CharlesLentz

CharlesLentz

Joined Member # 2561941
6 Posts 220 Replies 17,732 Reputation

Try these suggestions: [quote]Launch all constructors.[/quote] In the options screen, turn on the option for "Auto Launch ships from orbit" [quote]Manually select their destinations.[/quote] You can set rally points for destinations and then use the Govenors screen to send constructors to that rally point. [quote]Get popups from constructors that have made it to their destination this turn. Select the module. Say yes to the $$$ popup if it is there.[/quote]

4 Replies 4,848 Views

Hey Vlad, Go here to our downloads section of the site and get Stardock Central - our digital distribution application (at least until we switch over to our new app, Impulse ). Within Stardock Central, you input your registration keys for each game you've bought, and it'll allow you to download them. Let us know if you need more instruction. ~C

4 Replies 5,015 Views
Reply to map editing in Modding

Even if you don't have TA, you can manually make a .GC2Map file. Like I said, it can be opened with notepad, so just make a copy of one and change some values and resave. You know, play around with the values and see what happens. Obviously, it'd be better to have a graphical tool that does the manual editing for you (ie. the Map Editor that comes with TA), but in the mean time you could get by with manual edits until you save up enough coin to buy TA. Happy Modding,<br

6 Replies 4,965 Views
Reply to picture pixels in Modding

If I understand you correctly, you have a picture of something (most likely a .jpeg) and you want to resize it to 128x128? If so, then you'd have use some kind of image-editing software, like Adobe Photoshop, which costs money if you do not already own it. You could instead use MSPAINT which comes with Windows for free. There is probably other free image-editing software out there, but MSPAINT will work for simply resizing an image, or croping it down to a smaller size.

1 Replies 2,440 Views
Reply to map editing in Modding

Well, you can look at the ".GC2Map" files located here"Data\English\Campaigns" for an example. They can be opened with notepad or a similar text editor. Alternatively, if you have Twilight of the Arnor, you can use the Map Editor program that comes with it.

6 Replies 4,965 Views

[quote]there's an Energy Feeding Centers series of Improvements, which require the Energy Feeding Centers technology line, which I can't find in the Yor tech tree anywhere[/quote] I'm not sure what the intent of those techs were. Whoever added them might have replaced them with something else and forgotten to take them out of the file. I'll ask around the office. ~C

38 Replies 30,012 Views

[quote]1) The following races [Yor, Thalan, Iconians, Korath] lack the ability to research anything more than the basic Mining Starbase and Strabse Factory modules. This is because they no longer posess the Xeno Indistrial Theory chain of technologies, and the roughly equivalent replacements in each case do not provide starbase techs.[/quote] [quote]please consider the situation with the mining starbase upgrades if there's time.[/quote] Okay, just so everyone knows, every rac

38 Replies 30,012 Views

RazorRick: We DO read the forums and will fix bugs that are reported. Don't discourage him from buying the game and getting accustomed to it. Besides, he may find it useful to spend some time playing DA first anyway. Because Fiveburgs is new to Stardock games he may not know about our level of after-the-sale support. By telling him not to buy the game, you may inadvertently cause him to think that we have no intention of fixing the issue you are reporting, which the rest

9 Replies 5,340 Views

Yep, TA builds on the feature set of DA, so you'll need DA as well. The expansion bundle includes both for $45, whereas buying them independently will cost $30 each. ~C

9 Replies 5,340 Views

[quote]From what I understand, the devs are very busy finishing Political Machine. The entire GalCiv team have been kidnapped to finish it.[/quote] This is true. We have all been hard at work finishing Political Machine 2008. It has been a fun project to work on. You guys should give it a shot when it comes out, let us know what you think. [quote]While developer interaction is always appreciated, it's only been a few weeks since ToA was formally released, and I'm

38 Replies 30,012 Views

Yep, in Twilight the numbers on the HUD at the top of the screen (next to the button that says "MENU") will tell you what sector you are currently looking at (in XX:YY format). Also, a good thing to know is that the sectors are numbered in increasing order. X sectors increase as you move from left to right, while Y sectors increase as you move from down to up, as illustrated in this picture:

