I think culture flipping of planets - especially neutral ones - would work - it doesn't have to be an immediate thing, it could take a while to flip. That works out pretty well in GalCiv2. The problem I have is that on maps with a lot of uncolonizable nebulas, gas giants, etc or with long space lanes, culture spread is very very slow/limited - even with all the boosting techs.
LintMan
It's very late in my current (large map) game and I'm solidly winning, but things are somewhat stalemated because my fleets are divided up on multiple fronts facing against each AI's entire maxed-out fleet. I'm advent and both remaining AI's are TEC. Queue up the superweapons to break the stalemate... I've built 6-8 of the Advent Deliverance Engines in the system, and have another 6 in the other star system - all are set to autocast and have been firin
I haven't paid much attention, since I'm not having performance problems, but it could very well be that the game wasn't written to be multithreaded to take advantge of multiple CPUs. Any given program will not automatically use multiple CPUs unless it was written to take advantage of them. Hardly any old games do so, and still not all do. On my system, (Intel C2D E6700, 8800GTX, 3GB, X-Fi, Vista Ultimate 32-bit, 1600x1200, all settings highest), I just loaded a game and watched my fl
[quote] I will try Frogboy's suggestion, but that seems sort of odd if you ask me. He has a Quadro card and has to tone down his settings. No offense Frog, but you got that Stardock by your name, are you a dev? If so, wouldn't you guys be working on a way to fix this instead of turning settings down from max? To be honest, this is new to me, seeing devs and such in the forums. Over at EA in the Battlefield forums, you have a better chance of running into Jessica Alba at a family cookout than
I've seen this same sort of wierd behavior with some ships in a fleet, and usually it was with ships that I had added to an exisiting fleet (perhaps by merging two fleets together or pulling them from another fleet). Anyway, what it looks like is happening is that the newly added ships are not inheriting the original fleet's settings, so their move and attack settings don't match the rest of the fleet's, so they act wierd. You can then easily fix this behavior by: 1 - right-clickin
Yarlen - Do you still need a screenshot? I can produce one easily, but I don't have any image hosting. I can email it, though.
[quote]My impression is that Tom Chick either loves a game or he hates it. Doesn't mean he has the same taste as everyone else. IIRC he called Moo3 a pig when the big review sites were praising it, so I do read his reviews as sometimes he gets it right when others don't, but nobody is infallible. SOTS is currently my favorite game - among many favorites <IMG id=ImageResize_Image_2 src="http://images.stardock.com/smiles/Smile.gif" onload=ImageResizer.createOn(this); align=absMiddle border=0 tries
[quote] LintMan February 11, 2008 22:45:45 3 - It seems only 1 thing from either Mil, Civ or Fleet can be researched at any time. IMHO Mil and Civ use separate res. centers, so their res should be in parallel. Failing that, it'd be nice to know which item is currently researching so I don't have to hunt through the 3 trees looking for it. And it'd also be nice to somehow see the order things will be researched in, if I have a bunch selected 6 - make cap ships
Star Control was a fun game, and Star Control 2 was an all-time classic - one of my top 5 as well. Star Control 3 was a sadly misguided attempt by a different team and is generally best forgotten, though its super melee mode wasn't bad. Hopefully if Atari does revive the franchise, they'll get the original creators over at Toys For Bob to do it. They apparently are interested. Is Atari part of Activision, by any chance?
