Basically think of it as a planetary Terror Star (if you ever played the first one). You'd keep adding modules to it until it until you put a "Final" module on it that converts it's onscreen representation from a starbase to an actual planet. Until you actually convert it from a starbase to a planet with that last module, it'd be fairly useless. So unfortunatly there'd be no fancy Planet/Starbase half-breed when you're done, but this is kinda what I was thinking for the Starbase
ScottTykoski
Pascal's right...these are just place holders but the game will be fairly modable, playing as your favorite race shouldn't be too hard
Hmm..I just took off my moron hat and realized it wasn't the 13th after all. Ah well Time to go sulk at my own foolishness.
Warning : This journal has nothing Frightning or Really Interesting about It. Read at your own risk of boredom. Hey GalCivers! Time for another trip down memory lane to see what got acomplished this week. The first thing that needed to get wrapped up was the Starbases. I n
Sorry, I forgot to answer some questions in my rant >>How about a race colour colour. - or primary, secondary and tertiary race colours? We may be able to tint the images, but since they're PNG's there's not much colorizing that we can do. Something to consider, though. Also, we're planning on using the race color to rolorize the main interface, so you'll get some change
GoblinCookie: You have to admit that dedicating almost four THOUSAND man-hours to implement a polish item is a bit much. I meen, in that time we could put an artist and coder on making it so you actually pilot your ships in combat "Wng Commander" style (something we would never do, but you can see the amount of time that we'd be sacrificing to implement a very VERY insubstantial posish item.
Hehe Not flamed...nobody should ever get flamed here. We just want to make sure players know that we're putting thought into our decisions, and not just being stubborn babies about it "No, this is how we did it in the first one and we're not changing. Wah! "
While I agree with the idea of different "initial colony" buildings, I'm afraid all that extra concept would cause a mass exodus of our artists. With about 80 improvments to design, and 9 races to design for, you're talking about 720 extra buildings to design. Even if we had 3 artists, working 7 days per week, pumping out 2 per day, it'd still take 4 months to complete! Plus there's the
I'm not a beta tester, but I'll give my thoughts on the subject if you don't mind When designing a game's interface, you have to decide what are the most important/most frequent actions the player will be performing. In GC2, those actions are, in order of importance... -Panning Around the Map -Selecting units, planets, other game objects -Setting Destinations for your Ships -Zooming In
Good catch. Should be an easy one to fix Thanks PC.
These will have icons in the final game...I think, ATM, the code for determining what type of icon to use is slightly buggy. We'll look into it
Was this planet yours, was it an alien planet, or was it a planet that you invaded and took over?
This feature was available on the mini-map of GC1, but not directly on the main map. It'll still be an option on GC2's MM, but I would suspect there'd be alot of slowdown if we had this feature on the main map
I assure you any similarities between this stuff and ST:DS9 and the Stargate TV series is COMPLETLY coincidental. The red on the Dreadlord is supposed to the the living energy that he's made up of...the black exo-skeleton is only there so other races feel more comfortable talking to them (Dreadlords like to make sure everyone is comfortable before they destroy them). As for the cultur
Make sure you're running in full color mode (32bit)...those kinds of artifacts can pop up when running in 16bit mode.
First off...Have you seen those mini-games?! On paper the game mechanic seems "Adults Only"
Ask and ye shall receive! Uncover FOW: CTRL-U (then press the turn button) Auto-Turn: CTRL-Z (then press turn) Well, I guess it's not EVERTHING you asked for, but I'll put the other items on our list and see what we can get into the game!
Make sure you'e updated to the most recient DirectX (I think they're at 9c ATM). Also, if your card IS actually 16 megs vram I could see it dying pretty quickly.
Hmm...We didn't change anything major between the two Betas Did you make any major changes to your system reciently?
With the 4th of July cutting into the work-week of most Americans, and a miscommunication of company policy giving us the 5th off as well, everyone on the game's team had the pleasure of a four day weekend. I spent most of this time in Pennsylvania to celebrate the 4th with family, but was back on Wednesday to get some work done before another weekend decapitated my
We definatly have sensor hulls planned for the game...they just have to be made ATM
I do like this idea, mostly with fleets becoming a much more intergrated part of the gameplay. Thanks for the suggestion!
Since it seems to be a prob with the Greman version of WinXP, could you post what characters you're using for your Empire, Leader, and Homeworld Names. Perhaps there's a fancy German character that's causing problems. Also, make sure you have the most recient service pack for windows.
We have gone to a more explicit system for selecting research items where the player has the opportunity to browse the tech tree and has to specifically say "Research This Item" before it'll be researched. We had the old system implemented for a while, but it was VERY obnoxious when you wanted to view stats on other research items but would lose the current tech being researched. This is a screen that will be tweaked to death over the next few months, so hopefully it'll become
I would also like to implement different levels of Anomaly...so you may find a level 5 anomaly early in the game, but not until you research "Anomaly Scanners Phase 5" and equip one to your survey vessel, you won't be able to reep its bonus