunno why, but my key was included with my preorder confirmation e-mail. It may because I bought DA and TA at the same time. Those who are still waiting may want to re-check said e-mail just to be safe.
Rasori
I've got a smaller developer to suggest, for TGN and for gamers who may be interested. ApeZone games (apezone.com) is a smaller, independent strategy game maker. It started with Starships Unlimited, which is actually quite well developed, including ship designer (not on the GC2 scale, but configuring parts and everything). A lot of his views tend to meld pretty well with Stardock's philosophy (permanent access to a game after purchasing it, for example, and the decision that multiplayer
So, an old mod, finally updated and posted online. UDFM first came about in July, 2006, after I read a post in the KHSM thread talking about computers making crappy-looking ships. I never updated it again, until now. Now updated for DA 1.8 compatibility, you can find the UDFM in the library (the attached link should show the two DA-Compatible versions). That's right, two DA-Compatible versions: MV-compatible and Non-MV-compatible. The features list is slightly diff
There are some British spellings I agree with, and some I don't. As an example, I see no need to spell color as colour, as I pronounce it "cuh-lur," not "cuh-lore." On the other hand, traveling looks slightly like it should be pronounced "trav-eel-ing," so I prefer to double the l and make travelling. However, I will point out that Oxford also makes an "American" dictionary, thereby making both cases accurate even when judged by the same publisher.
The non-MV version has been up for a few days now (I've been sans an internet connection for a while). Granted, in the TA rush, it wouldn't surprise me if it goes vastly unused for a while. IDK why the MV-compat version isn't up, I'll have to ask Kryo sometime. It's still pending approval, so maybe he only had enough time for one mod per person. Doesn't really matter.
[quote] if it is affected by gravity it has weight. if it has weight it has mass. [/quote] I've never heard this law before. Weight is a force. Force = Mass * Acceleration. Gravity is (in this case) acceleration. Therefore, a Photon (Mass 0): Force = 0 * Gravity therefore Force = 0 N Interestingly, when looking at it with this tool, Acceleration = Force / Mass. Mass is 0, therefore acceleration is undefined (which fits, because a Photon doesn't accelerate in any manner
Well, Electrons have mass, yes, as do protons and neutrons. PHOTONS (NOT a typo from Protons) do NOT have mass. Photons happen to be the particle/wave things that propagate light.
Uploaded MV-compat and non-MV-compat versions. Thanks.
[quote] Very true. I was just addressing the comment of "The Game" (which some of you may have just now lost) coming out after the movie. [/quote] Evil. Downright evil. I hate you now. As for breaking the speed of light in the lab, no, we haven't yet. We've created illusions that seem like we have, and more importantly we've made light in tests travel faster than light in the atmosphere, but we have never broken c (the speed of light in a vacuum) and, as of no
Y'know, with the new race-specific tech trees, is it recommended that testers only play games with opponents who also have race-specific trees? It seems like playing others would be unbalanced and may (probably not if I know how the AI works decently) disrupt the AI. I don't really have a problem with it if that is the case, but it's better to know ahead of time that I shouldn't be setting races to Random.
I uploaded the MV version just recently, and noted just how little demand there'd probably be for that specifically as most people who care that the AI makes ugly ships are modders (and therefore not MV users). (Though, for real low-end computers, it may reduce lag in the late game...) The non-MV version will come shortly, I think, the main issue there is that the old mod will work fine, but I need to update the values in the XML (as all of the values at the moment are made for DL 1.2 o
Spiderbots have failed under Cari's fist, I don't think anything else will have luck, either.
[quote]What we want to do is after Twilight of the Arnor, go back and update the base game as well as Dark Avatar to version 2.0. It may be a long time before we do a GalCiv III so we want to make sure GalCiv II is left in a state that lets it stand the test of time. I know one of the updates in 2.0 would be to allow people to assign espionage agents to a civilization rather than a planet so that they can collect info and such without being at risk of being nullified (more like
Update: Depending on how much time I have, I may actually be able to stick with the original release I said (before TA beta). However, question for you: I can create a MV-Compatible version of the mod which also includes the (still broken) colony and troop modules, because the MV-Compatible aspect means I don't mod the XML for the modules, I only replace the models. Side effects include a larger mod file (even though all the components use the same model, I need to have many ver
[quote] A Visa Check Card works just as well if you're in the US (or elsewhere they're available)--many banks offer them even with free checking accounts. That's what I use myself (glad to be credit card free). So long as your credit isn't horrible you should have no problem getting one, there's not really any requirement since it's a debit card. [/quote] I'm not even 18 and I have one as well. They work and are easy to get. And while Visa isn't as worldwide as people think (I'd
[quote] The DA espionage system is a major reason I'm starting out playing DL. For my first few games I don't need this extra complication. However, what I've read is the devs understand this needs to be tweaked and will do so in a future patch, maybe 2.0. [/quote] Definitely 2.0. Brad's already confirmed it.
Never! Raises aren't in the tax budget for the next 150 years! And I tend to play neutral or good.
Some of the features there I really like (from a modder's perspective): -Is the tech tradable? -Is the tech stealable? This will help those of us working on total conversions (SW, Babylon 5, ST, etc) big-time, I think. Although I don't see what I've been pushing for from the beginning--player-created choice techs. Doesn't change my position for the worse, but adding it would make me even that much happier.
I don't bookmark but I incessantly check for updates. Is that good enough?
There is also the possibility (if we want realism here) of mines as add-ons to space stations and asteroid mines, giving them another defense mechanism. It's feasibly possible to lay a minefield around something as (relatively) small as one of these, and could be of use as well (haha, you want to convert to another race, silly mine? Well, my mines will blow up the mine if you do! hah!)
Brad//Frogboy has already announced that in GalCiv2 Version 2.0 (released just before or just after TA, depending on your source), espionage will include a semi-reversion to the old style in that it will allow passive spying on a civ as a whole to up your intelligence level. While this doesn't mean other suggestions aren't viable, keep that in mind and also keep in mind that it is a GC2 2.0 update, don't beg or even urge for them in TA.
Haha, go ahead and correct both of us at once. I have no defense. But if you updated again it'd be more clear to me.
Yes, it was the functional parts (except for colony and troop modules as they were broken). I'll go through and see if I can't rig it up for DA. No reason I shouldn't be able to; I should have it ready before the TA Beta begins (possibly before the end of today even, depends on how much time I devote to it and how much work it takes.)
No, GalCiv2v2 would be multiplayer. GalCiv2 V2 will be a rocket with copies of GalCiv2 attached, allowing some English people with slow interwebs to get their hands on it. (I don't think we have anyone here who is personally offended by that, but I recognize that they could be and apologize for it...but, for the sake of some humor, I exercise my right to free speech and refuse to remove it for the moment. If someone of significance asks (meaning basically anyone who isn't just saying "hey dude,
Key part of modding is that no money is made. So make everything moddable, damnit!