-1 -47
Scoutdog
Banned for having anti-number bias.
Bumping. Hopefully I will get a few more people to reply, so I can get a better sense of how most humans play. Also added some clarification to the OP.
-1 -44 I think - is going to win...
One thing that surprises me is the relatively low number of trolls & other undesirables on the game forums. Or maybe it's just a case of delete-happy devs.
-1 -36 I'm at school for six hours, so don't expect me to post with any regularity...
Shadow, might want to consider moving over here: https://forums.galciv2.com/328231 Even the devs notice it.
One thing I've always wondered about: In CYMK schemes, what does K stand for? I know the others, but... Also, something came to my attention when I checked the posts this morning: https://forums.galciv2.com/344849 .
I HAVE to try this: -1 -33
For FOW and other colors (although it probably would not work for fonts) it might be ni9ce to see them as a single puixel in the GFX folder, so that people can quickly and easily change them w/o the RGB values that i fand rather inconvenient. Also, if there is ANY way to make the screens editable with photoshop or similar programs, it would be very much appreciated.
Ok, so some of the meta threads have this one down, but I don't think tug-of-war actually counts, seeing as it is a type of infinite numerical sequence, as opposed to people actually taking (for the most part). As for the hardpoints, as I talked about before, different colors would give us the same problem we have now, but in a different place. What we need is a system that matches the color of the hardpoint to the chromatic opposite of the value entered for the base hull color. I know its po
I just realised. This is (as far as I can figure) the single largest post on the site. Sorta humbling, if you think about it.
Has anyone had any success importing an x file into Blender? The way it is now, all I can get is the Ascension Crystal.
I want to see a system where influence is not just a factor of imps/modules and physical proximity. It might be good to have a system simelar to that of SoaSA in which influence spreads along trade routes and (maybe) some sort of "comm line" system. The way it is now, it is in desperate need of work. EDIT: Fixed typos that made it almost unreadable.
Sounds exactly like real-time, except there are arbitrary time units. UPDATE: Posts were a split-second apart, and if it works like Wahngrok says, then I rescind my previous statement.
What sorts of components are you attempting to make? What are the internal names.
[quote]they're just continuous turns (ala The Corporate Machine).[/quote] As someone who has never played The Corporate Machine, "continuous turns" sounds a bit oxymoronic. Care to enlightem me?
I suppose so... forgot about curses and other lingering enchantments.
True. Just so they don't rush to get everything in by the "due date" and, say, leave out something so that it is not perfected in the final...
I see technology and magic as fundamentally different concepts because magic, at its core, requires human interaction while technology, at its core, does not. For example: in a sci-fi world, you can have an automated defense system that monitors your facility and shoots down anyone who gets near it. In a fantasy setting, you would actually have a mage (or group of them, more likely) constantly scrying and ready to launch spell. In essence, in a sci-fi setting the "power" comes
The Omnipreasent Ohio Snow has turned into the Omnipreasent Ohio Sleet, my mother is squirting Roundup on the crabgrass that used to be our yard, I'm sneezing large portions of my cereberal contents out every five minutes... it's spring, alright. In any event, I would rather have a good beta than a punctual beta. For me, a good game is much more important than a rapid release. Unless there are expansion packs.
Considering my friend Grant's idea for a sci-fi/fantasy combo game or mod (I won't bore you will the details. Unless you want them...), I think it might be better to say that sci-fi/fantasy is sort of its own genre, as opposed to just a combination of the two. However, I want Elemental to be a pure-fantasy game, and it has been promoted as a pure-fantasy game, so hopefully that is what we will get. (Knowing that the Stardock people read these forums, waht we want is
Well, I'm 99.9% sure the spells are going to be moddable, so eventually there will be thousands of them floating around on the web. The only question in my mind is, will modders just be able to change the numbers around a bit, or will the special features be available for change as well. One of my biggest problems with GC2 is that the module and tech bonuses are attached to the internal names or a special on-off tag, as opposed to being truly moddable.
Lemme guess: the long, multi-colored bar is tech victory. I'd post my tree, except that 1) It's not finished, and 2) I don't know a good, free image host site. I suppose I could google it, but there is nothing I would use it for at the moment.
If Brad used names, plot elements, and story chunks from GalCiv, I wouldn't mind. If the two were directly linked, I would have to agree with GW here: SF and fantasy just don't mix in my book!