Ryan Hanson

Ryan Hanson

Joined Member # 2376174
0 Posts 17 Replies 78 Reputation

Thanks for the response, kryo, I will attempt that this evening and let you know the results. I did run "sysprep" on my system prior to the planned motherboard upgrade so I had to re-activate windows even after re-installing the original motherboard. It makes sense that I would have to re-activate other software as well, it's just frustrating to get such an unhelpful error message. EDIT: I can confirm that this fixed my problem. Though the

5 Replies 4,329 Views

I have the same error. I briefly swapped motherboards due to attempting a motherboard upgrade, but I the new mobo was DOA so I had to RMA it. I re-installed the old motherboard and the next time I attempted to play Rebellion I got the exact same error as you. Googling the error online I don't see any mention of it so I don't think it is a common Steam error, I have no idea what is causing it. Completely deleting the game client and re-installing it doesn'

5 Replies 4,329 Views

It's encouraging to consistently see Brad noting the same problems that I see when I play, namely the UI is click-heavy and still not that intuitive and magic is just not there yet. Magic is especially problematic right now. But am I the only person who thinks that more spells is NOT the answer? There are already a ton of spells available and the magic system and interface makes choosing and using them extremely micromanagement heavy; its easily the most complex single pie

127 Replies 359,068 Views

It's worth noting that Wintersong's indeed excellent guide is unfortunately somewhat outdated now, it looks like the last time it was seriously updated was Beta 2A. However, much of the information on there still applies.

2 Replies 1,985 Views

Very cool, definitely the best way to show people what can and can't be implemented is to show them the details of how you implement things. Since it was mentioned, I do NOT like the idea of leveling cities getting points to spend on buffs. While it sounds fun, there is already information overload when it comes to cities, this would just add to that. I prefer to have citie characteristics managed entirely through the improvements, as there is already a ton of flexibility

24 Replies 49,333 Views

1. "Cyclone" 2. Strategic 3. 16 4. 10 5. Air Shard 6. Targets sea space with ships, cyclone appears and ships are heavily damaged and/or destroyed 7. Air Spellbook 8. Summons a cyclone to destroy or damage an enemy fleet. Ideal effect would be to destroy 1/2 to 2/3 of enemy ships and leave the rest damaged. However, this spell could easily be adjusted for gameplay reasons to be

243 Replies 843,421 Views

I like the first option, i.e. "scale units" UNCHECKED. However, the example is zoomed in pretty far, so some subtle scaling up when zooming farther out would be nice for visual clarity purposes. I REALLY don't like having the units shrink as I zoom way in, it destroys any sense of scale which is essential for immersion in a fantasy game with weird creatures and stuff.

123 Replies 291,113 Views

I agree that most every major concern I have wtih the game right now was addressed in this dev journal, so was encouraging. However, I also agree that the release date seems incredibly soon given the current state of the game as perceived by beta-testers. I realize beta-testers are getting a purposefully nerfed version of the game but it does seem like a huge leap in a really short period of time. I'm excited, the next few weeks should be great to watch as this masterpie

173 Replies 597,720 Views

Brad, given that it seems you intend for the AI to make minimal use of crude bonuses to be a challenge, how do you intend to differentiate the difficulty levels? Will there actually be an attempt made for the AI to play "dumber" or "smarter" at the different levels? Or will it be one level of "intelligence" with resource bonuses/handicaps to differentiate the levels?

80 Replies 209,314 Views

[quote who="Tormy-" reply="47" id="2607398"] Quoting Ryan Hanson, reply 46 On the other hand, the Civ 4 AI was pretty weak out of the box but got substantially better with future releases and with some community involvement. Given how well that worked out, the potential with the Elemental AI is staggering. The Civ4 [BtS] AI is far from being decent. It's cheating @ the highest diff. levels. The Civ4 AI isn't cheating on medium settings however, and it's he

106 Replies 872,540 Views

[quote who="leeboy26" reply="25" id="2607139"]So Frogboy has started on the AI eh? Well I don't know much about that but if it's anything like the Total War games he'll be finished by tonight.[/quote] Haha, awesome, so true. The only one I ever really played was Rome:Total War, which, despite being a really enjoyable game, had an absolutely abysmal AI. On the other hand, the Civ 4 AI was pretty weak out of the box but got substantially better with future releases and wit

106 Replies 872,540 Views

From the perspective of a semi-casual gamer without a ton of time, put my vote down for focusing on making interesting, distinct, and developed pre-made factions that are fun to play as and against. Some customization is ok but the emphasis should be on having solid pre-developed races that players are encouraged to play. One of my minor pet peeves with Stardock games is the multitude of options you have when you start a game; having a massively customizable soveriegn/race/facti

207 Replies 511,782 Views

First a quick note: I've had that blue spot bug in battle animations for a while in regular Galciv2, it is quite annoying. I think it is related to ship engines. Secondly, I am freaking excited about this game, I've been reading everything I can about it but I'm pretty sure this is the first place I've seen mentioned that you can ship asteroid resources to a planet of your choice, VERY cool. Lastly, I am all for a testable beta for the pre-purchasers!!!! (especially since I ju

19 Replies 30,193 Views

Sorry, by "around" I meant "in orbit over" their planets, i.e. in the same square. As to the orbital fleet managers, I hope I am wrong. The AI is quite good at building very powerful planetary defense ships, and an orbital fleet manager that allows those to be combined into fleets makes the AI planets many times harder to conquer. However, I don't think the AI builds orbital fleet managers soon enough or often enough. For example, in my current game the Drengin built up quite a nice

15 Replies 31,930 Views

I absolutely agree with the closing argument, the AI is simply too defensive. It masses too many powerful ships around its planets, and the one improvement that would justify this strategy (the Orbital Fleet Manager) is rarely built by the AI. This will be tough to tweak, no doubt, but I think it will result in a much more challenging AI. As it is, once the few mobile AI fleets are destroyed the human is free to rampage around and knock out all the planetary defense ships one by one,

15 Replies 31,930 Views