I figured out what the problem was... I thought it was a driver or chipset issue like you said. So i thought i would just alter the -DA textures to get rid of the glows. I discovered that the culprit rocks didnt have any -DA files at all. So i created one using the AsteroidBig-da.dds. Renaming it to replace all of missing asteroid -da files... It worked no more glowwy rocks! Here is a
Major Stress
I just bought an Acer 5610z laptop. Its not the best, but hey it was cheap. It is also better than my desktop system spec wise. specs: Pentium dual core 1.7/1.7 2 gigs ddr2 160 gig hd Mobile Intel 945 GPU Running windows vista home premium 32 bit I figured the game would be a little sluggish due to the shared video ram, and the fact its running Vista But i have the glow
If you guys make a startrek mod , ill cry with joy. end What do you mean "If"?! We ARE going to make one
I would like to see an all AI managed battle system put to the test. Play a few games, but DO NOT micromanage your fleets. In fact do nothing at all except send them where you want them to go. Let the AI do the fleet managing for you, and write down both the good, and bad points of the battles. Win, or lose... better yet save the replays. They should be quite entertaining
Say hello to my =digital Underground= clan mate, and fellow modder. Welcome Thunder The texture work looks very good. As for the charge up time, There is no need to alter the sound timing. The time to go to warp should be a simple text entry in one of the entity files. I dont know which one right off hand
I am personally against hard caps, but with my pitiful system i can see the need for it. 2000 fleet supply is quite allot. That is at least 4 or 5 good sized fleets with cap ships. My games never broke 300-400, and i usually have 2, or 3 big mixed fleets (i only play small to medium maps).
As i pointed out earlier the dev's want to have multiple simultaneous fleet battles happening at the same time in the full game. It will be impossible for a player to manage multiple battles so the AI MUST do it for them. Which means the AI MUST become smarter than what it is now. If a human player does a certain tactic like move colbalts out of the way of gauss guns then the AI should be able to do the same. As Vandenberg said the planetary defenses are meant only to slow down your opponent unt
I agree that the AI needs just a little more work, but IC is working on it, and i have faith that they will pull it off. You should have seen the beta 1 AI What you are referring to is AI threat assessment, and AI fleet managment. I can see how the cap ships would go for whatever gauss turrets are in the way (for the most part cap ships can take quite a pounding). However you are right the friga
The stupid AI was massed at the sun, and every time pirates, scouts, whatever jumped in it would automatically chase em leaving that fleet (with a nice marza) stuck in the suns grav well. I saw several times the AI attempted to jump to multi's homeworld then a scout showed up, and oh boy! we just HAVE to chase it! lol. The good, or bad thing depending on who's side you were on is that they wiped pir8 fleets, or weakened them before they jumped out of the sun. The one time they missed, the pir8 f
My point exactly. In fully connected mod maps we will need some kind of limitation, and limiting the jump range seems to be the best solution. Something like Gal Civ2's range limit. For those who already downloaded the map just do kosc's fix on your own for now. It works. I'll upload the fixed map when i get back from my weekend work trip.
Perhaps a small Culture spread bonus due to tourism. On the flip side enemy's with civie cruise liners hurt your culture (perhaps the Broadcast Center can be used to spawn civie ships). Oh yea, the AI pathfinding of the civie cruise liners MUST be as stupid as beta 1's (traveling into enemy territory).
Thanks LordKosc. I'll update the map asap On another note.. Has anyone found a use in the beta for "jump range" research? It is there now, but i have seen no effect researched or not.
This map doesnt seem to work after patching to the latest beta version. I am looking into why, and will update the map when i find out
What we need is a fan site that will host replays. Not a cluttered sticky thread here.
Finally an end to the bounty spam.
Try rapidshare, but i dont think that is a real solution. I'll give that map a try but I think that will give us really really horrible times Hehehe, and that is a bad thing how? <img src="http://images.stardock.com/gc2/T_DL/smiles/Tongue.gif" border
Name comes from the colorful phrase the sins dev's love to use for this type of scenario. Recommend vs. a hard AI. Feel free to test on multiplayer and let us know the results. Credit goes to Vandenburg for creating the original fully connected test map. All i did was reposition, and change some planets to balance things out. I thought this was going to be an annoying map, but it turns out to be quite fun (in a sadistic sense <img src="http://images.stardock.com/gc2/T_DL/smiles
Most RTS's will use symmetrical maps. For gameplay more than anything. I expect to see alot of these kind of maps. The map looks nice BTW
I played around with that map, and managed to make something of it. I call it "Whack a Mole". It is the exact same map that van posted, but i relocated, and changed some of the planets. I also added a pir8 base I intentionally made the jump distances very long so you can somewhat prepare for the mayhem to come If
Yikes thats alot of stuff there
The pirates in beta 1 were an absolute pain in the ass. They did get stronger as the bounty increased. They got strong enough to wipe out the AI. Imagine a pir8 fleet of over 100 ships showing up at your capitol, because you had a 500k+ bounty, Thats all the AI did in beta 1 was spam bounty's (see early beta 1 post about overpowered pir8's). Right now they are just right. A savage nuisance that have a bad habit of attacking you right when you attack the AI <img src="http://images.stard
I agree. Multiplayer games stall, and drag because of the way research is now. Many dont have the time to play 5+ hour MP games. Good suggestion about the starting tech level. The 4x aspect of the game is great for single player, because you can save, and start again later from where you left off. We dont have that option in Multiplayer. If you quit you automatically lose. We need an alternative for quick MP games (games intended to last 1 hour, or less). Ether by doubling/tri
Mod maps are going to be a big challenge depending on the genre people are planning to mod. Most if not all modders want fully connected maps for their mods of genres that dont use jump gates like star trek, or star wars. Babylon 5 uses gates so this wouldn't be an issue. Hopefully the forge tools will have a way to auto generate the connections for a fully connected custom map.
I just played and looked over the map. I truly appreciate the effort you put in to this Van. Doing something like this on a larger scale (like a multi star map) could get tedious really quick. The reason i wanted to try this was to test, and see how well the AI played on it. There were no pirate raids at all. The AI went straight for my capitol, but was easily repelled. I let the AI build up, and keep on attacking. It was the 1st time i saw the AI split its fleets up, and attack more th
Thanks Van! I'll give it a test, and see what i can do with it.