The technology screen should remember if it was left in tech tree view.
antibor
Hi, Are the below features in the scenario Revenge of the Snathi intended with version 1.32? - Information warfare says it costs 1000 bc, but it does not. - Pirate shipyards need to be destroyed twice. - Colony ships and troop transports are scavenged with population. Thanks.
Is there any progress on this? In the Revenge of the Snathi scenario I have two planets (one liberated from Drengin, other from Terran) with Missing Info and -50% income. Version 1.32.
Are there plans to complete it? 'If you research this you will get 20% to something but to find out what you have to hack the data files.'
The main reason for not fixing ToA is said to be that the source code (or more specifically its environment) is outdated.
I am a bit lost on map- wise where we are. Personally I can live without the combat result screen for each battle - as long as they are so one sided. Maybe fewer in combat screenshots too. There is no need to write that the Torians built a Hyperion Shrinker and add a screenshot showing just that. My two cents, but I am just one reader.
[quote who="starkers" reply="69" id="3492352"] Of the people I know who so-say hate Win 8 - or at least don't like it - most have never tried it and have based their opinion on negative press in magazine/newsparer articles, etc, or have been told by somebody who read such an article that it's crap. Thing is, when I've given some of those naysayers an opportunity to use/see Win 8 in action, they were pleasantly su
I would like to see a Windows for PC and for computer programs. But I have not much hope. I should go for a few weeks training on the OS, switch to a new email (that is trendy enough for the emailing program to accept as an account) live with that Microsoft uses my outgoing communication to advertise its ashamedly poor product and so on.
Emm, could you please specify which game and which campaign? (If you launch Twilight of Arnor, you can play all three campaigns, but the Dreadlords campaign becomes very hard due to the changed combat mechanics.) The campaigns in Galactic Civilizations are NOT to teach you the game, but to allow you to follow the history of this fictional universe, when civilizations had their hardest times. For the campaigns forget 'fair chance'. Apart from the videos (that you should watch),
Sorry for the late reply, please continue it.
I am not sure there is sufficient control. I am negatively surprised to see 'chocolate dick' ('csokifasz' in Hungarian) as an approved name. Maybe there is an other meaning but if so, that one is not known to google. And frankly would it be too much to list the approved names in alphabetical order? :-D
In the options screen, try to switch of the gel ui.
When hovering over the civ abilities, the screen goes well interesting, as if a half opaque screen would be applied and the leader picture gets a blue bottom part. The background of the Back button does not match to that of the Next/Start (1366x768). The Galaxy Option labels are hard to read (at 22:00).
When going into options I have kind of menu panels on the left. On the input screen, the "how to make screenshot" is missing - kept secret as in GalCiv 2. I like the basic theme, it is so reminiscent of GalCiv 1.
Emm, my laptop is nearly five years old, Intel T4300, 3GB ram, Windows 7.1 64 bit, Directx 11. I will try the alpha on it but even my wife is pushing me to buy a new one.
Or sharing them via the GalCiv 2 Library ...
I am perfectly fine having the names only in the retail game (neither in alpha nor in beta), only my impression of Brad's intent was different.
Emm, this Summer for the naming? I had the impression (from prototype feedback missing elements 4) that you intend to include the Founder star names even into the alpha.
So quality and size are not separated. :-( Would it be possible to associate buildable terrain with land?
Emm, like the Yor eating sandwiches? Be careful with your wishes. The Drengin eat Torians. But probably only recently.
Separate production and research modules. Structural core modules that increase the size, hitpoint, allow larger modules but decrease defense efficiency Modules that increase the effect range of the starbase (eg very low range for productive by default, then increasing as the starbase can have faster connection to planets) 1/civ military HQ module On military starbases Starbridge actually allowing its weapons and equipment to participate in a combat (or even st
[quote who="Dumhed" reply="40" id="3431688"]Or lets say base material is used by both buildings or ships. Focusing on building those things would later help that planet with building the final products. Or..... or... you can create ships transfer these major materials from planet to planet.[/quote] Muhhaha, has it (building ships to transfer materials between planets) been done in any free flow 4x space game since Stars! from 1996?
The dial is already there. Separating between different productions would need: - either an additional dimension, that I am not sure is possible to add without complete revision, - or a declaration that production spendings are evenly distributed (with or without unused capacity being autotransfered) but military and social production might be affected by improvements separately. For example in Imperium Galactica 2 there is a similar global "dial" that -
This topic (opinion request for actual development options) should be somehow highlighted. [e digicons]:annoyed:[/e] To me there are still two sliders, overall spending rate vertically and production/research horizontally (so 66 and 50 gives the 34/33/33), I consider the dial only as a new UI tool that looks nice and is hopefully easy to use. Maybe our problem with the four sliders could have been fixed by using the military production (with the ship queue being empty) automati
If you have VS 2003 on the same machine, can VS 2012 be configured to use that Platform Toolset?