My current near-term wish list, in order of desire: 1 - fix the empire tree/pause mode display bug 2 - Some kind of (audible) alerts when a unit is attacked and/or killed in a non-big-battle situation. (Ie: I have a scout arrive somewhere and an enemy kills it.) It'd also be nice for a scout to maybe auto-flee in that kind of situation. 3 - It seems only 1 thing from either Mil, Civ or Fleet can be researched at any time. IMHO Mil and Civ use separate res. centers, so their res sh
I was looking forward to buying SOTS, and might even have still done so after some of the bad reviews came out, but then I started reading about the developer's accusations of bias against reviewer Tom Chick (because he wrote the Gal Civ 2 manual 8 months earlier), and also them getting another bad review rewritten, and their forum flames for any complainers. That made me decide to stay far away. I just noticed it showed up on Stardock Central for $20, though, and for that price and no
I can't check the manual now, but IIRC, the game is supposed to give a trade bonus along the longest uninterrupted trade route, which it will highlight if you cursor over your credit amount. But what I'm seeing it show isn't nearly the longest route - it seems to cut bunches of planets out of the loop. In my current game, I have 12+ planets all with trade centers, and all connected, but at least 4-5 planets are left out that could have been put in the chain. ie: The lette
I have the same problem - the scroll bar makes part of the empire tree disappear. I'm not sure about the pause/unpause bit, but I do pause a lot during play. What I did notice that is if I click on the blank/disappeared part of the tree, the tree seems to redraw correctly (until I scroll again). Restarting the game and reloading from a save does not fix the problem, though. My setup: SoaSE v1.02 Vista (32-bit) 4GB RAM Intel C2D E6700 nVidia 8800GTX 1600x1200 r
I just purchased Sins via tg.net, and while the game downloaded OK and seems to work, every time stardock central updates, I get now the error message "Failed to validate your sin, sose registration information", and a suggestion to update my email address and serial number. I went into the register product dialog and put in the serial # from the email, and verified that the email address is correct. It says the product is registered successfully, but I still get the error, even after
I'm not a space jock, so I found the combat frustratingly hard, especially in the early ships you can afford. Then I modded in some powerful ships I could afford and the combat was way more fun and less frustrating, and I could concentrate on exploration and trade empire building.
Thanks Moosetek13. I was looking more to mod their frequency of appearance and bonus amounts (which would affect all races equally) rather than make specific ones show up on my planets, but that planet hex edit thread is cool stuff. ShadowWorrior - So the tile bonus stuff isn't in the XML? Darn, I was hoping I was just overlooking it. Thanks.
Is there any way to mod any aspects of the existing planetary bonus tiles or to add new ones? I'd love to be able to twiddle with the frequency that cetain bonus tiles appear, and to change the effects of some. Adding new ones would be cool, too. But I can't find any trace of this stuff in the game data files. Is it all hard coded? Thanks!
Not to hijack the thread, but I've been trying to ID the name/author of a book I read 10 or 15 years ago and I thought maybe someone might be able to help me. It's a story about a group of children who survive the destruction of earth (I believe the story has them on another planet at the time). These kids are then loaded onto an intelligent space ship and sent to exact revenge on the race that destroyed earth. I would've read it sometime in the early 90s, so
I recommend David Brin's Uplift Series. I prefer Asimov's Robot books over the Foundation stuff (but it's all good), and I also recommend his short story collections. Frederik Pohl's Gateway novels ("The Heechee Saga") Fred Saberhagen's Berzerker books/short stories Clifford D. Simak seems to have become forgotten, but Way Station and City are well worth reading. Hyperion by Dan Simmons was simply amazing. The rest of the series slips a notch or two,
I'm wondering exactly how the bonus for the fusion/anti-matter/quantum plants and the research coordination center work. Do you pay for the added IP's and RP's just like they were from a factory or research center, or are they discounted/free? If you have to pay for the bonus IP's, it seems like you'd only build a fusion plant (+10%) after building 8-10 regular factories (but after 3 or so with the quantum). Similarly, 3-4 research buildings before the coord center. But if so
the only other show with gates was bab 5 and those were called hyper gates not stargates. There's a whole world of science fiction out there that's existed for 50+ years before the Stargate movie. A star gate (by that name and others) is not a new sci-fi concept original to the Stargate movie, and in any case, other fictional universes aren't obligated or expected to follow the same fictional rules. but if i had a cho
Ah, OK. I'm playing the DA campaign and there weren't any mining techs available to me, so I didn't realize there was anything to research! Thanks!
How do you upgrade mining bases? They say time to upgrade is 10 weeks, but that never changes, even after dozens of weeks. I don't see any way to set spending for this. I've even tried parking a mining ship on the base to see it it built the upgrade like it did the base, but no luck. Also, do I understand correctly that the amount of bonus granted by the base depends on the distance to the target? Lastly, if the mining ship can build multiple bases, is there any reason to ma
Doh! Sorry double post.
The worse the performance is for more people, the more increasing it will be seen as a big feature. Just like with any other feature you might add, some % of people will appreciate it and some will not. I personally haven't had any performance complaints since around the 1.3-1.4 era, but I understand there are those that do. I like that Stardock tries hard to keep low-end system performance in mind. @Viperswhip: My old system sounds like maybe like yours: I had an Athlon64 3800 (not