ScottTykoski

ScottTykoski

Joined Last seen Member # 93
42 Posts 337 Replies 2,367 Reputation

Sorry about this guys. The CD manufacturing should be done early this week, with the shipment being mailed later in the week (If everything goes according to plan). We were originally hoping to do the CD's in-house, but we got an unexpected surge of CD requests through direct sales, and had to get them off to be mass-produced the other week. Our apologies for the wait. :(

12 Replies 453 Views

1.)No specific order is necessary...the newest version of the game will always be available by updating the main game. In fact, you don't even need to DL the other parts of the game (though you'd miss out on the movies and such). 2.) No need to uninstall, either. 4.) THe updates make regestry updates, but you should be able to make an "Archive" of GalCIv using SDCentral to load up later. This should take care of all the regestry stuff.

3 Replies 115 Views

"Stardock expects to have Galactic Civilizations completed by November of 2002." 4 months off isn't bad I hope ;) Actually, that document was made in early 2002 (before starbases and back when you started with a scout instead of a survey ship) so I guess it was a pretty close estimation (since the game was technically done in mid January for testing purposes). It's too bad the images aren't showing up...those early screenshots are good for a laugh. LOL

4 Replies 384 Views

WInAmp is the easiest meathod. Make your MP3 list, go LIST OPTIONS > SAVE LIST Save the file in your galciv/playlist/listname.m3u You can load the file by activating the MP3 player in the Options menu of GalCiv and pressing the Load Playlist button. Enjoy! :) ~SDC~

2 Replies 253 Views

I dont think id be that difficult (time intensive though) to get in a post-game report...something along the lines of: 2254: War declared on the Evil Drengin Empire. 2255: Torian's, alllies of the Drengin Empire, joined their fight agains us. 2259: Torian troops successfully invade Sol. 2259: Humanity completely wiped out of existance. It'd be a useful tool for making AAR's, but not as drasticly complet as the "Epic Generator". Thoughts? ~SDC~

17 Replies 375 Views

No, espionage modules aren't in the game. However, it'd be nice to have that, where you get a bonus to the espionage level of any alien planets in that sector. Definatly a good idea ;) ~SDC~

4 Replies 1,661 Views

We had it in at one point, but found it cheesy to suddenly have the game spit out "Game Over" just because another civ researched the game winning tech. That was, however, before victory conditions could be turned out. If implemented correctly, this could be put back into the game (Where you're warned that they'll be comleting the tech in x years and need to stop them). I guess the whole idea of a "Technology Victory" is that you trancend a mortal existance, so perhaps the race would be simpl

18 Replies 631 Views

Verdic: Thanks for the suggestons. I'll respond to the one's I'm more knowledgable of. 1. In the short term, we're going to be adding a "Auto-Launch Completed Ships" Toggle to the Planet Screen, allowing the player to set planets where the completed ships...well..auto-launch ;) This'll reduce the amount of button clicking to get ships out of orbit. Way points are definatly on the list...we jsut have to get some of the smaller, play-balancing bugs out of the game before major feature

17 Replies 513 Views

Modules to slow enemy ships will never bring vessels to a complete stop. It'll bring it down to 1 move per turn, but after that the AI would need to do pathfinding to re-route ships through the galaxy (and anyone that has played on a gigantic galaxy can tell you that pathfinding is already a hog in late games with huge fleets). That said, Terror Stars can not be stopped by Interdiction Beams ;) A smart idea though. The best defense against a T.S. will always be a few string ships ready to t

6 Replies 382 Views

COncerning the United Planets: Once you're out, you can't rejoin. The only two places to leave are in the Foreign Policy>United Planets Screen and on the United Planets Council voting window, so you must have left via one of those meathods. ~SDC~

9 Replies 293 Views

That's a little item that will give the civ that found it +1 to a random ability every turn. In the short term, this is a marginal bonus (there are about 30 abilities to improve upon). Over time, however, this race can become quite powerful. It's up to you wether you want to risk that race becoming too powerful. Become allies, take them out quick, or hope for the best ;) ~SDC~

2 Replies 222 Views

wamp: I know alot of people (including myself) got frustrated pretty fast with some of the game imbalancing random events. Hopefully Brad's changes will make your play experience fun again (games should be enjoyable, not anger provoking ;)). ~SDC~

31 Replies 2,190 Views

Make sure there wasn't a UP issue passed to keep Terror Stars from attacking. Was your Terror Star part of a fleet? We'll play around with this functionality and try to find out what could be happening :)

5 Replies 339 Views

// **************************************************** // HOW TO REPLACE RACE ANIMTIONS IN THE TRADE SCREEN // **************************************************** Hey gang! Today I'll be talking about how to create your own race animations to play Gal Civ's trade screen, as well as the tools needed to get them running. The first step is to make an animation for your character. We use 3d max, but any program is fine, as long as the end result is a series of consecu

1 Replies 1,268 Views