h, but I thought there were some interesting concepts here.
Dave Rosen
Thanks Carl:D
Apologies in advacne if this issue has already been raised... Is there any way to make the mouse clicks on all the buttons - and especially the "Done" buttons - activate on a MouseUp event rather than MouseDown? I find it really aggrevating when I start to click on something, decide I want to abort the click but can't. In most Windows UIs, you can cancel a mouse click by moving the cursor away from the button before completely releasing the mouse button. Perhaps there already a mecha
The AI players also don't seem to value their survey ships very highly. I just bought all the other race's survey ships for a few techs. One gave it to me for just NanoElectronics.
Very nice ... providing links in GalCiv's research page to descriptions of the future techs, improvements, and ships would help out a lot.
One of the issues that seems to contribute to the fast pace of the early game is that planets with low population still seem to have relatively high production values. In the game I am playing now, I have one planet with 1 billion pop and another with only 200 million pop. Their corresponding industry ratings are 14 and 10 respectively. I know morale and some projects can effect production, but I would still expect the larger planet to out-produce the smaller one by something closer to 500% r
I just won the game using the same approach. It seems like there are two issues here: 1) The research bonus for exploring anomalies should probably be changed to gain you x number of weeks (maybe 10?) of research, rather than the whole item at once. 2) The AI should be much smarter about trading planets. It probably shouldn't be willing to trade anything other than a really minor colony (perhaps less than 5% of the empire's total population) for a research item. It shouldn't
Thanks for your reply BoogieBac. I can see how a star that is positioned strategically (especially once ship ranges are introduced) might have more influence, but why an uncolonized world with nothing but dirt or ice might intrinsically have influence is a concept I can't quite get my head around. It makes more sense IMHO to have all planets start with a relatively low influence value that increases with its economy, population, and social achievements. Maybe there could be some spe
Looks like the bug I mentioned in point #6 was already reported in the thread "Selecting planets or ships from their respective lists is not working right."
I just noticed there is a Galactic Acheivement (I think Galactic VR Center) that increases "Star Prestige", which I assume means influence.
Hi Fredrik, Thanks for your response. With regards to #3, I simply want stats on how much growth there was last year. Assuming everything stays the same, at least this would give me some idea of how that would exptrapolate into the future. A simple notation like in MOO where population and growth is listed as 1434(+98) would suffice. Where is this todo list you mentioned? I try to keep up with all the posts in the forum so I don't repeat bugs and suggestion that have alread
I have a few questions after playing with Beta2 for a little bit: 1) When you put a ship on autopilot, is there anyway to go back later and figure out what the ship's destination is? If not, it would be good to draw a line from a ship to its destination when you click on it. 2) If you set a colony's social or military project to Nothing, does the production get diverted to the other categories? 3) Is there any way to tell how fast a colony's population is growing? It
Frogboy's thread on Space Eggs being used to increase the influence of system got me thinking about how the concept of influence works in the game. It's always bothered me that influence points are simply distributed randomly at the start of the game. I'm wondering if it might be better to have a system's influence calculated as a function of it's socio-economic development. Perhaps there should be cultural social projects that add to a system's influence. I'm not sure if the concep
I have to agree with Tytan and everyone else advocating ship ranges ... I think this would go a long way towards improving the game play early on. Currently, the early game is dominated by a scramble to build as many colony ships as possible. Ship ranges would limit the number of decent planets you and the AI players could reach at the outset. I think this would allow you to pursue a more balanced strategy and focus some on your military, social, and research projects while slowly e
1. Confirmation messagebox before you attack a ship. I've accidentally started wars because of a slip with my mouse. 2. Enable the use of the mouse wheel on scrollable lists. 3. Add links to descriptions of projects from the technology screen. When deciding which technology to research, I'd really like to know what the stuff I'll be able to build does after researching the tech. 4. Improved sliders when loading a colony ship. Once a planet has a large population, I
One other feature that would make the planet list much more usuable is to enable the scroll wheel on my mouse to scroll up and down the list (like you can in a normal window or widget with scroll bars). I think there are a few other lists that use those tiny arrows for scrolling (such as ships, technologies, etc.) where this functionality would be extremely helpful. Cheers, --- Dave
I have a problem with SmartException. No matter what text I type in the description - even a single letter - it always tells me that there is an illegal character. Any thoughts?
Seems that the link in my previous post isn't working (it added the period at the end of the sentence to the URL). Here it is again http://forum.snitz.com/ --- Dave
This forum has become very active since the beta release. I was wondering if it might make sense to set up one forum for bug reports and another for feature suggestions and game play discussions. I try to look through the existing bugs before I report a new one, and it's starting to get a bit cumbersome. If your interested in having a much more full featured discussion forum with lots of categories and topics, I've used a very good ASP based one that is free, open source, and highly c
Here is the output from the debug file: ----------------------------- *** Begin *** *** 07/17/2002 12:37:11 PM *** App: Drengin Version: 0.66.74 Debug Message: Debug Parameter Set Debug Mode is on. OS: Windows 2000 BasePath: C:\Program Files\Drengin.net TempPath: C:\DOCUME~1\Default\LOCALS~1\Temp\drengin\ TempFolder: C:\DOCUME~1\Default\LOCALS~1\Temp\ SystemFolder: C:\WINDOWS\SYSTEM32 WindowsFolder: C:\WINDOWS BasePath:
I can't agree enough with Magus on this. Changing an important part of the game-play to resolve what is essentially a UI issue sounds a bit like the tail wagging the dog. It seems to me that what's needed is a good UI solution to the problem of the trade ships cluttering up the screen, rather than restricting the number of trade routes. What about allowing the user to toggle on or off the display of the trade-routes? If the all the little ships fluttering about are too distracting or
I purchased GalCiv and installed the Drengin Game Manager. After registering successfully, the loader tries to download the program. It stops after a few seconds and displays a message box with the following text: ----------------------- Run-time error '13': Type mismatch. ----------------------- Can anyone help with this? Thanks, --- Dave