Ah yes...invasions. The current model is very temporary. I beleive that advantage factor is the combination of your tech level, their tech level, their invasion tactic, your planetsary defenses, and some 'magic numbers' thrown in for fun We will have the final invasions into the game in a few weeks. In the meentime, players will jsut have to pray to the invasion gods to keep their planets safe (and a healthy dose
ScottTykoski
Oh, and we'll definatly look into this one...sounds easy enough to fix
Ah yes...reading is a very important part of game development...perhaps I should try it sometime
Unfortunatly the Debug.err file wipes itself every time you start a game, so you probably don't have the file we're looking for. However, if it does happen again, just go to your game directory and send the 'debug.err' file over to me and we'll do our best to squish the bug properly
If you could remove everything that would meen that the screen wasn't physically hung...something was just stealing focus. Could you send me your debug.err files after a game in which this happens ( [email protected] )? I've never seen this before, but we obviously need to get it fixed. Did this just start happening with this new build?
jmgarth & civ3fan: When you guys are getting crashes and weirdness on the United Planets window, what race are you playing as, and are all the races in the game discovered? You should definatly be seeing what item they vote for, so if this happens again could you take a screenshot and email it to [email protected] ? And if it crashes, can you make a not of what U.P. Law was being voted on and let me know when it crashed? Thanks guys! <
Is this because that ship is damaged, or is it possible another damaged ship is in the area and the sound is playing for that ship? If this isn't the case, and you can get a reproducable save game file, could you send it to [email protected] ? Thanks!
Was the screen locked up, or could you still add/remove stuff from the ship, rotate the ship, ect? Also, does this happen after you try and save a design? Or is this just trying to leave without saving changes?
Added to our suggestion list. I definatly agree that a slider would be ideal...and perhaps even have one for the zoom-out level, so if you have a monster PC and play on gigantic, you can zoom out and see the whole galaxy at once.
1. We can definatly tweak the settings on the "ability bonuses" you can pick for a custom race, but redoing the system probably won't be doable with the project time remaining Please feel free to point out some of the abilities you'd like to see cheapened/altered/pumped up, and we can review it and see if they would work better 2. Unfourtunatly the AI is never gett
Hmm...Alot of the issues you listed are techicially UI design issues, which I can't see making the game much more fun, just easier to play/control. Do you have any suggestions for the game itself? Basic, fundamental tweaks that you'd like to see that you feel will up the fun factor (I'm personally having a blast with what's there, but I'm slightly biased )
Alot of those issues will be solved when we get the final ship designs into the game. Once we get all the ship jewelry made, and the ships designed, it will/should fix all upgrading issues, and all race-specific problems (off balanced ship designs, ect).
Yes, this will be fixed ASAP. We thought it was a problem with the senate screen at first, but come to find out it was a saved-game issue.
Yeah, I was looking at the this morning..how ODD. We'll look into the code on monday as see what exactly the game is thinking
Good catch Darth Kyro! I'll pass this onto the devs working on the metaverse so they can get it fixed in code
This dosen't pop up immediatly? I does on all the games I play, but we'll be on the lookout.
If I have time I'd REALLY like to get different levels of anomaly into the game. Where the first survey ship can only explore the first level of anomaly, but later survey modules allow you to survey the higher levels. But this may be a pipe dream with our "feature-complete" deadline coming up fast
I don't see why that couldn't be an option on the "deomestic governors" screen... X- Hide Older Improvements in Build List ...That would just be on by default. Or we can just make the new improvements flat-out cheaper to build.
We're going to look into this...looks like it may definatly be an issue with the 2 processors
No, that's right...as in "Starbases are not ment as a fortation device." Actually, it should be 'fortification'...I'lll fix that now.
The purpose of specalizing your starbases is mroe for the AI than for the player...this way, a race can tell what the purpose of a starbase, and it's possible threat is, but somply looking at it's type. With old starbases, It may have been fun to build up a trade starbase then suddenly convert it to a Terror Star, but that sort of cheese will hopefully be stomped out with this new system But yeah, my strategy hasn't change
That wouldnt be too hard to make into a random event Thanks for the suggestion Zak
I have to say, while I didn't like how strong those bastards were in the first game, I do need more cannon fodder for my army. I'm sure minor races will quench some of my thirst for blood, but it'll feel good to stick it to a monster from time to time And I agree...space monsters guarding planets, anomalies, and resources would be a cool thing. Now if we can squeeze in time to code it <img src="smiles/Cryin
DK: hehe We'll let you guys provide the 'Samas Aran' portrait for the custom race screens...I'm pretty sure the BigN wouldnt appreciate us incuding it in the final game
Whan you've equiped a starbase with Attack and Defense assist modules, any ships within that SB's range (click on the starbase to see this) will get the bonuses to it's attack and defense values. So if you have a scout with no weaponry in the range of a military starbase with a beam attack assist of 3pts, and a armor defense assist of 6 pts, that Scout will now have 3 beam atttack pts, and 6 armor defense pts. Or, at least that's how it SHOULD work. Let us know if you fi