link about GFLAGS: http://www.osronline.com/ddkx/ddtools/gflags_00s3.htm "GFlags (gflags.exe), the Global Flag Editor, enables and disables advanced internal system diagnostic and troubleshooting features. You can run GFlags from a Command Prompt window or use its graphical user interface dialog box." Highlights: -The Enable heap free checking flag validates each heap allocation when it is freed. -The Enable heap tagging flag assigns un
Mike C
Im assuming you guys are taking advantage of GFLAGS (Which allows you to do all sorts of heap debugging)?
vs2005 is really nice That completes this informative post.
Ive been doing smallish games, just to learn more about C#. Im new to the whole OO world, so Im falling victum to trying to do C# like I would a C program, which is wrong. But Managed DirectX has been nice. I think there a battle over the speen of .NET, but I haven't seed it with 100's of sprites moving around (using Direct3D). Of course, I am not trying to do Quake or some other intensive app.
Yea, As a C coder, C# .NET has been a pleasure to use. the VS IDE is getting quite nice too.
I second Escape Velocity, its a great game. It is sorta like Flatspace, but I think it is different enough. The mods are really cool too
Hmm, my SDC is crashing when it tries to do the net updates, I just downloaded an update for it a hour or two ago.
Is the demo available through sdc?
Looks like new games are available, but I dont seem them in SDC... (Flatspace looks very good
I don't care whether tactical combat is turn based or real time, I would simulate it anyways... The point is I like to watch how my designs did, see the new weapons and missles in action. There is no reason the battles can't be skipped if the player so desires. But the civ style combat is pretty old and considering all the new technology being pumped into this game it doesn't really fit. I would love to zoom into the battles, but if thats not possible, it needs
I wouldn't say they are anywhere close to an rts. Just because the battles, which are not a large part of the game, are real time doesn't make it an rts. In moo2, there were tactical battles that were turn based. I would normally let the AI simulate and watch, which is the same as real time I suppose. I find it much more interesting than the civ style of combat. I think its a shame that gc2 will not have this to start, they put in a great graphics e
Well, SE4 has always had a single player mode vs the AI (as far as I know).
Yea, can't wait for se5 and gc2 se5 has tactical combat, which may give it an edge, but we will see... regardless I will be getting both.
Those graphics are amazing. Im not sure how much it will improve the game, every rts still feels like Warcraft 2/starcraft to me. Nothing really new. Empire Earth 2 has a cool feature that lets you plan attacks your ally (human or AI). I think that is a pretty big deal if done properly.
So if it is going to be a UU system and ships can upgrade in the field? Will they have to stay in their current position for X amount of turns while they 'refit'? Seems like an acceptable penalty for upgrading out in space. WIll dissuade you from upgrading on your lines or in dangerous space.
sorry about the triple post, I was getting an error, so wasn't sure if it went through.
I have 2 colonies in a system. I double click on the planet, it brings it up, I hit done. I double click again on the planet again... sometimes it shows my other colony in the system instead of the one I clicked on.
Upon further investigation, it could be a sign that a colony ship is on the way.
One of my planets has a pulse of blue around its equater. Its not a ring, it is eminiating from withen the planet and leaking out. BTW. I like the touch of the moons being shadowed when traveling behind the planet
ctrl J is your friend It will finish construction jobs.
framerate is good on my laptop, ati radeon 9200 (64mg), 3gx p4, 1gb ram. Framerate not really below 40, even got some 100's on the title and main map. This was in windowed mode.
Had a lock up: heres part of the log: Debug Message: Total Ships: 10 & 0 are dead Debug Message: Total Ships: 10 & 0 are dead Debug Message: AIAltarian: Set Colony Social Debug Message: Deleting previous save game. Debug Message: Saving game C:\Documents and Settings\Mike\My Documents\My Games\GalCiv2\AutoSave.sav Debug Message: Num Sectors Across: 5 Debug Message: Galaxy data: 22033 Debug Message: FOW data: 21228 Debu
and how do I get it to you
sure, whats the best way to do that for you?
When moving my survey ship to an anomoly (autopilot) I noticed that the ship was facing the wrong way as it moved toward the anomoly.