It's very late in my current (large map) game and I'm solidly winning, but things are somewhat stalemated because my fleets are divided up on multiple fronts facing against each AI's entire maxed-out fleet. I'm advent and both remaining AI's are TEC. Queue up the superweapons to break the stalemate... I've built 6-8 of the Advent Deliverance Engines in the system, and have another 6 in the other star system - all are set to autocast and have been firin
LintMan
[quote] I will try Frogboy's suggestion, but that seems sort of odd if you ask me. He has a Quadro card and has to tone down his settings. No offense Frog, but you got that Stardock by your name, are you a dev? If so, wouldn't you guys be working on a way to fix this instead of turning settings down from max? To be honest, this is new to me, seeing devs and such in the forums. Over at EA in the Battlefield forums, you have a better chance of running into Jessica Alba at a family cookout than
I've seen this same sort of wierd behavior with some ships in a fleet, and usually it was with ships that I had added to an exisiting fleet (perhaps by merging two fleets together or pulling them from another fleet). Anyway, what it looks like is happening is that the newly added ships are not inheriting the original fleet's settings, so their move and attack settings don't match the rest of the fleet's, so they act wierd. You can then easily fix this behavior by: 1 - right-clickin
[quote] LintMan February 11, 2008 22:45:45 3 - It seems only 1 thing from either Mil, Civ or Fleet can be researched at any time. IMHO Mil and Civ use separate res. centers, so their res should be in parallel. Failing that, it'd be nice to know which item is currently researching so I don't have to hunt through the 3 trees looking for it. And it'd also be nice to somehow see the order things will be researched in, if I have a bunch selected 6 - make cap ships
Star Control was a fun game, and Star Control 2 was an all-time classic - one of my top 5 as well. Star Control 3 was a sadly misguided attempt by a different team and is generally best forgotten, though its super melee mode wasn't bad. Hopefully if Atari does revive the franchise, they'll get the original creators over at Toys For Bob to do it. They apparently are interested. Is Atari part of Activision, by any chance?
My current near-term wish list, in order of desire: 1 - fix the empire tree/pause mode display bug 2 - Some kind of (audible) alerts when a unit is attacked and/or killed in a non-big-battle situation. (Ie: I have a scout arrive somewhere and an enemy kills it.) It'd also be nice for a scout to maybe auto-flee in that kind of situation. 3 - It seems only 1 thing from either Mil, Civ or Fleet can be researched at any time. IMHO Mil and Civ use separate res. centers, so their res sh
I was looking forward to buying SOTS, and might even have still done so after some of the bad reviews came out, but then I started reading about the developer's accusations of bias against reviewer Tom Chick (because he wrote the Gal Civ 2 manual 8 months earlier), and also them getting another bad review rewritten, and their forum flames for any complainers. That made me decide to stay far away. I just noticed it showed up on Stardock Central for $20, though, and for that price and no
I can't check the manual now, but IIRC, the game is supposed to give a trade bonus along the longest uninterrupted trade route, which it will highlight if you cursor over your credit amount. But what I'm seeing it show isn't nearly the longest route - it seems to cut bunches of planets out of the loop. In my current game, I have 12+ planets all with trade centers, and all connected, but at least 4-5 planets are left out that could have been put in the chain. ie: The lette
I have the same problem - the scroll bar makes part of the empire tree disappear. I'm not sure about the pause/unpause bit, but I do pause a lot during play. What I did notice that is if I click on the blank/disappeared part of the tree, the tree seems to redraw correctly (until I scroll again). Restarting the game and reloading from a save does not fix the problem, though. My setup: SoaSE v1.02 Vista (32-bit) 4GB RAM Intel C2D E6700 nVidia 8800GTX 1600x1200 r