Interstellar: I'm not sure if Cari or Brad have taken a look into these issues, but if not, I'll bring them to their attention for the next build. ;)
ScottTykoski
Your later lockup problems are probably caused by removing some specific bink files that the game looks for the game to even start properly (the metal-doors opening animation on the title screen). If you're having troubles with bink files playing, I suggest double-checking to make sure you have the newest drivers...most often faulty binks are fixed by newer drivers. If you know this isnt the problem, send the "debug.err" file from the GalCiv root to [email protected] and [email protected], ho
Yeah, we have some Hypertext features in the works that should help with this. The map is possible, but as always, if time allows. Keep the suggestions comin'...I've been kinda out of the loop with some of the screens I've been working on...I'd like to know what players would like to have in the Expansion Pack.
I'll bring this to the attention of someone that's more knowledgable with the end-of-turn code. We'll try and this this fixed asap. ;) ~SDC~
Yeah, sometimes responding to posts here becomes an upstream battle, mostly at peak traffic hours. As for the UI, we'll be fixing the Governor's screen, adding Rally Points, as well as a Tech Tree display in the upcoming Expansion pack. We're trying to make sure the changes we make are worth the re-download size of some of the screens (some getting upt to 3 megs in size). Are there any specific things you were looking to have changed, or was it more of a general "Are you guys looking into cha
What exactly do you want to change on them? It shouldn't be too hard to go into the .tech and .sbmodule files and change any text dealing with the terror stars. As for the image, I think the Ship Encoder should allow you to encode a new terror star animation. As there anything else you'd want to edit dealing with the terror star? ~SDC~
Yeah, auto-attack and survey will only target objects the player can see. If an anomaly or enemy ship is covered by the FOW, it wont go after it. Also, as Cari said, they both take range into account, so if your enemy has a fleet half way across the galaxy, those ships will be ignored by short-range fighters. As for auto-retreat, I beleive the ship will dock at the closest home star when it's down to 20% of it's total HP. So if your ship is damaged but still at 7/20, it'll continue t
I'm sure Brad'll get a news item up shortly now that the game is publicly available. It was exclusivly available to some premium gaming site subscribers earlier in the week, but now that its publicly available I'm sure Brad will be putting up a news item about it. :) Thanks for posting those links! ~SDC~
We've been getting reports that this is also happening in the full version...we'll check it out ;)
This is truly odd...we'll look into it further, and hopefully have it fixed for the next patch. :)
It was originally to prevent the Minor Races from receiving that type of ship (we were using a odd-ball meathod for minor ships where they only had 3 ship types, so if they got something they didnt have the game'd crash). I forget if this issue was kept in intentionally or not...but if nobody can think of a reason constructions shouldnt be traded, I'm sure it'd be easy to put back into the game.
Also, for anyone that's on the fence about getting GalCiv, we've reciently sent out the final version of the Demo to SF, and expect it to be publicly available by the end of the week. Besides some game setup limitations, and a game turn limit, the demo gives a fairly accurate representation of how the game is played, and would be a good way to determine wether to purchase or not :)
How about randomly picking 3 possible issues, and the player with the highest influence (or on rotation basis) will pick one of the 3 to vote on? It wouldn't allow customizable bills, but at least you'd have more of a say what issues arise.
http://www.galciv.com/encyclopedia.asp?action=showpage&page=http://draginol.stardock.com/galciv/links.htm Here's a link to a few ofthe fansites out there. I know JavaScout's site has a tech tree, but im not sure about the other two.
No, we currently don't list that data, but I'm sure it'd be easy to stick into the "Report" or "Stats" screens. You'd have to find the info on a per-race basis, but at least it'd be listed (without having to figure it out from the trade screen).
The problem with this is a cheese tactic on the other side of the coin. If the Invasion Tactic Penalties were factored in even if the attacking race lost, they'd be able to send waves of near-empty transports to a planet. They'd never successfully invade, but the defending Star System would be a barren wasteland. ~SDC~
It'll only attack ships you're at war with, but it will leave the sector if there's a ship elsewhere that needs a beating :) ~SDC~
Could you send that file to [email protected] and [email protected] ...sounds like something that should be fixed before the star-destruction sprees get too outta-hand ;)
Tonmoril: Yeah, if the mod's aren't done correctly you have get some weirdness :( FoJ: The only thing Leonardo was the most skilled at was kissing Spinters butt...always doing everything by the "Ninja Code of Honor"..without Mikey you wouldn't have had any of the catchphrases or comic releif. ;) To each his own, I suppose.
If I remember correctly the resource refinery is a mining upgrade, meaning starbases not mining a resource won't have those modules available (one possibility). Have you downloaded any mods or altered the files in any way? And how are you reaching the screen? Are you putting constructors on autopilot, using a fleet of constuctors, or using the arrow keys to move you ship? Unless anyone else's had this problem, I'm completely stumped :notsure: Any info you can supply will help us so
If all the ships move, and "Auto-Turn" is activated, it meens that all the ships out of orbit have used all their remaining moves. I always play with this off (just in case I have ship in orbit I want to send somewhere). Hopefully this helps. :) ~SDC~
This week the GalCiv crew will be sitting down to map out the official Expansion Pack list. Already planned are... 1. Tech Tree Navigation Screen (where you can see what techs lead to particular technologies) 2. Rally Points 3. Additional Events (not just the morality ones, but also the chained events) Hopefully rally points will help with the constructor management problem. We'll have a more thurough list later in the week. ~SDC~
That's not good at all. We'll get it fixed..thanks for the catch ;)
OK, fixed! Expect it in the next available patch. :) ~SDC~
Don't get me wrong..I'd LOVE to get that feature in. It'd certainly add another layer of depth to the United Planets, and just be fun to play around with. However, besides creating a interface for proposing isses, we'd also have to make the AI smart enough to propose ideas, which to implement and properly play test, making the feature harder to squeeze into the game midstream. I have talked about it with Brad before, and he's not against the idea, it's just not high enough on the priority lis