Ahzi Dahaka

Ahzi Dahaka

Joined Member # 1978900
0 Posts 0 Replies 796 Reputation

If it's possible, make some of the un-moddable XML stuff, well, moddable. A specific example I have in mind would be the Orbital Fleet Manager--I personally think it's kinda silly to have to spend a valuable tile on each of your planets in order to allow orbiting ships to fight as a fleet, but I can't mod say, the Civilization Capital and Initial Colony to allow it. There's also the fact that you can't create different Starports. Of course, if that's actually changed, and I just don't

400 Replies 130,144 Views

While borders throughout deep space wouldn't make much sense, I think political borders set a decent distance from planets are quite viable. Additionally, you would still need to keep some sensors out there--if the Torians didn't actually see you going through their territory with a fleet of dreadnoughts, then it didn't happen... To get around the trading problem, you can just have different diplomatic stances with each of your opponents: you could close your borders to all traffic, al

46 Replies 23,224 Views

I know exactly what the original poster is talking about. It's unavoidable with any theme you use through WindowBlinds or another skinning application. You basically have to turn the theme off for IE7 in the WindowBlinds settings, which of course results in the browser having a Windows 98 look. At least, I think doing that worked... The only other way to have your cake and eat it too is to find yourself a copy of the UXThemes Multi-Patcher utility, which basically hacks the uxthemes.

4 Replies 4,057 Views

At any rate, I still think that the best way for any kind of carrier system to be implemented in the game would be an outside-combat loading/unloading feature like what Civilization has.

76 Replies 407,140 Views

Some people read way too much into cosmetic and game-balancing features. Honestly, you may as well claim that in Civilization, each unit is actually composed of a single person or ship, and that a warrior is physically taller than a tank.

18 Replies 14,197 Views

Well, for wealthy nations in the real world, the balance did indeed tip in favor of strategic carriers. If you still need to lob an elephant at a stationary target, there's always battleships, though. And for less wealthy nations, all those lesser conventional forces are still useful, because that's what they can afford. Exactly: in WWII, for ins

76 Replies 407,140 Views

Just as the Warrior unit represents more than just one guy with a stick in the Civilization series, one ship in this game is representative of a squadron or other group of ships.

14 Replies 8,683 Views

I use Programmer's Notepad . It's got syntax highlighting for just about everything imaginable, numbered lines, folding, tabs, and other good stuff like that. It's quick and simple, too.

11 Replies 24,849 Views

The most likely implementation of carriers in any version of GalCiv II would probably be to allow a number of "boarded" fighters to travel farther without life support, and maybe engines; a logistics bonus would likely prove too advantageous, since the advantage fighters have lies in their sheer numbers. What's tricky about that, though, is the fact that you risk rendering frigates, battleships, and dreadnoughts useless--they're already at a disadvantage against swarms of fighters, afte

76 Replies 407,140 Views

Unfortunately, the sensor range and ship range caps are both necessary--apparently, the game starts to do some weird things once either value reaches a certain point. I can't say whether the Stardock team has any plans to devise a work-around or solution to that problem (provided such is even possible). It'd certainly be nice if anybody could provide some insight into the likelihood of anything happening in that regard.

18 Replies 20,420 Views

It's Wii all the way for me. The other consoles are not only far too expensive, but also ultimately offer nothing useful that their predecessors didn't already have. The Wii is also going to be the console that will make any kind of real impact on the PC gaming market. Certain genres of games are typically limited to the PC due to the fact that a gamepad simply can't provide the same level of precision as a mouse; however, the Wiimote bridges this gap. We may very well end up seeing

21 Replies 32,141 Views

I'm all for what DreadArchon suggested, except I'm not sure if removing the range cap is possible--I recall it being explained that ship range and sensor range had their hard-coded caps because things start acting weird after a certain point. A similar speed setting might not work as well, though, as you're then dealing with something that has a much more widespread effect; it might prove detrimental to the warfare strategy in the game, for example. Of course, it's also possible that I

5 Replies 4,390 Views

In one game I was playing, to test a little modding I'd done, I ended up colonizing two planets that had the 700% bonus. Now if only I could find a high-PQ planet with a 700% research bonus, a 700% manufacturing bonus, and a 300% food bonus... Hey, that'd make for a good scenario: you start out with such a planet as your homeworld, but you're not allowed to colonize any other planet...

16 Replies 11,089 Views

...Yaknow, I bet it's like in Star Trek: Armada. In it, you have freighters mine dilithium moons using tractor beams; when the freighter's cargo holds are full, they then proceed to the nearest mining facility, unload, and then repeat the process. Another example would be harvesting Tiberium in Command and Conquer... The only real difference is that, instead of using the gathered materials as the game's "currency", you've got the mining center acting as a starbase that gives special bonuses t

14 Replies 13,243 Views

Freighters that have already established trade routes always move at 1 tile per turn, regardless of what engines it may have on it. As such, there's really no point in upgrading them. Also, the Arnorian Armor is twice as strong as its Tri-Strontium prerequisite (6 vs 3 absorbsion, respectively) and has a lower base size (4 with 4% sizemod, vs 7 with 3% sizemod, respectively). Lastly, ATI's Catalyst Uninstaller should completely remove both the Catalyst Driver and the Catalyst

4 Replies 2,483 Views

Don't get 4 gigabytes of system RAM, either--the 4GB RAM limit that Windows XP has includes both system memory and any memory that's on your graphics card. Also, make sure the motherboard you get is 64-bit and can handle at least 16GB RAM; otherwise, you won't be able to get the most out of Windows Vista (once it comes out). The Premium Home edition will support up to 16GB RAM, and the numerous Business editions and Ultimate edition (the 64-bit ones, that is) will support a down

20 Replies 10,265 Views

If you're building a fleet of ships for an invasion or something, you can set up a rally point, and then have the ships automatically go their and form a fleet as they're built. There's a game tutorial that covers exactly how it's done.

2 Replies 3,846 Views

I just buy their freighters, and then either use them to form my own trade routes, or upgrade them for an instant fleet of constructors. It's especially bad when you're next to an AI that's trapped in a corner; when that happens, you're the only other race they even know about for a long time, and you end up with all of their freighters sitting around your homeworld doing nothing. I've had both the Arceans and the Korx do that to me.

5 Replies 4,991 Views

I don't even know what you people are talking about with replacement mods not working right in the mods folder. I've altered a good number of techs, put them in the ...\Mods\ModName\Data\Techs folder, in a single TechTree.xml file, and they work fine. You just have to make sure the different branches (Logistics, Propulsion, Culture, etc.) are listed in the file separately from one another (as opposed to having a Propulsion entry mixed in with a bunch of Logistics entries, for example). That,

15 Replies 9,350 Views

I personally like ATI's cards--I have a 256MB ATI Radeon 9600, and I have no complaints about it. Heck, my old card was a 64MB ATI Radeon 7000 that actually ran Civ IV, which is supposed to be impossible (something having to do with TnL). Of course, that's just my experience with them. As for your new card, you'll definitely want something with a good amount of memory on it, as you don't have too much system RAM; with my current video card, 1.5GB RAM, and a 2.1GHz AMD Athlon 2800+ pro

20 Replies 19,381 Views