CharlesLentz

CharlesLentz

Joined Member # 2561941
1 Posts 49 Replies 17,732 Reputation

You won't be able to much of anything in the Map Editor if you don't have a mouse. Place and select objects for instance. Or zoom, like you've already pointed out.

52 Replies 19,855 Views

[quote] 1) When generating a map with "randomize all", star colors do not seem to have an effect on planetary quality. A purple star does not necessarily have a super-planet in orbit. Is this intended?[/quote] Star color in the map editor is not tied to planet quality. This is so, for instance, you could make an entire custom map with green stars if you wanted to. [quote]2) All planets that are randomly generated seem to be flagged "uninhabitable" by default, regardl

3 Replies 2,313 Views

[quote]Plymouth, MI. is classified as an ice planet,[/quote] Yeah, seriously. We had zero snow yesterday and we all get up this morning to a whole heck of a lot. Snow-day school cancelations all around. ..and there was much rejoicing. As for the Stardock crew, we proudly brave the weather to make it to our awesome jobs. :D

47 Replies 12,123 Views

[quote]... require a double confirmation ... Makes the game feel like Windows Vista [/quote] ^^This made me laugh. "Are you sure you'd like to do that?" "Are you sure that you're sure!?"

10 Replies 3,320 Views

In no particular order: -GalCiv series -GoldenEye 64 -any NHL video game (currently NHL 07 for my 360) -Catan (the video game) -Settlers of Catan (the board game) -Chess

50 Replies 58,356 Views

[quote]If it's already been changed (being changed?) so that you actually have to have research production for it to proc, then why take the tech victory techs off of the table?[/quote] Because winning the game with a tech victory based of your creative ability is cheezy. ;p

25 Replies 10,131 Views

Oooh, thanks for finding that one. Definitely un-intended behavior. We verified it here at the office and fixed it in our internal build today. Thanks, Charles

3 Replies 2,702 Views

We tested (cough* played *cough) an internal build yesterday at the office. It was my first experience with the game, and I gotta say, it was a lot of fun (thanks to some initial tips by Yarlen). Our setup was an 8 person map, playing 4 on 4 teams. Cari, CodeCritter, another coworker, and I; versus Brad, Mittens, and two other coworkers. It was a blast, even though my team lost. Maybe we'll do some overtime today and "test" it some more. :D ~Cha

30 Replies 30,508 Views

[quote]super-secret adult code to go from playing a 4X game to a 3X game...only when the wife's asleep.[/quote] Haha, that's funny how you snuck that in there towards the end of a long post. Although I'm positive that that part of your post was in jest, I wouldn't count on Stardock putting out anything "XXX" rated. That's not our style. :p

31 Replies 12,746 Views

[quote]I noticed a potential huge problem- and a design flaw... If super abilities are turned off, the Krynn cannot learn counter Espionage.[/quote] Not true. The tech "Counter Espionage" _is_ in the Krynn tech tree. It branches off of Diplomacy II. When Super Abilities are turned on, they get this tech at the start of the game, but with Super Abilities turned off, they just have to research their way towards it like all the other races.

6 Replies 2,594 Views

[quote]I find that recovering techs after battle can really destabilize the whole research process..... Is there a way to mod this? ....I already poked through the XML files, but didn't turn up anything promising.[/quote] Every tech in the xml files can have a sub tag called "CanBeStolen". If you're looking to mod, you could change the value of that tag to 0 for each tech. We do not currenly have a game setting that allows you to turn "Tech Stealing" off (like we do for

12 Replies 5,386 Views

[quote]I might agree that they should be held dearer by the races but there should be some way to acquire the abilities by trade or conquest. The individual abilities such as Central Mines, Harvester are things and as such they should be acquirable.[/quote] Well, there are two attributes that control whether or not a tech can be traded or can be stolen (ie. through conquest). The tags in the xml are CanBeTraded and CanBeStolen. In most cases, we set these tags to be the same v

9 Replies 4,505 Views

[quote]When looking at the Advanced Colonization techs, they each have a little icon on the bottom half that tells you about the 50% ability to colonize (and the aquatic +2% courage). However, the Toxic Atmosphere Reductor did NOT have this icon.[/quote] Taikoen, once you get the latest version (3B) of the beta (as CodeCritter has suggested), make sure to start a new game with the Yor and just go right to the research screen and see if this is still happening. Loading your old game

4 Replies 2,572 Views

[quote]Am I right that a non-tradeable technology should not be available to steal or gain when taking over a planet either?[/quote] Techs have two separate fields in their xml file that control whether they can be traded or stolen. One is called "CanBeTraded" while the other (oddly enough) is called "CanBeStolen". Usually, when we set one of them to 0, we do so with the other as well, though not always. You'll probably notice that certain techs that you'd think shouldn

12 Replies 4,162 Views

[quote]many of the descriptions need to be removed or updated.[/quote] As we continue to add races along with their specific tech trees - updating of flavor text often gets overlooked in favor of adding a new playable race. The flavor text descriptions, bonues, ship components, etc... will all be given the love and care they deserve as we move forward, though I'd imagine they'll be done incrementally (ie. on a per-race basis). Keep the comments coming, and we'll

2 Replies 2,614 Views

[quote]I know this will all come together with the final game version, but right now it seems a bit chaotic.[/quote] That's the point of the beta. To get these issues ironed out. [quote]early game, the first minor race I encountered wanted to give me 100 bc for "Precursor Legacy - "A history of the Iconian civilization"[/quote] You're right, this is intended to be a unique tech to the Iconians. The tech simply had not been flagged as "Not Trade-able" before w

7 Replies 3,966 Views

Jesse (codeCritter) and I have actually been looking at this situation for the past couple of days and will eventually be implementing some adjustments where the team deems them necessary. Because of all the adding/removing of techs within the race-specific tech trees there were quite a few affected starbase modules. Some of those were by design (ie. Arceans purposely cannot research Warp Drive techs and so therefore do not have access to starbase modules with speed assist), while t

8 Replies 5,306 Views

Sometimes the shortest route to somewhere _is_ right through an asteroid belt (even with the movement penalty), especially with ships that don't move many spaces per turn. Here's how it should work, (if I remember correctly): Moving into an asteroid field cancels all the rest of your movement for that turn, and all but one of your movement points for the following turn. ------------------ Ex: So, for example, if you had a ship that moved 3 spaces per turn and set it's

3 Replies 1,542 Views

Thanks for pointing this out. Techs like this are normally flagged as Can't Be Traded. This most likely has just been overlooked, especially considering that we've just recently added these two races to the mix, and that those are both new techs. I'll fix this today before I head out and it'll be in our next release (3C). ~Charles

9 Replies 4,505 Views

[quote]i understand that you will be able to edit the attributes of any component, but will you be able to alter the apperance or create your own? [/quote] As you can see from the screenshot at the start of the post, one of the attributes that you can modify is "model". So yes, you could change what model an existing component uses, or create your own component and give it any model you like. :D

25 Replies 21,264 Views

[quote]So let me get this straight, this is an editor for components like lasers sheild ect. but not the in game jewlery correct. and if not is there a way that you can make your own or alter the apperence of the jewlery.[/quote] This is an editor for the (currently) 11 different categories of items you can put on your ship. This includes jewelry. There is a tab for each category: ATLAS: Such as the "Tulon Weapon Focus" which provides a 20% boost to attack for ships in

25 Replies 21,264 Views