Thanks, that's very helpful.
Gabriel_MM
Can anyone explain how initiative works? I'm looking for concrete details (i.e., formulas). I know that it it affects the units order and frequency in the initiative list, but I haven't been able to find any specific details on the mechanics. -Mark
The following steps crash TA on my system (Vista 64) 1) Launch TA 2) Start a game 3) Quit to the main menu 4) Start a new game The game crashes every time at #4 during setup (transition to the race selection screen). SmartException catches the crash, but so far I've had no luck getting it to pack up the exception into a zip file I can mail to support (see another topic I started recently on this). Below is the .err file. -Mark --Begin debug.
On my system I have the following quick and easy to reproduce crash bug on my Vista64 machine 1) Launch TA 2) Start a new game 3) Exit to main menu 4) Start another new game Game crashes every time in #4 during setup (transition to race selection screen). I've run smart exception and it shows a record of the crash (although from my brief reading of it doesn't seem aware of Vista). Smart Exception is however unable to generate a log file to send. Initiall
[quote] Graphics are nothing for a good game. In a good game you can do anything with the graphics and it will still feel right. [/quote] Graphics matter, just like looks matter when it comes to dating. Contrary to what the PC types will tell you real beauty isn't on the inside it's on the outside, and it matters. The same goes for graphics and games. Don't get me wrong lots of other things matter too, gameplay, UI, etc., but saying graphic don't matter to games is simply fal
I think that after purchasing one copy of game I should be allowed to run one copy of that game at any given time indefinitely. I should be allowed to install the game to any number of computers I want, but only one copy gets to run at any given time. This happens to be exactly how online FPS games (e.g., Quake Wars) work, and it seems that the developers, publishers and users are all fine with this approach. The reason this works for theses games is they are exclusively online, and i
I've only played one game of TotA so far. I'm about 90% certain I disabled tech trading in that game, and techs definitely appear available for trade in the trade screen. I have not actually traded any per say, so I'm not certain some mechanism doesn't prevent the trade once you ask if a trade is acceptable. -Mark
[quote]EULA's are a license agreement and are enforceable since they have a contractual obligation to them. By accepting them, you are entering a contract. Using the product after clicking on the "agree" means that you have accepted the contract.[/quote] What really bothers me about EULA's is that you are not asked to agree to them before paying for the product. I.e., I buy a game box at a store, go home install the game and then told I must agree to a contract to by the game. The a
Fix automatic scrolling of the empire tree. Currently if your empire tree is big enough to need a scrollbar the game automatically sets the scrollbar to the middle position in many circumstances when it shouldn't. For instance if I scroll to the top of the empire tree and select a unit there, the scrollbar resets to the middle. This is clearly inappropriate as I can no longer see the unit I just selected. If nothing else changing it so the top rather than the middle scrollbar positio
[quote] Why not make PJIs affect phase space speed itself? Phase lanes can be quite long, and huffing and puffing along them can be a grand time killer without directly trapping the hostile fleet. Why not add on the ability to research incoming and outgoing phase space delay? [/quote] My suggestion would be that this effect only occur on outgoing jumps that occur within range of an enemy PJI. If it also affected incoming jumps it would also make straightforward b
[quote] I Wouldn't it be better for the game to revolve around controlling, defending, and attacking strategic choke point areas rather than revolve around harassing and raiding and playing phase lane musical chairs? [/quote] I don't think it would, and I say this as someone who is extremely good at the kind of game play your advocating. The problem, IMO, is that holding one or two strategic becomes and extremely effective strategy that is very s
[quote] I think a great solution to this would be to steal a gameplay mechanic from Company Of Heroes. Allow a tech research that gives your fleets the option of retreating through hyperspace. This forces them to retreat to the capital home world at the cost of time in hyper space. I'm sure something like this could be engineered. That way you could still retreat from a battle, but not run amok like the current system has players doing.[/quote] I worry that a mechanic like thi
I'd like to suggest that in addition to there current effects that PJI's also slow the movement speed of of enemy fleets in the phase lane. E.g., if you jump within the range of an enemy PJI your phase lane movement is slowed by X percent. This would effectively give advantage to the defenders strategic movement of defensive fleets in his/her own territory. My concern here is that if you have a system with a defensive fleet and someone bypasses it giving chase can be rather slow wi
I've run into what I believe to be a bug in the research aspect of the game. Specifically I have a saved game where a research project is stuck at 44% and no further research is happening. I've tried removing it and all other projects from the research que, but no other project I start accumulates progress. The game also appears to be confused about how many research centers I have. The background of the research screen indicates that it thinks I have less research struct
There are several posts to "depleting defense" in this thread. Can anyone explain to me what that is? I thought in DA each weapon got a roll from zero to it's value and vs. a defense roll from zero to the ships total defense (sqrt'd if appropriate). If the attack roll exceeds the defense roll the difference is taken as damage, otherwise no damage is taken. Is there some other mechanism that comes into play when a ship is attached multiple times that people are terming "depl
Does anyone know if this game have proper widescreen support?
I just installed the latest beta of Galciv2 (4a) and didn't not any difference in the tooltips from 1.0x. For example, there still appears to be no way to figure out where the final number of the Flasks, Hammers and Shields in the planet screen comes from. I realize there are covoluted formulas for calculating this that genuinely helpful people on these board repeat from time to time, but in the context of actually enjoying the game that information
I would also really appreciate the technology tree having more in game help, in term of what a technology actually does for you. I realise that experienced users just know these things, but for new players the in game technology tree display is very inaccessable/unwieldy. It's also the first screen that pops up when you start a game. One issue is the one the OP mentions, specifically that you don't know what a technology actually does fo
Are there going to be improvements made to the research and planet screen w.r.t. better tooltips? I downloaded the v1.1 beta and I couldn't see any changes in those areas, and glancing throug the changelog there doesn't appear to be any relevant changes in this regard. There was a post on the front page shortly after 1.0 was release stating that stardock knew it's tooltips "sucked" and they were going to improve them, so I didn't post about the lack