Rhedd_V

Rhedd_V

Joined Member # 3046059
3 Posts 87 Replies 333 Reputation

I picked up Space Rangers and Political Machine for like, $7! Awesome! It'll give me something to do during the eternal wait for the Sins:Entrenchment beta to start. :P Not being a huge fan of politics, I picked up The Political Machine out of curiosity, and it turned out to be really fun... I think. I haven't gotten to play it yet, because I started it up and my wife took one look at the candidate generator and started playing. She won, too!</p

17 Replies 21,828 Views

[quote who="Vallu751" reply="17" id="1918957"] Regarding the ship designing, is it possible to modify an existing design? I mean going to the design screen with the components of a selected design there. That's how I used to do it in MoO all the time: After I get a new weapons tech, I'd go change the weapons of an existing design while leaving the rest as it is, and see how large the increase in damage is. Same with miniaturization, you could just check how many more components you can n

20 Replies 83,275 Views

[quote]You mean the Industrial Capacity slider ?[/quote]No, I mean the Production Capacity slider, as I said. Well, that's what I like to call it, anyway, because- you know- that's what its label says. ^_^ I was wrong, though, it's at the top of the others, right under taxation, not at the bottom like I claimed.

24 Replies 72,023 Views

[quote]How can you tell what's the 100% equivalent when the game changes every turn ?? Those sliders are fine the way they are. Maybe, at a certain point in the game, I don't want to build anything but instead, I want to max my research or the military.[/quote]We weren't talking about THOSE sliders. The three individual sliders are very useful! It's the overall production slider that's dangerous. The fourth one at the bottom that turns EVERYTHING down under 100%, all at the same time. D

24 Replies 72,023 Views

Exactly why I play with the grid ON. Grid-by-grid movement, and being able to easily count the number of moves to an enemy ship/planet, is often very important. I'm old enough to remember board games! ^_^

10 Replies 7,506 Views

I had horrible problems with my economy until I started following one simple rule: Get your Production Capacity slider to 100% as soon as you can afford it, and LEAVE it there. Do NOT build more production buildings unless that slider can sit comfortably at 100%. Factories and labs cost the same amount of maintenance whether they're operating at 100% efficiency or at 40%. Building a second factory to double your build rate when you've got your slider set at 50% is just

24 Replies 72,023 Views

If I understand what you're referring to, this "launcher" is just what it says it is. It's the little screen that lets you start a game, update, etc. Yours seems to be starting up automatically on boot, and possibly not shutting down properly, which is a problem on your end, but there's nothing the least bit scary about the program itself. This is Stardock, not EA. No malware involved! ^_^ (Never betray that trust, SD!! ^_^)

11 Replies 11,259 Views

[quote]Moddability is good. Options are good. But the number of sliders for every option, from planet class/habitability to anomaly spawn rate to mega event frequency, would quickly get out of hand. Not to mention the people asking for the ability to selectively turn off individual classes of extreme planets, anomalies, mega events, ethical events, etc. The result would be a set up screen with literally hundreds of sliders, switches, and menus.[/quote]Bring it on! ^_^ Note: The sort of

27 Replies 14,871 Views

Isn't it interesting that no matter how hotly this topic is debated, or how strongly people feel about liking or disliking the new or the old screen, [I]nobody [/I]has any objection to the OPTION of choosing either screen? Change = Risky OPTIONS = Good

27 Replies 14,871 Views

[quote]Hum, if this is true...[/quote]It [I]is[/I] true. Keep in mind that the square root of the usual value is hardly something to write home about, but it's better than nothing.

13 Replies 15,982 Views

[quote]Ah. Probably should of figured on it, considering how much they're doing with Impulse and Politcal Machine.[/quote]I seriously doubt it has anything at all to do with Impulse or any other game. It's a simple matter of priorities and time.

