primarycolorman

primarycolorman

Joined Member # 2163568
0 Posts 0 Replies 107 Reputation

This particular game had maybe five hours on it, and the currency went negative to at least 8 digits from roughly positive 6000 BC. The value in question isn't showing in the savegame file so I'd presume an interger overflow occurred somewhere. I have the savegame if anyone wants it.

0 Replies 2,340 Views

Planet bombardment seems to be a function currently of the troop module. Maybe it'd be better/easier to do it so that the more troops are in a fleet stack, the lower the bombardment cost (efficencies of scale and all that). Just have to add in a 'cancel' button so you aren't required to land your troops immediately after bombardment. Or, maybe add a troopless ground bombardment module.... It'd probably work within the current framework..

24 Replies 19,930 Views

Just curious, but I'm not spotting much in the way of new colony penalities. Am I just blind, or are there none? A simple morale/production penality until a planet has two structures would help curtail the mad-colonizing rush early on (most wouldn't be able to support the cost of a large number of colonies that aren't self-sufficent for the first 80 turns)

3 Replies 5,318 Views

Probably be better to just have colonies not be self-sufficent until after two structures are built/purchased... (ie, a penality for not having any improvements). It'd help reduced bum-rushing, and might force the AI/people into expanding into the higher class planets first (better long term bang for the buck)

4 Replies 6,803 Views

To those of us whom aren't sweeping through the game to larger hulls, its a rather useful feature. By adding wings/pylons/etc its possible to create visually different vessels. Means I'm not having to rely just on the ship class name to figure its capabilities. If you don't like it, ignore it. I doubt its possible to remove to a seperate window at this late date, but it may be possible to add an 'autogenerate' button for the extras selecting from two dozen presets for each hull types

2 Replies 7,242 Views

Most slain enemies (overall total, top X% get it) Most conquered population (overall total, top X% get it) largest fleet (perhaps use the previously posted player ranks to denote peak size of your military, do the rankings so that ensign puts you at the top X% of those reported, with fleet admiral being the top 1%) What about a fat cat award, for those in the top 5% total $$ (in one game)? Perhaps use gemstones to denote the rankings.

59 Replies 39,445 Views

Thanks. I've done enough graphics work (opengl) under windows to feel the pain. I think I'll stick with multiprocessing and genetic alg's for my occasional hobbies instead.... they seem saner.

6 Replies 19,311 Views

Developer to American translation (based entirely on the previous post): in galciv 1 the interface was just a bunch of images. No work was required to display them, just read and toss 'em out there. But, since images are static in size (they dont change dimensionally) it locked everything to a certain display resolution. In galciv 2, they are rendering the menus real time (the images are created on the fly). Since they aren't static, they can chang

6 Replies 19,311 Views