Well windowed mode does seem to do the trick. But like UncleDrood said, I haven't had a problem alt-tabbing a game since the DOS era.
Woas
Just purchased and downloaded Twilight. So far so great. Alt tabed out of it for a moment and when I came back the game got an illegeal error message. You know the one, it asks if you want to send or not send the info to Microsoft. I tested it again and it happens every time. I'm not that savy when it comes to finding bug text files so if there is some info please let me know where I can find it. I am running Win XP Pro with SP2. All previous Gal Civ2 games have run fine. Just a he
I appreciate the sentiment. But why would Ironclad ask us about what their future is? If the plan is to use the upcoming Impulse program then do it and record the results and either change the gaming business as we know or drop it like a bad habit when it proves unsucessful. This kind of question is for people that have received higher education in the marketing, business, economics fields and the like. Not for the frenzied horde of fans on your own message boards. Of course they are going
Currently Sins is 98% RTS, 2% 4X. I agree with that sentiment. If you want an example of a "RT4X" check out the several games that the group Paradox puts out like [I]Hearts of Iron[/I], [I]Europa Universalis[/I] and [I]Crusader Kings[/I]. Still for what its worth, a decent game. A "diamond in the rough" so-to-speak.
Theres several minor penalties/bonuses the appear up on planets such as porous core for decreased gravity well size, expert miners for bonus metal extraction, etc. If the same system was carried to the gravity well/tactical grid level that would be lots of fun and spice up space combat. For example an asteroid system could give fighter/bomber squads a big defensive boost since they can dart and weave between rocks and slow movement to bigger ships as they try to avoid getting hit. Just little th
How much of a bonus is it? I tried this in a game against an easy Comp to just experiment around with the game and when I switched the trade ports to boost crystal/metal in the sector, it was only a small .2 or .3 bonus. Is that amount correct or does it maybe ramp up and I just didn't notice or something else I'm missing?
Fighters and scouts do 200% damage to LRMs.
Thank you satthukaraoke, you've said the message I've been trying to express about why the teams in Sins are not really 'different' but with much more eloquence. Thumbs up.
[quote]You're being fairly generous here.[/quote] What I'm being is realistic. I can't speak for the OP but I realize that the teams are going to have metal and crystal extractors, structures to build ships at, basic warships and so forth that will overlap in function. Generalities are common here on the boards and previous posters have made the statement that basically states that since, for example in Company of Heroes both the Americans and Nazi teams (I haven't played with the
[quote]The only game you listed that really plays "different" significantly more so than Sins is Starcraft. [/quote] Can you further explain why the other ones are not "different" and why only StarCraft is?
I don't want to side track too much but come on. How can it be said that C&C: Generals or Company of Heroes has the same units? Someone playing the USA compared to the GLA which doesn't even have say, aircraft units, in C&C:Generals is like in a different world. Obviously each team is going to have soldiers with rockets as a base unit as that is within the theme of the game. And the same with Company of Heroes. I mean sure each team has tanks and soldiers with guns but thats a given. It's like
I can name many RTS's with different units and structures for the teams: Warcraft, Command & Conquer, Rise of Nations: Rise of Legends, Age of Mythology, Age of Empires 3, Empire Earth 3, Starcraft, Company of Heroes... the list goes on. In fact I would bet that MOST RTS games that feature multiple teams make sure the teams are VASTLY unique from one another. Sure, every team is going to need a "scout" ship other basic units. And certain buildings are going to overlap in functionality. But I
Hmm.. well thats not fare. I didn't see the dates. For some reason this thread stayed near the top if the forum for me though... so I thought it was relevant. Oh well. I'll have to formulate my suggestions for some later mega patch (if there ever is one) some other time. Thanks for pointing this out though Schod.
