I don't think weeks is bad. If it really bothers you, then you should remember that weeks are based on rotation about the sun, so the length of a 'week' is completely arbitrary, and while you can presume that there is probably a standard for what a week is, it's not necessarily an Earth week - especially since all races, no matter which one you play - use time in weeks.
Rhadman
This math is all absolutely wrong. As any half decent astro-physicist will tell you, the adjusted parsec is based off distance, and the number of StarBucks in the area. It is hypothisized that if one were to build 4 starbucks around the same intersection, the resulting forces would instantly collapse the planet into a black hole upon completion. Of course, it's been hundreds of years since starbucks began their plan of building locations to
I'd have posted this on the 'ideas' forum, but this is closer to 'missing functionality' than a gameplay change. Basically I have a ton of ship designs that differ by purpose and technology required. Sometimes I'll research a technology that I think is the last thing I need to make, for example, a certain class of gunship - only to find out I still can't build the gunship because I'm missing some tech. However, I can't bring up the ship to see wha
I don't get a crash, but what is annoying is that certain error dialogs from the ship designer seem to be placed into a background queue. I'll try to remove an object that still has hardpoints attached for example, and nothing will happen. I'll click again, and still nothing, then I'll figure out that something is still attached, and go about removing that and designing the ship. When it's all complete and I exit the design view back to shipyard o
Compatibility bugs cannot fall outside of this comparison. When funding a project you staff a QA and development, you don't staff 10 people for compatibility development and 10 people for minor bugs. As things progress you always have everyone focusing on the most serious bugs first. This means that more compatability related bugs - which are almost always more serious - will result in more cosmetic bugs in the final product. Every hour
Oops, a little forum slowdown and it seems all the points have been covered in a less aggrivated manner than I can manage to put them at the moment I'll cut my rambling short(er). Perhaps if you think about it this way: Have you ever had or known of anyone who's had an allergic reaction to a drug? Many people have allergic reactions to drugs, but
Allow me to retort. You didn't pay $40 for a filet mignon, you paid $2 for a hamburger, when it arrived you demanded it should have been filet mignon. The restaurant doesn't even serve filet, because no one would buy from McDonalds, thus the option for that kind of product has been driven out of this portion of the market. I'm not sure when the last time you used a SCSI drive was - probably about a decade ago based on the co
And, as a follow up.. here's what every game developer wishes to reply to comments phrased like this... Link
It may be poor QA on the whole, but it's not bad business. You're playing a game, not saving lives, or even working on an important document - this makes bugs less important. What you're seeing in buggy products recently is the result of the internet and adaptation to the real world conditions. Ultimately you can make a better, more featured game if you can take some of the extensive resources poured into QA and instead offload that work onto the
Sir, our scientists advise that the best way to achieve our goals in this galaxy would be to research the universal translator technology....
I'm playing the campaign on normal. Things may get harder in later scenarios, but so far I've found that if I move 3 constructors (outfitted with a number of engines) out early into the enemies territory and build a single military starbase within assist range of an enemy planet, the enemy will throw its ships against the starbase, even though it has no hope of winning due to the base upgrades. I can then send constructors out to further upgrade the
I have problems with firefox as well. I can only log in from the front page it seems. If I read threads first without logging in, and then find a thread to respond to, I want to login at that point. The login/password display lets me enter text, but the actual "Login" button to complete the transaction is not clickable. Occassionally while browsing the forum posts while logged in, the login/password display will overlay itself above t
Sounds like you need to run down the standard system troubleshooting list: 1) Make sure you have the motherboard/chipset drivers for your system. Motherboards for AMD processors seem especially picky about this. 2) If you're overclocking anything, set it back to normal. 3) Search for memtest86, drop it onto a floppy or recordable cd and run the full test when you go to sleep. 4) Try disabling sound (I'm not sure if there's an op
But how does this play against your bottom line? Since you don't distribute yourself, and your title is debuting at $39.99 at EBGames online, I would guess you might see about $12 per box from retail sales. You probably see about $44.75 from the online-only order, and about $35 from the box direct ordered? Clearly the retail presence increases your exposure, but I have to wonder if the buzz over GC2 hasn't reached the point where word of mouth sal