[quote]and sadly I will never be able to play it, because I refuse to run impulse. To quote stardock: Gamers shall have the right to demand that download managers and updaters not force themselves to run or be forced to load in order to play a game. I demand a non-impulse version of the patch.[/quote] I quite agree with you. You should be able to play the game without running Impulse. Oh wait - YOU CAN!!!! :D Unfortunately for you, you
Hack78
[quote]I'm never willing to say all minidumps are gone because in the world of software, that is impossible. I am willing to say that the specific crashes caused by the situation identified in this thread are fixed.[/quote] Ahh - the irony of Software Engineering. You can never prove the absence of a bug, only the precence of one... "I certify that this program contains no KNOWN bugs..." :D
Doh - that's a weekday (Tuesday).... Got to wait until 21st for marathon sessions.... :(
Oh yeah - good news on the lack of mini-dumps in the new version... looking forwards to getting onto 1.1
[quote]Hmm, maybe we are misunderstanding each other here. I mean that "\0" is a string, which is entirely different from the null character '\0'. "\0" as a string takes at least two bytes but '\0' as a null character is only one byte long. The null character ('\0') is therefore used as a string terminator, but the string "\0" just means a '\' character followed by the number '0' and does not have any special meaning to a string. Hence strcmp/strncmp string compare (and such string routines)
Keep seige frigates... Some of only build one (or sometime a few) caps per fleet and get them up to Lvl10 (rather then 10 ships at lvls 4-7). So the seige frigates are great for knocking down a enemy planet. If you don't like them - don't build them!!!
1) Itsmevic - you need to make your post easy to read if you want them read by people and responsed to... 2) The AI can be stupid. It also seems to compare itself directly against the enemy fleet, not the combined fleet situation. e.g. AI and player attack a planet with a defending fleet that is larger then both fleets, but not larger then the combined fleet = AI runs away... 3) I've seen Itsmevic quit when being attacked (and losing) and leaving an AI to clean up while t
As of me reading the forums today - this has all changed!!! The CURRENT beta is for 1.1 (as stated, no mines or space stations etc...). Once this comes out officially, you can join in the Entrechment beta if you pre-order Entrenchment....
I HAVE coded in C before. Skipped C++ (thank goodness) and now play with C# and other languages. Its may have been 10+ years since Uni, but I believe strcmp checks the two strings (char arrays) char by char http://www.cplusplus.com/reference/clibrary/cstring/strcmp.html So if strcmp (x, "\0") ==0 would work (wouldn't it???) - since you are asking to determine if string x is equal to a nu
It's a brave descision that you have made - potentially missing out on sales for want of a better quality product. Of course, a better quality product may result in better sales... Its hard to say which way it will go. Most devs would just say get it to market and get some cash and we'll fix it later with a patch
So true. How many games have I played where I was winnng easily and then got challenged when a user drops out and the AI took over and started to play well... It made those games somewhat challenging, though more drawn out.
You cannot get a bug downloading a file. Corrupt file - yes. Virus - yes. Bug - no. The bug was either there to begin with and everyone has it, or it is something else. I suggest you DON'T build that second cap and build from LRMs and fighters/bombers and hoshikos instead. See how a mixed fleet goes for you. And build somethign better then the Donuv - Kol, Marza or Akkan for quick colonising...
No - I use in game chat functions if required... /a /w /wf /f etc...
Simple. The reason for the lag often is not a network issue. It is due to how fast/slow their PC is, and therefore how well/badly it simulates the game. Since the host syncs the game for everyone, someone who is struggling to keep up will show up as lagging...
Interesting the Crytek is still blaming pirates for low Crysis sales. Nothing to do with the fact that you needed an uber machine running Vista (which I like before anyone objects) to get DX10 graphics, and the fact that the game was too short according to many people....
Online game with humans is normally between 1-4 hours. But they drop out and know to surrender when they have lost. Single player can be much longer as you have to grind it out.
Civ had the issue of randoming units based on probability. The problem was that a phalanx unit could kill a end of game battleship. They fixed this in Civ2 by having hit points. So the phalanx unit may get lucky and do some damage, but the chances of it winning every time so that it killed the battleship were so high that you would have a better chance with lotto (maybe a slight over exageration...). The critical shot concept is interesting - Mech Commander 2 had this - a luck
C# is a new language - no legacy issues... It has Garbage Collection, and a whole bunch of other things that mean you can't overrun an array accidentally. And is it so much easier going if (x == null) rather then if strcmp(x, "\0") etc... I can do things in PowerBuilder/.NET in a day that would have taken me weeks to do in C (which I did at Uni. Win32 in C = yuck)... The issue is that people need to know HOW to program. Once you know that, then a language
Press "K" in game. (or click the toggle button that is on the bottom of the screen, just to the right central box and to the left of the build queue section (top button IIRC).
There is a sort of way to spot quitters. People with lots of games, but few results (ie.e wins/losees)m especially if they have no/few loses are often quitters. This isn't true 100%, but can be seen as a sort of rule of thumb. e.g. 156 games (30 Wins, 2 losees) = possible quitter 234 games (123 wins, 27 loses) = non-quitter (or very good player that only quits if losing, which isn't often...)
I found this same thing a few weeks ago in 1.05. I was trying to knock out two AIs with RA by hopping around behind enemy lines, capturing planets as I went. However I needed to be able to have my fleet(s) return to a choke point when needed to protect my empire from the same. Once the stabaliser was built on the newly colonised planet, I would click to tell Sins to "move the fleet to the choke point planet from the new one" and it did move there, but it didn't phase jump - it tr
[quote]Hard AI and the occasional multiplayer, more so the AI with the beta... it really doesn't matter who plays against what that's really not an issue.[/quote] Umm - yes it IS!!! Human focus fire - AI doesn't!!!
What exactly is pseudo-OO programming???
[quote] think I'm going back to Vista 32. Vista 64 takes up too much memory.[/quote] How much memory do you have??? Also, I hope you realise Vista is designed to use more memory then XP!!!
Out of curiosity - what is the game written in???