Must say that I like the idea of the smoking/damaged ships, as long as they do reflect the extent of the damage to the ship. As to 3 and 4, it sounds a lot like a space station. So you would have a construction ship that could build a station in a star system, regardless of whether it was inhabited or not. It would gain access to the resources of the system (ie asteroids) and perhaps be able to add research and production benefits to that system or sector. Am I on the right track there
Landwaster
ah!.. mini map click, something that I have missed. found myself more than once clicking on there to send off a ship a wondering why it wasn't going anywhere :)
or try something like The Sims did, throw links to the mp3s (or the files themselves) into a music directory, and then the program will play them in random or sequential order from that directory.
ah.. I haven't been able to get any play done on the beta yet, simply cause I haven't made it past the first or second turn. I haven't been able to get it to crash the same way twice (can supply smart exception reports if desired), but the last one was quite interesting. The previous game crashed as I was attempting to save it (as suggested in another post). Upon reloading I started a new game. Went as normal for the configuration, and strangely, instead of seeing the tech window, I sa
Would you be looking at the type of government being chosen during the setup of the game, or as something that can be selected during the game (like in the Civ series)?
Hey dominic, just so you can be sure of your sanity, I also got that disappearing tech tree in the last alpha. I did eventually find the solution you suggested :) I don't have that save game anymore to check what the techs displayed were (I updated to the beta the same day) so if I do come across it again I'll be noting more info on it
Ah.. back to the gaming at last, trying out my new 19" and naturally the first game had to be galciv ;) Started off a new game, and had barely gotten into it when it slammed me back to desktop. My actions were as follows: 1. Colonised a planet within SOL system (Sol IV), using a newly built colony ship (I did not load any people into it) 2. told new colony to build a colony ship, and soil enhancement After these two actions, it would either crash on clicking D
sweet.. nothing like putting the idle time of the user to good use
Everyone has their favorites. Mine would have to be technologists.. gotta love those new toys ;p
have to agree.. countless times I have wondered where in the galaxy the ship was.. hehe.. GREAT suggestion Shadowgopher!
Generally I've found that drag-select will only select one distinct set of units. By that I mean that if you already have some units selected, they will be de-selected, and the new group selected. Using the shift-left click is a generally acceptable method to do the mass selection, with a ctrl-left click to be a select state toggle (selects if de-selected, de-selects is selected). As to the use of selecting a group.. wouldn't it be much easier to select a few ships and only giv
Got to love those text place holders LOL amazing what some coders put in there...
I'd say that the larger the galaxy, the greater the chance of having a few of them.. hehe.. you might have just gotten lucky ;)
from memory that focus situation could explain it.. I also tend to click fast for end of turns so.. yeah.. might have had a situation as described by Fredrik
Something I noticed last night, in the Basic Repair techonology, there is a "String not found" for the ability I think it was.. ie "- String not found + 10"
Occasionally, I've entered the system for colonising, and then forgotten to select the planet because the focus has shifted away from the system to the next ship in the movement list, or I have just simply forgotten to select the planet. When I click out on the map to change the destination of the ship the colony is cancelled and I have to start the process again. Although this isn't a huge problem, perhaps there can be some method to "lock in" the colonsing mode unless say a cancel button has b
I didn't manage to get to the point that John reached with the freezing (killed the app once I knew it was stuck).. however what he says is pretty much exactly what occured with me. It didn't matter what you clicked on, it would always execute a new turn.
I think I had something similar, although I haven't been able to reproduce it. All the screens seemed to lock up, with only the esc key working. what I did notice however was that clicking the mouse was in fact still executing a new turn.. If it happens again I hope to have some more info.
I found that occuring when there was actually no ship selected, is that the case with you also?
ooo.. you will be assimilated! hehe.. great idea - a cheap way of grabing some nice hardware :) You guys are doing a great job.. keep it up :D
Yeah.. trading between your own systems would naturally take place, however, is there any benefit to actually having to set this up? couldn't it be simply assumed? On the flip side, what could be done is to have the routes automatically created, run, and displayed to the player using the same method as a normal trade route (ie little ship flying back and forth). This could then open the "raiding behind enemy lines" tactic
hmm.. rejecting trade. Sounds good.. there can be all sorts of diplomatic waves from rejecting a trade route. If you reject too many of them, wouldn't it stand to reason that there would be some negative influence? hehe.. not that it would matter too much if you are planning to kill them off any way ;) Following on from that.. would there be a way to "close" an existing trade route? not exactly sure how this would affect the game play, but it might be another form of economic attack (on
Not sure if this has been reported yet, I couldn't find anything listed anywhere. Whenever the selected ship panel has all the "N/A"s and you press the sentry button (ie the top option), the program crashes to desktop. I've repeated this a number of times by starting a new game, scrapping all the starting ships, and pressing the button. (SE log available if required)
hehe.. it's never too late to add new features ;) I have to admit that I would like to see some indication that a particular trade route is bigger than others.. and God King's suggestion of multiple trading vessels is a really good way of doing this. It would then force you to "beef-up" the security of that lane when the danger of pirate attacks.. and looking from the other perspective give you multiple raiding targets. Although if the routes gets large enough, there might be an over
At least they have mentioned that it is going to beta.. hehe.. a step in the right direction perhaps? ;)