3 Replies 3,532 Views

[quote]I have also noticed that the Civilization Manager screen that lists all colonies does not auto refresh. I have to go out and then back into for a current update.[/quote] I have fixed this today, and it will be in one of our updates. [quote]It happens when you rush buy more than 1 improvement per planet via the colony manager screen 'bug'.[/quote] Even though you guys would probably rather I didn't, I fixed this today. You can no longer buy more than one ship o

13 Replies 14,607 Views

[quote]this method of Ascending is absolutely blase. It used to require that you research several extremely high-tech techs to learn everything that is required in order to Ascend. It took time and money and puzzling out the correct research path to get to that destination. Now all you have to do is find one or more crystals, send a Constructor to build the starbase. (Which can NOT be upgraded with defenses adequate to repel an attack.) And then just sit on it as the clock counts down.[/quote]<b

17 Replies 14,059 Views

[quote]I don't know the cause, but when it does happen I can recreate it from saved games on different machines. Occurs in Dread Lords 1.5 and Dark Avatar 1.80g. Haven't tested ToTA yet.[/quote] Any time you can recreate a bug, we absolutely would like for you to send it to us. Be sure to zip up the game save and give us some instructions about what the bug is and the necessary steps to recreate it. Email it all to [email protected] Thanks, ~C

7 Replies 6,030 Views

Yeah. We went with display names so it's easier to know which techs you are setting as restricted or starting. For example, several tech trees have a tech with the techID Neutral History, however the display name calls it something else (like, "A History of Extremes" or "A History of Preseverance" etc...). As a player, in-game, you never see the TechID of techs, only the display names. So, from a usability standpoint, it's clearer to use the display names, (though

6 Replies 5,722 Views

[quote]the scenario editor seems to look at the display name and not the Techs ID[/quote] Yep. Why is that a problem?

6 Replies 5,722 Views

[quote]after Particel beam the Drengin get Ion beam 1 and directly after that they can jump to Disrupter. Shouldn't Disrupter come after Ion beam 3?[/quote] On our internal build, the Drengin now have Particle Beam 123, then Ion Beam 123, then Disruptors 123. It had gotten fixed this week. [quote]And there are still no weaponmodules for all three Ion beam techs.[/quote] I'll look into this. Thanks, ~C

1 Replies 2,485 Views

[quote]Altarian Advanced Defenses tech[/quote] I'm guessing that what you mean this time is the Altarian tech "EnhancedDefenses". That one has already been fixed internally too, along with every other TODO in every tech tree. Thanks, ~C

7 Replies 5,725 Views

[quote]Add fleet defense to the list.[/quote] Fleet Defense, if you read it's description after researching it, is meant to be a tech that leads to others down the branch. It's not supposed to unlock anything other than the opportunity to research farther down its branch. Short description: A series of technologies that improve the defense rating of all the ships in a given fleet. Long description: It is an irony of research that many of the engineered results

7 Replies 5,725 Views

[quote]the Xalax and Zalon defense coordinator modules are enabled not by their own techs, but by "advanced defensive techniques" on a seperate branch. looks like the "xalax" tech itself is useless?playing as terrans in beta 3D[/quote] [quote]after researching the Drath Offensive/Defensive Meditation Modules, I can't find them on the ship-building screen[/quote] These have just recently both been fixed. [quote]Another tech that seems to be missing its ship compo

5 Replies 3,798 Views

[quote]The Defense Meditation module and all the other modules like it except for one hit point module aren't showing up in the Shipyard even though each modules tech has been researched.[/quote] Surprisingly, these were still bugs in the latest build. I fixed them this week. Thanks guys.

6 Replies 3,968 Views

[quote] -The description for each level of Pulse Cannons is the same. -When starbases indicate 'n modules available', they do not correctly use singular; it will say '1 modules available' when one module is available instead of '1 module available' like it should. -The Devastation Beam is still available absurdly early (it's from one of the first weapons teachs). Is this intentional?[/quote] I verified that these are all fixed in the latest build. thanks! ~C

2 Replies 2,516 Views