Has there been discussion about having fleet combat based on an initiative roll. For example, a random number from 1 through 6 is generated. The highest roll fires first. Modifieres to the roll could weight the outcome (e.g. attacker receives +1, always wins ties, etc...). If there has been discussion, please forward the link. Thanks, -Kassad
Kassad
You can use the Omega drivers from http://www.omegadrivers.net/ for the Nvidia GF card.
Very nice work!
1.10[b4].018 --- While in metaverse, game locks up after a bunch of turns (e.g. 31), even with autosave turned off. The lockup is in the turn processing and does not freeze my laptop. I can manually save and exit. Turn processing is generally a few seconds. This does not occur in regular, non-metaverse. Debug Message: Version v1.1 BETA 4B last updated on: Thu Apr 20 15:53:54 2006 Debug Message: *********DXDiag info follows.********* System Info Time: 4/21/2
Anyway to remove it / change the color? I am writing about the blue nebula that is used as the back drop.
Ah, missed that entry and now I see what the topic is about.
Using last Friday's beta, and in large and huge games, tech research is still too quick towards the end of the game. Unless I am mistaken, tech research difficulty (e.g. slow) is linear. I would like to see it changed to an exponential calculation or having a special modifier that balances the total number of usabe planet tiles vs. research cost. Thanks
Just poked my nose into PlanetImprovements.xml; last friday's beta build. Name / Cost / Food Basic Farming / 50 / 4 Xeno Farming / 100 / 6 Advanced Farming / 150 / 8 Extended Farming / 210 / 10 Ultra Farming / 310 / 12 Am I missing something important? It seems the latest build fixed the previous issue.
You are pure evil.
The new game launches fine, but there is no sphere of influence on the first turn thus my ships are not able to move. I am using today's new build.