Despite registering, there doesn't seem to be anything prologue-ish kicking around (the above URL goes to an error page). IMO a forum approach is overdoing it when you have merely set the stage for the rest of the book. A blog approach would give you a more personal connection with those who are likely to read your book and puts the juicy excerpts on the 'front page' so to speak, as you continue writing. As far as writing it is concerned, don't get yourself locked into d
RemingtonRyder
Play GalCiv 2 from my emperor's palace? ;)
Well on the one hand, it's not great publicity that such an anticipated game has been leaked onto the internet in an unfinished form. It shows an amazing lack of foresight. On the other hand, have you noticed that people are talking about it? The unfinished game, I mean, not the leaking of it. They're pointing out what they perceive to be the flaws and also the good points. This means that, if EA were to delay shipping TS3, they might lose out on some big bucks
Well with an EA product, bugs are a sign that the game is ready to ship. Sorry, couldn't resist. ;)
You don't need a fleet module to make a ship that steals aggro and absorbs practically everything thrown at it. You can have that and a wipe-this-map-clean space navy so long as you have access to HP enhancing modules, space-effective weapons and defences, and a serious chunk of cash to pay for the upkeep of said ships. The way this works is, you add HP enhancement to the combat ships you want to move down the targeting list. The 'tank' ship should also have some HP enhanc
You can also place the module on an unarmed ship. So far as I know, armed ships are always targeted before unarmed ships.
[IMG]http://www.speedtest.net/result/471419042.png[/IMG] Not so long ago I would have got less than a third of that for more money.
A toggle for the ship upgrades screen (if there is one) to hide all designs that aren't the same type as the current design. So no constructor, freighter or transport designs when you're upgrading a fighter. And/or, the ability to specify a particular upgrade progression for a given design, if you're currently unable to upgrade all of them at once. The ability to easily launch a whole bunch of orbiting transports that are as empty as they can be. Your current syste
It looks like it takes DDR3 memory. The specifications aren't very clear on that, but I dug around in the knowledge base and that's what I came up with. I think that it kinda makes sense for a top-end board to use the latest generation of memory technology.
Fleet module bonuses don't stack with the same fleet module bonus. So you only need one ship with a particular fleet bonus per fleet. Unless you want some redundancy in case the first ship with a fleet bonus gets destroyed.
The 360 isn't too shabby. However to make the most of the online gaming you need yer subscription to XBox Live. The rate for that is not bad, and I think the Elite package does include your first 12 months. If that's your thing, then just a couple of games may well be satisfying. Also, these games may have downloadable content to extend the playable lifetime, some things are free and some things you have to pay for with Microsoft points. My first criticism of t
Well if God is all-knowing then he certainly wouldn't create just one oasis of life in the universe. Hmm, sometime in the future the dominant species on this planet will build nuclear weapons and make the whole ecosystem go out of whack with global warming. Yeah, I think I'll go and work in the sandbox a bit more, over there. He might have faith in us to overcome these trials we keep inventing for ourselves, but he knows what the odds are so it's not a bad idea to h
As far as ship designs go, bear in mind that shipcfg files are readable with a standard text editor. The layout and quite possibly the syntax for these files are different between Dark Avatar and Twilight of the Arnor, which explains why some of your ship designs don't transfer very well. However it looks as though the actual data being stored is similar if not the same. Maybe with a little investigation and some trial-and-improvement you can find some search-and-replace
[quote who="Raider1988" reply="17" id="2163052"]Just struck me as weird they decided to sorta undercut the original 1701 that started the franchise. I mean if theres a Enterprise prior to the 1701, than the whole naming system is thrown off for the other shows, the original ship should have been 1701-A, and so on. Sorta nit-pick but it bothered me.[/quote] The registry for Archer's Enterprise was NX-01. So when Consitution-class starships like the USS Enterprise entered service,
If you play as the Arcaeans, you won't get any engine components unless you trade for the technology from another race. Instead their ship speed is based on how many navigation centres are present at the planet when the ship is built. The other races all get engine components in their tech trees. At various points on each tech tree you may gain a bonus to your racial Speed ability, which is a bonus over and above whatever speed is listed at the shipyard. In other w
I think that the AI should be able to change to a more appropriate tech in wartime if what they are researching now is going to take longer than ten turns to complete, unless they have an edge in weapons and defence technologies. Also, it needs to be realistic about how likely ships are to survive one round of combat with those added defences. A single defence module with the ability to block one point of damage per round just isn't going to cut it on a ship with very few hitpoi
I feel that the AI needs a few ships behind the front lines watching out for fast enemy transports. Sending wave after wave of attacking ships is all very fine and efficient, but if there's a possibility of losing planets then it's quite possible for the war machine to lose some essential components like money and production.
Yeah I think what the AI needs for research is a to-do list. Also, there are a couple of rules of thumb that I tend to use. For example, if a particular tech that I want would take longer to do than the next pure research tech (which gives improved research facilities) I do pure research first. This means that, while I research that awfully long tech, I am upgrading at least some of my research facilities so that when I'm done the other things which have had to wait will g
13. As I recall, the Orbital Terraformer and choosing a Neutral alignment will allow you to instantly improve worlds if you already possess the necessary technology. Some of those Class 4 planets have a lot of improvable tiles.
The problem is that some companies want to devise or buy ever-more elaborate protection for the investment they've made in their products. However, they don't consider the moral issue - in protecting their product, they're feeding a desire in some of their consumer base to bypass and disable that protection. If they're going to protect their investment, they should do it in a way that is actually effective but doesn't put the consumer off the product or make them want to bypass
That's a lot of horns.
Transports capable of carrying a quarter of a billion colonists aren't unrealistic. Unless of course you expect them to be luxury craft with cabins for everyone. It's much better to freeze the meatbags at the start of the journey, stack the cryogenic pods on massive racks in the cargo hold, and then when you make landfall you can thaw out the meatbags and make them do taxable activities. Population growth can also occur as a result of immigration. Think about it, if
You need to attempt a move onto the same space as the non-enemy ship in order to commence hostilities. You can't automatically attack non-hostile ships. Sentry simply tells the ship to wait every turn until another ship (enemy or not) is in range. Guard is like Sentry then, except it only reacts to enemy ships.
Depends if Blind Exploration is turned off; then they will (like you) be able to see where influence is even if they haven't been to that part of space. This is also why the AI tends not to send colonisers to areas where other civs have strong influence, because their worlds would get flipped soon enough.
If you can't out-expand the AI (by producing colony ships faster and getting them to planets before they do) then you'll have to either start with some early weapons and annihilate those colony ships before they get to the good stuff, or flip/invade those planets later on. In the early game you may not quite have the production capacity to turn out cargo hulls with colony modules and engines at a fast enough rate. Smaller hulls will only just about fit the colony module and mayb