Firefly was a great show. I think what I liked most about it (aside from its awesome gritty sci-fi style) was that it really hit the ground running. With the possible exception of the pilot, the writers & the actors all seemed to know what they were doing and what they were about from the get-go. Watching Firefly's all of a half-season, it often seems to me like a show that's gained speed and is in it
Kloreep
Hybrid adventure games: centered around an adventure, but with a developed game world - basically, I want to step into the shoes of a character and both make decisions and have to worry about their skills. A good example would be The Ur-Quan Masters (AKA Star Control II); you made a lot of choices in what you did and how you spoke to the various aliens you encountered, but you also had to be good in combat and to some extent had to develop skill with the planetary lander. The Quest for Gl
It's just a scenario; the main Civ4 game is still its own beast. If anything, I imagine it's supposed to show off how moddable Civ4 is, since a relatively empty space map is quite different from the terrained tiles of standard Civ4; with all the game balance issues they entail. I wouldn't be surprised if the GalCivs turn out to be a notable influence, since they're one of the few acclaimed space TBSes in recent memory, but I imagine it'll be a far cry from copying. I wouldn't apply that
That is a bit strange. I wonder how it would stack up against the defenses for each type, though. If Armor is also the most expensive defense to invest in, it might not be so unbalanced.
I'd probably pay $20 if it had a full suite of MP modes (hotseat, PBEM, on-line & LAN)
Hopefully they're not just pushing this date up to get money. Considering a later release would be sooner to Christmastime, I have hope this move is because the game is actually coming along nicely and not because they have high sales hopes for a certain release date.
I would assume all those names come from the word.
Yep. If that was flaming, tell me what other forums you visit, because they sound like very nice places.
Maybe the player would have to make a choice : waste money to pay unemployed workers or cut the social benefits and experience a morale drop... This would be a kind of very simple unemployment system. I like this idea. (But then, I like any idea tha
He's right. https://www.galciv2.com/purchase.aspx?game=galciv2 The first one simply says "pre-order final release" but then the one below it says "Beta and CD"
Since you're aware, I'll skip to my conclusion: Yes, no, maybe. It's possible to achieve a military victory, though the others aren't in yet. The AI is still very early and limited, however, so it's easy enough to achieve that military victory if that's what you're aiming for; the AI is not yet challenging. As for having a good time: if challenging AI is necessary for that
If other 3D games work, it sounds like you should have the capacity for GalCiv2, although I'm not entirely sure how GalCiv2's demands stack up against those other games. I believe the only other possible issue with the onboard video is whether it's DirectX 9.0 compatible. I'm not sure how you would go about checking that. Hopefully the Stardock people can figure out what the problem is. <img src="http://images.stardock.com/gc2/smiles/Smile.gif" border=0 ALIGN="absmid
So THAT'S what that slider does! That should eliminate my bling sizing problems.
2.8Ghz is probably enough. jonranda, does your laptop use onboard video? Sometimes onboard isn't enough to run the 3D engine.
That sounds like a good idea. Later-game survey ships, which you could give a more powerful base, would actually have anomalys to explore. And since you can't enter an anomaly tile without picking it up, it would create impassable terrain for a little tactical variety.
By and large, the extras are HUGE, bigger than most of the actual components. If the idea is to be able to identify what a ship has just by looking at it, it's NOT gonna happen with some of the "bling" you can put on ships. Strange, bling being large certainly helps me to use it as a differentiater. <img src="http://i
Construction icons no longer pop up whenever a planetary building is completed, they only pop up when a planet's queue runs out of buildings and it needs new assignments.
I'm not sure if it does it because the code detects the research being empty and planet being colonized, or if it's actually coded to do it that way. Though you do need to set your research and your builds on the first turn. That said, I agree that immediately opening them may not be the best option, as I usually want to look at the galactic map, and make my ship moves, be
I'm pretty sure I've seen the surrendering race removed from the Diplo screen when it happened in one of my games.
The Colony Ship is a specially modified ship that would not normally be possible to build. IIRC, Stardock has said they'll bring it in line with the game mechanics when the mechanics become a concern down the road.
I don't know whether Open Log Directory is supposed to work, but I know that Submit Exception Report doesn't do anything; you have to attach the log to an e-mail. ([email protected] is where you should send SmartException Reports.) My installation on Windows XP is located at C:\Program Files\Common Files\Stardock\SmartException. It might be a different path if you're not using Windows XP, though.
Sounds like you don't have DirectX 9 installed; and so far as I know, the Beta doesn't install DirectX with itself. You can download 9.0c at http://www.microsoft.com/windows/directx/default.aspx
Happened to me too. One of the Stardock people e-mailed me back saying it seems all invasions of the player crash the game.
I've also found that clicking the "find" button to make sure all autopilot ships have moved helps to get the turn button back.
One other thing I forgot to note. You can access AI starports and launch their ships for them. Would be handy if you have an unescorted transport bearing down on a planet. I imagine this was simply not removed for the Beta, either intentionally or unintentionally.