GaryT123, have you tried DosBox? It is an open source emulator, making new(er) PCs look and act like older MS-Dos machines for the old games. Its what I use to enjoy MoM, MoO1, Acsendancy and my other old MS-Dos games with sound. You can find DosBox at: http://dosbox.sourceforge.net/ I remember playing Elite and Star Flight 2. Very cool games. I don't agree that Battle Cruiser is anything like SF or SF2. It's more like Elite, with less fun and more screen staring from what I remembe
Lord_StarPilot
When you research a +10 Weapon/Defense/Hit Points tech, they do automatically get figured in after you get the tech. It is that it is a +10% (Percent). So, for a Corvette with a big 3 attack, +10% Weapons raises it to 3.3 attack... and the extra .3 gets dropped. Those +10% Weapons/Defense/Hit Points do add up though. Also, keep in mind that the Star Ship +% bonuses that facilities on worlds gives are purely addition to Hit Points, and not all around bonuses. Hope this
Campaign saves are in the campaign directory. You need to press the "reset" button to find those saved campaign games.
Correction regarding resources, AP, and Map Editor. I had thought that AP was adding in the resources due to an odd behavior in the Map Editor. I am doing further testing (Playing :D) to see if AP did actually add in additional resources. This could also affect whether or not the "Save" command is properly over-writing existing files. I need to do further testing to ascertain the actual behavior (over-writing or not without asking). Here's the ACTUAL error that is occuring:
KEmperor, that's a DirectX 9 problem, from what has been reported on the forum. Try reinstalling DirectX 9 and then try the map editor again.
UI Bug with Map Editor: Save does not work when file already exists. Workaround: Use "Save As..." command so User can confirm they wish to over-write existing file.
Minor bug: My star fighters are not getting experience for destroying enemy mini-freighters. Alien corvettes are. I'll keep an eye out and see if my other war ships are getting experience for killing mini-freighters. They were in previous AP games. But I did not recall if the star fighters had earned XP for killing mini-freighters in those games. [Message Edited]
CTD: If a map does not have enough STARS available for AP to allocate to minor races, it crashes at start up. (And the game should actually pay attention to the "disable starting minors" setting in set up screen.) This is easily repeatible CTD. * Start a new in Map Editor. * Create a map where only all Majors have a starting homeworld. (Assign as appropriate). * Save out map. * Exit map editor. * Copy new map over to the map directory of AP. * Start
Goblin Cookie, you can build an improved version of the original stargates. That is the direction controllable, faster travel that your ships start with. So says the guru of Galactic Civilization... Brad. ;) I do think that the Tech Tree suggests that instantaneous portals/gates are possible, in the lines of the extra dimensional items. Maybe GC2 or GC3 will allow that. But its not in the code at this time. Now, just because the races don't understand advanced dimensionatiy doe
Rainbow7, *many* of the early GalCiv players are disappointed MoO3 players. MoO3 was very flaky for many people when first released, had a very lousy UI (too much clicking through screens for most players), and the AI didn't really do a decent job of managing things for players, that left the hardcore leaning players to micromanage and fight with the "helpful" AI. As MoO3 was more of a mix of MoO1 and MoO2, which were both very different games, most of the die-hard of either game were disappoint
Bill Ko is right. And this is a not a hard science game. Otherwise, there would be exactly ZERO other races in the game. Modern Astrobiology and Modern Cosmology says that there are no other intelligent bipeds out ther. There are no other tool users (as we are) out there. There is most likely many small, early eco systems on many worlds, but most worlds are not stable enough environmentally long enough to get anything approaching a jelly fish, let alone "higher" life forms. So, that lea
Bard of Prey... you are mistaken. MoO1 never designed its ships to counter the User's design. It merely scrapped out old designs when it had achieved significant tech advances. In MoO1, there was an "ultimate" ship design. Use it, and you could have one ship stand off max # of stacked AI ships, WHILE defending your homeworld from Bio Elimination. When you allow ships to have "special" abilities due to having certain components (whether it's teleportation, repulsion, etc), you d
I noticed that there are some documents located in: \Program Files\Stardock\Drengin.net\AltarianProphecy\Editor Docs I haven't actually LOOKED at them, but I would suggest you start looking there and see if there is any useful information on how to use the map editor.
Ray, auto-launch sends off 1/4 of the available load, not 1/2.
Bug: When starting a game from a map, AP adds in resources AND it edits the map file without modifying the "modfied" date/time on the file. Naughty naughty! This UNBALANCES the design. If there is less then GC:AP's normal amount of resources in the map, so what? It shouldn't matter if there is 1, 5, or ~1 resource per sector (seems to be AP's preferred level). This will drive some designers mad. Minor Bug: Base MFC studio icon for "Doc" is shown on custom maps. Someone needs to make a m
That's because you can keep bribing your way out of trouble, diplomatically speaking.
Even *Good* civs will war on you if you are pure good... if you don't have any military strength. And I've often had Evil civs like, aid, and defend me when I am Evil. It just depends on the circumstances. If you trade with the Evil civs, they will like you. If you have a decent military, they won't try to take over your worlds (so long as there are other civs weaker then you). And if you are fighting someone they hate (the Goodies, for instance), and they like you, they will gift you s
Now now... MoO1 and MoO2 are VERY different games. MoO2 is basically Civ in space, with some minor HoMM influence. MoO1 was a lot more abstract, and a conquer the dots/stars game. The original team for MoO3 ran out of time. They needed 5 to 7 years to implement what they had envisioned... and their backers weren't going to wait that long. Out went the original team, in came a different team, out went the original design, and something got tossed together and shoved out the door
From what Brad has said, I always thought of Star Gates as entry points to "Slip Stream", not as the "Gating" technology that is an "instant" doorway to another portal. So, either a Bab-5 or Bebop model is just fine by me. And it is possible that any "gating" technology would not allow you to go faster then the Light. Merely allow you to effectively "photate" more efficently then trying to accelerate you to light speed via normal accelerants. As for the difference in w
Ah. Cool. Yes, most of the techs in GalCiv actually don't do anything but let you research more tech. Eventually, some research along the way and some at the end let you actually do things. New buildings, ships, star base modules, win the game, etc. Unlike Civ, which has few "empty space" techs, GalCiv has lots of "empty space" techs.
Paguma, I was thinking it may be because you are playing Maso that you find Culture/Influence to be so much weaker. The AI does get bonuses on Maso, and I thought one of them was effectively Cultural resist? I don't play Maso and I don't recall what all the bonuses the AI gets at that level.
This is one of the few things that used to irritate me about GalCiv. These days, I just live with it, but... It seems like if you have a world that doesn't have any more social projects to build, you could at least select something like "Luxury Goods" or "Consumer Goods" or whatever you want to call it, and recapture some of the "lost" money on that world (like, 25 or 50%). But Brad is against it, saying not that it would be too hard on the AI programming, but that it would be too hard
Cloaking gives you the ability to buit Phoenix ships, doesn't it? Or is that an alignment required ship?
AP is both *easier* and *tougher* then regular GalCiv, from what I've noticed. Here's why I say that... On smaller maps, the AI is in touch with the other AI very quickly. And they all act as one big research engine, shooting straight for Battleship/Dread. After that, they shoot straight over for Galactic Stock Exchange and then Galactic Monument. And until Alignment drives them to hate each other, they happily keep exchanging every tech they get their hands on to reach those c
Tylertoo, yes. If you pre-order the CD-Rom version, you still get to play the beta.