Someone wrote a parody along those lines years ago, about a World War Two miniatures game played on a man-to-man scale. You had to have railroad train boxcars to lug around the tens of millions of individual minifigs and all the built-to-scale tabletop maps. Just be glad it wasn't a LARP game. heh.
shiva7663
I normally prefer gigantic/abundant games, but recently tried tiny/rare with max number of civs and minors, and it gave a great "knife fight in a phone booth" feeling, which was an interesting change from what I'm used to.
The Neutral information alleges that a benefit of that alignment is: "Unique technologies include additional weapons and defensive technologies". The only additional Neutral techs I know of are Neutrality Learning Center and Neutral Shipping, but those are not weapons or defensive techs. Documentation bug, unimplemented techs, or have I overlooked something?
Isn't "doesn't have permissions there" a Vista quirk? I'm running WinXP SP2 with the same auto-archive issue.
Too many cults, not enough deprogrammers....
If you try to get money from a cash poor civ during trading, you get pop-ups after the trade window is closed that claims that the player doesn't have enough money for the trade. So, two issues: the pop-up doesn't show up where you can see it while your are trading, and the information on the pop-up is backwards.
What would it take to have a setup where you can start all civs at war with each other?
One thing I like to do is wait a bit to conquer some of the minor civs until we both have Economic Capitals (and give them the Trade tech for free to encourage them to build one). I'm sure there are other duplicate civ-unique goodies that you can get if you have the luxury of patience, but manufacturing and economic capitals are the most common ones that I've seen.
Updating Nvidia video driver to version 163.76 beta fixed the mouse flicker problem for me.
Updating Nvidia video driver to version 163.76 beta fixed the mouse flicker problem.
I also get mouse flicker with City of Heroes, so I am currently investigating whether upgrading to the frostiest beta NVidia video driver will help with that. I just hope I don't have to turn off SLI just to get these to work properly.
I figured the Wiki wasn't completely up to date with DA.
Debug Message: Version v1.7 Dark Avatar beta 4 last updated on: Wed Oct 10 16:02:13 2007 Debug Message: Checking DX Version. Debug Message: *********DXDiag info follows.********* System Info Time: 10/12/2007, 16:27:50 DirectX Version: DirectX 9.0c (4.09.0000.0904) Machine Name: EARL-E706D70064 Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 2 (2600.xpsp_sp2_gdr.070227-2254) Languages: English (Regional Setting: English) System Manuf
Starting at the Main Menu, the cursor flickers. Setting the option to Hardware Mouse Cursor didn't help. I'm reporting this here so that I don't clutter up the main Beta 4 topic. Technical details to follow.
Well, the flicker is back after updating, I'm not hallucinating. The bad thing is, I can't go back to the previous Beta to check because apparently Auto-Archive hasn't been working for a while either: By the way, I just tried setting to use the Hardware Mouse Cursor, and that didn't help, the flicker remained.
The flickering mouse point problem has returned.
Does anyone know what the record highest population is for a Metaverse game?
Does either side have a Luck attribute rating of 25% or 50%?
Is there a definitive list somewhere of exactly which technologies allow you to build all of the various starbase modules? Seems like that information is spread all over the place.
Ooh, that would be a cool thing to add to the civ attributes selections at the start of the game: allocating points to increase the number of allowed SBs per sector. Price could probably be similar to the Ship Speed bonus costs.
One thing about Mars-like planets that are close to a civ's primary is that they tend to benefit very much from the terraforming technologies. Your PC4 banking planet could easily turn into a PC16 powerhouse later in the game. A bad habit I've been trying to break myself of is force-building planetary improvements early in the game. At least in the easier difficulty levels, it's usually just not that urgent.
No, To have a third World War, you'd have to have ended the first one, and then fought and ended a second. We are still in the middle of the first world war today. The Treaty of Versailles only led to "WWII," WWI's second phase, and that conflict's ending led to the Cold War, which precipitated the events rocking the world today... It's a never ending chain of Global Conflicts. It won't stop until the next stone age. I was going to say something along the lin
I can see the need for some specialty All-X worlds in a civilization, but perhaps there should be some kind of benefit (maybe an approval bonus?) if you build a world as a balanced, full-service mix of improvements. About the only All-X strategy I haven't seen much mention of is All Morale (Las Vegas Vacation Worlds); of course most morale improvements are somewhat in disrepute these days.
That strange huge number is not a coincidence. It's the negative of 2 to the 31st power, which means that there's been an overflow error.
If so, that makes them pretty useless. So minor civs are in first place because they build one Defender early in the game? Bleargh.