Not a "problem" to have these shown to us only AFTER the alignment has been choosen... it's just that (to me) it would make sense to always have *all* the available and unavailable (even if dependant on some further choice made - toggle-like) techs displayed on a full tech-tree. Like i previously said, the GC2 design team probably felt that hiding those would not harm the gameplay "patterns". And, that having them popup like a surprise could be fun. They ARE right. Although, some people
Zyxpsilon
I'm not exactly sure about this but i'd like to know if anyone has had the same issues or if anybody figured out why and how to fix this. Context; playing against modded races, pre-defined and validated for mis-typings or/and other errors. Each of these races have their own descriptives generated from custom typed text and tagged by the code as "0" as they should. Now, comes the Foreign screen and its tab(s); - On the "Reports", i should normally re
Although there is about as much solutions to creating Logos as there is people able to simply draw on papersheets, i found this little gem the other day while perusing into the realm of curiosity for some alternate dedicated Logo tools... [link="http://www.studio-v5.com/greenbox/index.htm"]GreenBox[/link] May not be suitable for what you need but if anything it should give you an idea about what kind of work is involved and which software features should be considered essential
Sorry, but i can't resist -- [I][U]Coward[/U][/I]! ;) - Zyxpsilon.
I wonder if this will actually be adressed in TA... since it would make perfect sense for modders to be able to customize some Minors data such as what is suggested above. [I]X-Worlds[/I] did try that also, btw! ;) - Zyxpsilon.
After reading myself back, i realized the 'arguments' above may have sounded like i don't get the Evil/Good exclusivity techs & weapons. I do. But, my point was that the new layouts get ONLY activated once the Ethic side has been properly choosen and not as an indirect (previous) way for us to consult the whole rundown over technologies as it is initialized - say, with all unresearched grey_boxes. More like a little "annoyance" to me than a bug or error on SD coders part, in fact.<b
Which is exactly why i am currently designing the X-Worlds Icons/Queries sets with that type of focusing symbols and coloring schemas. Using Alpha-channel and a corner (on queries) i can even fit a terrain type circle-like cue indicating what is right [I]underneath[/I] the building on the surface. Another corner will also receive a sort-of-symbol for categories, again colored to ease the identification process. I might also insert a kinda [I]Stepping-Ball-Icon[/I] with fractions to indi
[quote]Does this work for resources in unexplored territory, with Blind Exploration turned on?If so, I feel really dumb for not knowing it.[/quote] Not that i know of, it would be like having an indirect cheating feature for these, don't you think? The blackened areas are known space and the bluey/greylike regions still are undisclosed (if toggled off on Init, btw)... but, i guess the Resources should be included in the pool of available items in such a context just like the remaining a
On a side note, i couldn't help notice a 'bug' about how the Arnor Armor tech itself gets inserted into the research screen layout. Being almost coincidental as the Kanviums node and its preq being Point-Defense III... the symbolic double-dot line tag (as the tree of DA is more compressed than the DL one) tries to illustrate that fact to us, but i think fails to be obvious enough. Some other areas where a [I]similar flaw[/I] annoys me; Psionic Beam/Phasor-s, Psionic Shredder/Gravito
Hey, after all to me... Y-O-R really sounds like a Yellow-Orange-Red gradient reference - or is that a coincidence? There's so much common SciFi "terminology" out there that a game such as GC is bound to have plenty of corresponding words & sentences almost everywhere. It's strange though that warfare and weaponry remains a sort of constant group in a number of games; Laser, Plasma, Disruptor, Phasor, etc. Even having to go through Republic to enjoy a Federation sounds quit
Here's how i manage to put these straight in focus on the mini-map; turn off planets & stars, no territorial colorings either, keeping only maybe ships along with anomalies(grey) if any leftover. Big blackened void actually. This way the ONLY big white dots (still free to take) shown [U]are[/U] resources. Zoom in & out when necessary. Can't miss. :) - Zyxpsilon.
Make that TWO! ;) As for a currently ongoing remake of the "real" original X-Com/UFOD game... there IS something almost & near some beta run stage i heard - [U]CyDonia's Fall[/U] by a European gang. More info at [I]StrategyCore[/I] here; [link="http://www.strategycore.co.uk/xcom/"]WWW Link[/link]. (PS: I mean, you surely must have downloaded my [B]X-Worlds[/B] mod also, right?) - Zyxpsilon.