I know this patch is meant to be basic stuff. Is there anyway you could add in the equivalent of "goody huts" as found in the [I]Civilization[/I] games to reward good scouting? Scouting really isn't helpful in that your basically going to 'go everywhere' eventually anyway. But finding some place first and getting some sort of bonus (like in the same respects of the ones found on planets) would be a nice boon. If thats asking too much, then how about an advanced start mode as suggested a
So this thread just hit the sixth page and I only got through about the third so please bear with me if I'm repeating stuff. Anyway I've been playing like non-stop since I got the game on the 5th. So, not that I really have any hope of any of these suggestions making their way into the game but here are some observations, suggestions and ideas I had while playing (right? Do the devs really follow threads like this? Maybe if we set up "A List" like the community for Civilization 3 did. Basica
Although I do think over all PJI could use some sort of bump, I don't think they need much unless they got a major overhaul on how they work. Perhaps another 25%-50% boost in delay time that what it does now. Or even some techs would have been nice to invest in to boost the capabilities of the PJIs later on in the tree. On the other hand, it seems like a lot of people don't put defenses up around the inner planets of their empires. PJI are just one brick of the grand wall of defense you
Eh, I mean I get the basic idea that Team A's 'basic frigates' are slightly better with shields than the other two or Team B's light Carriers get a bonus here... thus each teams specific ships are slightly different. But they're all the same thing.I didn't beta test so most of my info came from just highlights and previews before playing this so I had the impression that the three teams were going to be VASTLY different from one another. It would be nice if each team had unique ship
Well, you can play as the three different teams but for the most part the only real difference between the teams is the architecture/models of the ships and the voice over/sound clips you hear. Otherwise they are pretty much 90% the same...
Hey everyone. I've been reading "A Brief Guide to Modding Galactic Civilization 2: Dread Lords" and it's been somewhat helpful. But that guide is for version 1.2 Dread Lords. I have the latest version of Dark Avatar (what is it, 1.8g now?) and there is a lot of new stuff it seems in the xml files. Basically all I want to do mod-wise is put the finishing details on custom races. The in-game "create custom race" tool is a good start but stuff like giving the race its own star system, spec
As healdhj mentioned, mass drivers are basically machine guns on space ships. True they can technically 'fly forever' assuming they aren't effected by any gravitational forces at all. But they only fly in a straight line and only as fast as you can propel them with gunpowder or some other sci-fi tech like magnetics or something. Yet still, compared to beam weapons which is light speed. And missles which are basically little ships with their own engines (maybe even with enough techs could have ch
Here are some of my thoughts: I think it would be wonderful if there were even more aspects to choosing Good/Neutral/Evil. Something like a Cloaking Device (which could end up doing any number of in-game effects from flat out bonuses to attack/defense or giving the cloaked ships a 'free' turn to fire on other ships... whatever) should be an "evil" only tech. Where something more passive like electronic warfare would be a "good" only tech. Deathrays and Blackhole Creator weapons shou
Often I see minor races pop up and within half a galactic year they are absorbed into some other major races empire. Over all I'm a little upset that minor races don't have as much staying power (although I have seen one or two over the course of several games build up a huge home fleet and stick around the whole game). Usually they are just a liability. So I had this idea and tried it out in my last game to set up pseudo-minor races. On a large sized galaxy I had 7 other races plus me
Well the setup we have now is a rock-paper-scissor deal with a little wiggle room. I guess its not a pure R-P-S in that mass drivers > missles, missles > lasers, lasers > mass drivers is not actually the case. But you get what I'm saying. So adding another type of weapon would throw that off a bit. The only other weapon group I could think of is drones or pods. And this plays to the pro-"Spacecraft Carrier" group out there. Ships could be equiped with drones/robotic pods that are launch
I remember I bought MOO3 from Amazon for $5 plus shipping way back when. Thought it was a good deal. I should have held out a couple weeks though because the week after I bought the game for $5, Amazon put out a new rebate that make the game absolutely free ($30 plus $30 rebate). Then the week after that Amazon was actually GIVING you $5 to take the game! ($30 for the game, $35 rebate!). That Star Trek space civilization game is Star Trek: The Next Generation - Birth of the Federat