Brad, As you may rmember from my previous comment I LOVED the ranges implementation you had in the OS/2 version. What I liked most about it was that it allowed the human player and all of the AIs to build up a considerable infrastructure before having to concern oneself about being attacked. Of course, the larger your galaxy the more affective and desirable ranges becomes, which may be one reason why I like ranges so much (I prefer grandious playing areas). If you already hav
Lucky_Jack
I'd still like a pop-up for those times when I miss it coming on, say when the treasury is less than 100 and the spending is such that my treasury will decrease by more than 30%, or when the treasury transits into the minuses? Thanks, Jack
Brad, Waiting until the game is really awesome is a good idea, but what about all the sales missed if it is not delivered in time for xmas? Cheers, Jack
The whole idea of more colonists on the USS Discovery is to make the game start faster. I think tying the number to the skill level would defeat that purpose. Also, I think 200M is too many in some cases. If you have to colonize a low class planet (class 10-15) it may result in an unmanagably angry colony. Cheers, Jack
I like them all, but I think they need to be kept in the "nice to have if time permits" catagory. If time runs out, then they could be put into an early upgrade. Cheers, Jack
There are a lot of ships that have yet to make an appearance in the game, including the Excalabar. I suspect that the ships have yet to be rendered by the art department. Cheers, Jack
It looks like this is fixed in build Beta 1C, but I am curious how this should work. I have researched "trade", "advanced trade", and "cultural trade". "Cultural trade" is still on the list of techs that can be researched. Is this the way it should be? How many times should we be able to research "cultural trade"? Also, I searched the tech file ("GCTech.TECH") and found no other techs that include the ability "Trade routes", like these three do, however there are some that include the
Colonizing a planet with so few colonists results in a planet that is very slow to get going. Since Brad says he wants this to be a fast starting game, would it be possible to increase this to, say, 100M colonists? Cheers, Jack
I don't think the point here is that any one strategy is going to win consistantly. But any strategy that leaves you weak in the eyes of the other races is certain to leave you on the short end of the stick. The first thing to do is to try your strategy at lower skill settings ("cakewalk" or "easy" with races at "idiot" or "dumb") until you get a feel of the game and how effective your strategy is. The next thing is to try to colonize other star systems a quick as possible an
Whoa. I just reread the text on the main startup screen and ??? Has the planed ship date for GalCiv changed? It says "The game won't be out until next year." The last I remember of the planed release date was November this year. Just curious. Cheers, Jack
BTW, if I remember correctly (perhaps someone can check) the OS2 version had a warning pop up if you went into debt. If this is planed for this version it is probably just not ready yet. Cheers, Jack
Magus, You may want to start a new game and watch how morale varies with what you have in the treasury. When you go into debt morale plummets so you have to try to get your finances in order (get out of debt) to get morale back up. If you catch it quick enough you can prevent it from going totally out of control, but your people get very angry at you if you let your debt run away with you for very long. Cheers, Jack
Worth your money? So much depends on what you like. If you have been looking at the downloads available from this forum and like what you see, and have been reading the reviews where Brad tells how he expects the game to play and like that, then I think you are in for a treat. BTW, I had the OS/2 game from release 1.0 through release 2.5 and enjoyed it immensely. I am very encouraged by what I have seen so far while beta testing its conversion to a Windows version and I personally beli
I have no problem with the proportional sizes of the star systems (planets are not visible on this screen) and the ship sizes. After all, it is all representational. The space the game can cover is so vast that if a ship was to be presented in a size relative to the size of a star system the ship would not be presentable on the screen (it would be many magnatudes smaller than a pel). I think this is a visualization problem that many individuals may have to resolve in their own minds. Otherwise,
I think what Magus is saying is that researching trade technology is analogous to learning how to build bigger and more efficient freighters. If so, I agree. Limiting the number of trade routes does not seem to do this, but allowing more profit from a trade route based on researched techs does. Cheers, Jack
The production/tax values I get for a star federation seem to be the same as for the imperial government. For example, the current game I am playing gives a tax revenue of $83 bc for an imperial government, $103 bc for a republic, $124 bc for a democracy, but only $83 bc for a star federation. Cheers, Jack
Nothing evil about it. Those that put their time and effort into developing it deserve the compensation. Cheers, Jack
Not fair. Nether to those of us who paid for it and not to those who put their sweat and blood in developing it. :VOMIT: :VOMIT:
Cut and past from Netscape to Word worked, but the text lost a lot of the characteristics - font size, color, underline, table border, etc. Certainly as an aid for now it is fine. Cheers, Jack
When I called up the link it gave me a display with the text. I printed it from there, Perhaps that is why so much white space. I will try Word. BTW, it may be that everyone doesn't have Word. They will need an alternate method of printing it. Cheers, Jack
I think space anomalies are supposed to be like stars. Once you have discovered and cataloged one it is there until explored. Intermittant music is also a problem for me. It happens most often when it should be switching music, as when closing a planet screen. I can often get the main screen music to restart by opening a planet view and closing it again. However, when the alien themes quit playing they seem to stay gone. Increasing the tax rate decreases morale which decreases
A question about the submition of scores to the Metaverse - Does the DGM have to be open for this to work? I tried it twice today, once with the Beta 1 build and the DGM closed, which locked up my PC, and once with today's build (Beta 1A? Beta 2?) and a brand new DGM (help->aobut says 0.66.74) and it worked. Cheers, Jack
Downloaded it and printed it. ****************************** Just a warning to anyone thinking of printing it. It is 56 pages with about 75% white space. Some pages don't contain any text at all. ****************************** Brad, I assume this level is NOT ready for any critique. True? Cheers, Jack
The small freighters were cute to watch at first but for me the novilty is wearing off. Cheers, Jack
Magus, I too am seeing cases where trade income fails to show up on the economics screen. In some respects mine looks a bit different than yours, but if you could try something quick we may be able to tell whether they are the same or not. 1). Start a saved game in which you have extablished your own trade routes. Respond to the research window as needed (or just get it out of the way). 2). Look at the economics screen and check the value for income from trade (mine show