Pfffttt - if anybody can recognize me, whatever i decide to mod will certainly be inspired by four letters; X_C_O_M. That's the small input. As of right now though, i already started working on some "indirect" stuff; 1- Autopsies (ala-real-XCom actual research pre-requisites) in the tech-tree which slooooows down the acquisition of key weaponry. 2- Animation of ship parts. Which may come a lot later after the whole ships and fleets get done. 3- Numerous APOC surface bui
Good, now, **I** am sick. What is more important in life - Health or Work? You can't perform if too sick, and wouldn't heal if overworked. I can only see two simple solutions to such a problem; a) Don't think. b) Think again. Repeat as often as necessary. But, seriously though - what i really want is a genuine release version as fast as everybody can simply DO it. Cuz, my IRS refund checks should show up in the mail by mid-march or somethin' and i've got som
What next? Well, i am presently designing/coding a little proggy/tool in VBX05. It would be an alternative to the already excellent GalactoPedia (v1.61/Dec'06) by Christoph Nahr. Now, i won't pretend being better at it than anyone else. Still, i have some ideas that i wish to share with everybody here. Namely; - You won't find any descriptive texts within this tech-tree[B]_S[/B] (both for DA & TA, eventually) exploration utility for a simple reason: efficiency and all
No, i meant creating EVERYTHING from [U]scratch[/U]! ;) Not mimic a pre-designed GC model and call it mine. Slightly tilting the angle of a gun is not what i call 3d-modeling. For me, it's more like staring at a blank workspace - adding/using primaries, resizing/moving to fit the needs, cutting/snapping the edges, attaching modifiers to the entire object. Polygons and all. Dummies as Harpoints. Including structural components, and even hulls shaping. Etc. Like modeling brand new 3d stuf
From personal observations only and anyone is welcomed to correct me if i'm wrong with those; 1- The variable amounts of random stars showing on the Z-plane ([I]underneath[/I] the map layer). 2- The overall average sizes of Nebula(s) as it compares to the general grid boxes distance from each other (similar to the above). 3- The startup sizing value (as in smaller to bigger %) of the Tactical map when [U]first[/U] invoqued. A sort of default. 4- Possibly has to do with comba
Although, this issue may be a lot more complex knowing how many different configurations any PC can have, i would have to share the following thoughts with you. Direct-X has its way with multiple assets (Mostly DLL) and a number of pre-set variations based on version "updatings". The d3dx9_27.dll is a pretty common file which **MAY or NOT** be required on a number of setups (XP, Vista, Video/Framework/Hardware, and plenty more!) by anything other than what is currently running
So, what you're saying is that you figured it all out by yourself, right? Although, i think you may be in for a ride if you wish to ADD functionality to extra-custom modules - properly detected by code, ready to fitted on hulls, providing specific features, etc. I know that modifying Troop quantities is somehow as easy as changing the data field value, but giving them OTHER assets would involve in-code bit swappings and patchy stuff which may render the game flawed and even, cr
Not on my KeyBoard, Moose! ;) It's under the "Wake/Sleep/Power" row. Quite confusing, since i changed it a few weeks back and the older one HAD it at the "standard spot" beside F12. Now, i'm having troubles with the usual Home line-feeds and continually mistype the button with Scroll-Locks. A sort of typing skills automation glitch. :) Add the French/English continual switching, AscII Jingles, Crtl/Alt combos, UTF-8 symbols, True-Type variations... and anyone can get hooked
Excellent new 'layout'... and, since i've been using Mozilla 1.7.11/Gecko (no longer supported, but has been replaced with SeaMonkey - which i will possibly upgrade to, if ever!) to visit these forums, i had experienced a few glitches before; but, now, all is perfectly lined-up. I do use ad-block a lot to clearup the [I]mess[/I] of some repetive footers & unwanted pub-images and thought the site framework didn't react so well to this customized method; not so, it was the engine itself and wh
[quote]Zyxpsilon your in for it now better deliver LOL Nasty <img id="ImageResize_Image_15" onload="ImageResizer.createOn(this);" src="http://images.stardock.com/smiles/Smile.gif" align="middle
[quote]I'm definitely going to need help with new tech trees. Hehe, it took me a long time to learn just one. Any information posted about that is going to be a big help for me.[/quote] I may be kicking my mouth up a bit early... but, here goes anyway. Besides having to develop the whole X-Worlds mod and its multiple assets, i have just started a new "side-project/VB-coding" which would eventually tally all the tech-trees of TA straight into the current interface and us
As i started to code a new VB utility to provide you all with a sort of "Galactopedia" tool which will most probably be an extensive exploration device of all techs and game items, i began to realize that i ONLY have (at this moment) the DL/DA combo versions and that the singular unique tree is just **it. Since, TA does take the route of multiple tech-trees... i'm now faced with a dilemna for a number of reasons; 1) What are the exact differences (structure wise and content) an
[quote]I'm not sure what your point on the economic factor is. An extra billion people is NEVER (and I do mean never) going to give you an extra 200BC-per turn, anyway. I'm probably misreading that, though.[/quote] All things being relative, my "evaluation" was solely based on a compounded and progressively supplemental figure based on the fact that the INITIAL cost for morale buildings never will be refunded to your treasury, that their maintenance cost are always subtracted ea