8 Replies 8,760 Views

Actually, I can read the menu option just fine, so I'm assuming the testers could too. "Min Defenders In Orbit Before Auto Launch" I think someone seriously needs to up their screen resolution. ^_^

14 Replies 8,749 Views

I only started playing GalCiv with ToA, had only seen screenshots of the old invasion screen, and heard people say how horrible the old graphics were. Recently, I started up a game of DA and used a cheat code to go right into planetary invasions, just to see for myself. Okay, so the little men aren't anything to write home about, graphics-wise, but WOW the old screen was more FUN. It was more immersive, and- did I mention- FUN! I'm an old MOOII fan, like many others he

27 Replies 14,871 Views

Launching manually should really be the way you should go, anyway. Know what citizens do in their spare time? They pay taxes. ^_^ So, having a few million citizens sitting around in transports at rally points waiting for a call to arms is far from the most efficient way of doing things. I leave all of my transports in orbit and the people on the ground (paying taxes) until they're needed, load up the soldiers and send them [I]straight [/I]to the target. Any da

13 Replies 8,585 Views

Did you know that the Battle of the Gods scenario doesn't actually unlock SMALL hulls? I find it easier just to start a game with the "cheat" switch and give myself all techs (CTRL+SHIFT+R)

13 Replies 11,266 Views

[quote]As far as the value of other races trade with you I have no idea of where you can detemine this if it is even possible.[/quote]If you go to the Foreign Stats screen and look at the Relations tab, under the alien race's portrait it tells you how much trade you're doing with them, and has a button to enact a trade embargo.

6 Replies 5,562 Views

[quote]I am in my seventies and a female.Really? You are seventy-x and you use the internet and play computer games? If that is really true you got my big respect for that. Not everyone that age is that open to the new technologies. I can`t even believe that.[/quote]I believe it. I'm forty and I play video games. (Make the darned things, too.) When you get to be forty, seventy doesn't seem nearly so old to you. ^_^

61 Replies 266,587 Views

[quote]I have a 24" monitor HDMI input... It's nice enough (for now...) It's my eyes and brain that are the problem, not the hardware. The blue is a little less for me than the green, but it's a fairly happy compromise so I think I'll stick to it for now. Thanks for the input, BTW. It's been very helpful to me to get the feedback.T[/quote]You know, I was kind of snarky with you a while ago about the color of your post. (It was bright green, or yellow, or something scary.) I just assumed

24 Replies 81,622 Views

[quote]I'm working on wooing the Alterians and I can't seem to get my relations above 'Warm' even though I've given an economic and research treaties, my diplomatic techs, and even some money. Does it just take a long time or am I doing something wrong here?[/quote]Definitely open some trade routes with them. It'll help a lot. Also... (cue the drumroll) I'm new to the game, but giving a race that you want to be friendly with diplomatic techs (other than Alliances) seems like a

31 Replies 12,716 Views

And remember, your budget is based on taxes which is based on citizens which are based on planets for the little people to grow on, so colonizing should be your top priority. Step 1: Explore Step 2: Colonize Step 3: Colonize Step 4: Colonize! A new colony will cost you 10bc/week. You don't [I]have [/I]to build a thing on the new planet. Just colonize it as soon as you can [I]possibly [/I]afford another 10bc/week, and let it sit there and grow in population until it'

31 Replies 12,716 Views

[quote]I've experienced the lack of military well before the tech balloon.[/quote]I've had games (pre-1.95) where some AIs didn't have a military, as well, so I don't doubt the existence of your problem, but the OP, at least, is not "experiencing the lack of military well before the tech balloon." He said that he was having problems with non-military AI by the year 2231. When BoogieBac was studying the problems with tech inflation, I sent him saves of the only two games I had e

10 Replies 8,335 Views

[quote]Choosing specific opponents I was able to finally find the option to make them unknown. So now I have a specific work-around for the mean-time![/quote]It is in no way a "work-around". It's the problem, and you fixed it. [quote] First time I've had an issue with any GalCiv2 products - glad it was resolvable.[/quote]It wasn't an "issue" any more than if I set my resolution to 640x480 and was then upset that the resolution was so low! Glad you got everything back to normal

15 Replies 47,996 Views