[quote who="DethAdder" reply="6" id="1875052"] That shot of the planetary governor queue is most of the feature I was going to ask you what shot, but I loaded up an IE based browser and see it. Seems FF won't show the pic, Maybe an adblock thing i'll have to look[/quote] Don't bother. :) I'm pretty positive it's just due to his use of "\" in the url instead of "/". This should show up in FF/Webki
Tsed
I had been considering picking up RA3, actually. Looked like a decent RTS for some friendly compstomping with my brother. If there are activation limits... I'll pass. :/ I hope Dead Space doesn't get this as well. :(
Heh, at this point, any complaints I have are incredibly minor. I guess if I had one minor wish, it'd be that ship naming wasn't so flavorless. Seeing as the game considers anything medium size or up a "capital ship", how about letting us put text files with ship names in them for the game to choose from? So instead of getting Leviathan 1,2,3,4... etc, the game will automatically pull a name from TerranShipNames.txt. Sure, we can rename them ourselves, but having a list to pull from
[quote]Who is John Galt?Well, he's one of the main characters in Atlas Shrugged.But I think it's a screenie from a custom race game.[/quote] Whoooooooooooooooosh. ;)
[quote]But my answer to someone telling me what I can and can't say publicly is always to tell them not to buy our stuff. In the OS/2 days (when I was younger and even grumpier) I used to forcibly refund people's products and then black list them from buying anything from us in the future when they'd complain about me writing an opinion piece. But I'm better now.[/quote] Hilarious and awesome. [quote]This is why most companies have PR people. No human being can be expected to
[quote]I'd love to put up a module that just changes the United Planets in GalCiv II. Or a module that adds new types of planets or new super abilities or new random events or whatever. But I'm not doing that for free. We'd have to be paid for it. I'd probably ask for $9.95 or something per module. But would we get massively flamed? Probably.[/quote] Eh, there'd be some flaming, but retards will bitch about anything. They're just noise. Personally, $10 for a UP overhaul (br
Figure it's waaay too late for this, but figured I'd throw it out there. I know the minor races have their own tech trees now, but has any thought been given to giving them a couple unique, desirable, high-tier, tradeable techs? I suspect the minors, even buffed, will be eyed as quick potential takeovers, and while that should definitely be an option, it could be interesting to have some motivation to keep them around as allies so that later on, they could provide you with techs that otherwise
Have a bit of a bugged situation with Arcea's Last Stand in this beta. After I've built up all the asteroids around the initial planets, a Yor Troop Transport tries to get in. I hit the turn button... and it never reaches the next turn. Reloading the savegame doesn't help. Restarting GalCiv2 and then reloading, however, pops the transport through the field and lets me play just fine.
Absolutely. It's something I never really noticed lacking from GalCiv, but now that ToA is on the board, it's really clear -- the races didn't have much flavor to accompany them. ToA is just making the races *so much* more interesting. Lurve it. Thanks, SD :D
Very nice! You said all the *new* ones will be shipping at 128x128 -- any chance the old icons can be re-shot at the higher res? (are those renders still around? )
Just a thought -- why not allow more than one extreme colonization property on planets? That is -- why not have "aquatic toxic" planets and "barren heavy-gravity" planets, etc? 50% production (and colonization, for that matter) would require all the pre-req techs, and so on for 100%. It could also make the spore-ships make a bit more sense -- instead of changing the planet to a toxic one, overriding a previous property, it could simply *add* the toxic property. Anywho, just a thought
Ack -- meant to put this under 'Ideas'. Oops. :/
Currently, if you're unconcerned about morale levels, you only need to decrease taxes to up your morale for the turn of elections... which is a bit silly. It seems pretty clear that the game logs morale levels, so why not use *that* for their voting preferences? That is, if they've been really unhappy for the past year, use that info -- don't let a sudden tax cut make them the happiest people in the universe willing to serve you. Could even weigh the past couple months more heavily.
[quote] The Terran Alliance tech tree is, naturally, the most familiar one. For instance: Artificial Slaves. We have made great strides in our manufacturing capability by taking people and turning them into biological machines for labor through the use of genetic modification.... [/quote] Maybe it's just me, but the quality of flavor text there seems a couple notches above the DL/DA norm. There wer
[quote] YES, it would be really cool, but not practical. [/quote] [X] Disable Animations Problem solved for computers that can't handle it. Seriously though, this would be real
Uh... wow? For clarification -- are you saying that you're doing these for Stardock to integrate into the next patch (as I believe you did for them with DA?), or this is the next revision of your mod, to be released after 1.7 comes out? If it's the former... that's incredibly awesome
My first gigantic game. Diplomatic only because it was taking sooo long.
Awesome -- they're up! And now I finally have a great portrait/anim for my custom race. Thanks, Formis!
Upon hitting the turn button, I CTD with this debug.err: [code] Debug Message: Version v1.61 Dark Avatar last updated on: Wed Jun 13 14:10:36 2007 Debug Message: Checking DX Version. Debug Message: *********DXDiag info follows.********* System Info Time: 6/19/2007, 21:25:07 DirectX Version: DirectX 9.0c (4.09.0000.0904) Machine Name: NYMERIA Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 2 (2600.xpsp_sp2_gdr.050301-1
Hmm... is there anything technically stopping "negative capacity" modules? As in, a module you could add to a ship, that instead of taking up space, adds to it, for a significant cost? I really like the idea of miscellaneous modules that make ships more unique, and that one sounds like one that could be particularly useful.
Wow, top notch!
We all know what is needed. Space pirate captain (again, human-ish)! None of the current portraits fit my current character's namesake. (awesome work, btw!)
Uh huh -- they aren't supposed to, but I have a saved game that speaks otherwise.
Annnd... so the Altarians put up a bit of a fight! With any luck, now that exams are over, I can get a few more in before the deadline... will see. Still have work to contend with.
*largely ignores the replies, as they currently seem only tangentially relevant to the OP* I read your original AAR on that strategy -- it was the first one I really read that went in depth into an advanced strategy (not saying there aren't others here, but that it was the first *I* read). Now -- was it intended to work the way you've been using it? I dunno. Who cares? It doesn't look like this is in the pipeline to be "fixed" for the moment, so either it's something the dev