I've noticed that MS Document Explorer is crashed by WindowBlinds. Is there any reason for this? Seems to work OK as long as I add it to the exclusion list (do not skin). It doesn't seem to crash the Visual Studio Express' IDE however.
RogueIdea
On the one hand, it's not fun and frustrating. On the other hand, in my last game where it happened nobody got to run away from my Lucky Ranger. On the other hand, it's unbalancing as it makes engine techs completely useless. And on the other hand.. I seem to have four hands. Making the engine techs useless isn't bad. Of course, it does handicap the AI a bit, becuase I'm sure they'll all keep researching it. Of course, if you get Hyperwarp
Mine is a bit different. When I build a ship, it's moves are 4/3 (even with...Warp III+ engines, should be around 6pc/turn). After the first turn, it goes to 6/6 as it should. I think it is a problem with my mod, but I won't know until I try another game from what I understand of the way mods work with the game.
I didn't even realize until now that miniaturization could advance far enough to put the "cargo" type bits in a Tiny hull. Which seems more than a little unrealistic to me, but does open some interesting possibilities. (Personally, I'd probably just stipulate that Transport, Trade, Constructor, etc. can *only* go on a Cargo or Large+ hull.) I thought it was kind of cheesy myself at first, but that is the way the game and the combat system is design
I've got a minor one. In the combat viewer, it'd be nice to see "Above [Planet]" or "Sector [Sector]". That would help at times to know what's going on. Due to my system I keep the map zoomed out and I don't have the camera scroll to where things are happening because it lowers the processor load on the system, as such, sometimes I end up hunting for where a battle just took place on the next turn. Having a location appear in the combat viewer would be nice <img src="http://images.stardock.c
I haven't heard of Universe at War, but EAW is an abolute spaghetti hell of XML. I think they really didn't want it to be moddable, or threw it in as an after thought. I can't believe that Petroglyph devs actually use those xml files themselves. I've been wondering about the mega events myself, especially because I like the chaos the mega events introduce into the game and I'd like to have a free hand to introduce even more ><img src="http://images.stardock.com/gc2/T_DL/smiles/Smile.g
Yes, the carrier bay would ignore logistics and the hyperspace speed of the embarked ships. That way you'd have actual 'fighters' that would use the carrier as thier primary means of mobility. I think it's a pretty good method, but it really doesn't matter unless the devs agree too At the same time you don't really need 'fighters' unless you create a much more involved combat system from what it
Over the weekend I decided to start playing around in the .xml and creating my own mod. I was reluctant to do this earlier because I was both too busy playing, and also because I have messed with .xml 'moddable' games in the past that were an absolute nightmare to work with. I mean, stuff to modify a single weapon or unit could be spread out over 3 or 4 .xml files and if one of them doesn't jive with the others the mod is ineffective at best. The Empire At War games are--in my opinion--the wo
Ever tried F2? Press the F2 key while on the galaxy map, and a little tool should pop-up that lists all the planets. It's got: Mine, Foriegn, Unowned and All as categories. An icon up at the top of the tool allows you to switch from planets to ships. A very very handy tool, I stumbled onto it by accident. You can play with the sort options as well, sorting by class, population, and probably a dozen other things.
I'll tell you I looked everywhere for where to dump logos, and I just happened to stumble on to it when I was searching for something else. I never thought to look in MyDocs...I guess I'm too old school with looking in the path for the game itself.
As long as they are doing something. I know the Dread Lords do not operate by the same game mechanics as all the other races so I want to make CERTAIN that the spying I am doing works like it does with everyone else and those spies are not just twiddling their thumbs hanging out in the Dread Lords bases. An odd thought. Just what would keep the DL's from eating your spies, and how do they go unnoticed by such a powerful foe? I've spied on th
Fortunately in my current game when the disease struck--pretty late game too--seems like all the civs researched the cure right away. I had mine done in one turn, the other civs took a bit longer, so I'm betting they still finished the current line of research before switching. I'd like to see that changed. Reason I think that is because between my civ and the Terrans, we pretty much each had 45% of the galaxy (large, abundant everything), so we both had huge research budgets and stro
I can see why the game would lag but I agree it does seem like something could be done but then again im not a programmer . It is annoying when turns take around 30 secs to a minute to finish . Does anybody else experience massively long turns like this ? All the time. I think it is to be expected, it doesn't bother me much until it locks up and I have to turn off my PC to get back to windows. Now THAT annoys me. I'd rather have it crash. I
I know you can preset teams when you make a custom scenario, but it would be so much nicer if you could just do it before the match begins. Already there exists an option to make AI players your teammates... yet you can't create an opposing team? Please! Ooooh, good one, I noticed this as well. I'm also gonna plug one of my others: please give me a key to take a screenshot!
Dude, I can't even run a Gigantic map! LOL Granted, I'm on a notebook so I don't expect to run stuff on super-bling mode, but I have noticed that it does eat up quite a chunk of memory. I've gotten used to zooming out on the map until everything are little colored sprites and just watching fleet combat in the viewer. Speeds things up, and stops it from crashing with too many ships moving around, mine and the other civs. I especially have a problem with the super dominator corvettes to the po
Weaker? I wonder what you are basing that on. All I ever play is a custom race and I have no problems defeating the built in races. While it is true that for specific strategies the regular races can be stronger and have bonuses that the custom race cannot get. However I've never felt my race is underpowered compared to the regular races. I agree. My custom race does quite well, as does the custom AI opponent(s). In fact, my custom AI opponent often c
You would think the plaque would give the drengin a massive production boost since their death furnaces would have plenty of fuel!! Macabre, but quite funny. The only problem is the Drengin feeding the furnaces are about to be the next ones in themselves I had this happen too, I'd like the disease cure get put on the priority list for all the AIs and
I've noticed the Krynn seem to expand super fast. I've never figured it out since they seem to out expand even the other AIs...so that leaves my poor playing out of the equation. However, this thread gave me some ideas on how I can do better in the early game I tend not to worry about how many planets I get at first simply because I always seem to end up mired in early wars, many of which I
Do you have a counter-example? What's a case where using the food bonus actually leaves the player better off? I doubt I do. However, I've used a single 300% food tile on a class 12-16 planet, using about 5+ tiles for morale buildings and the remainder for stock markets. I haven't done the math on it, per se, but the planet didn't have serious morale problems. Keep in mind the 'Naturally Joyus' morale bonus, morale trade goods and maybe a morale reso
I agree, playing against custom races is pretty cool. I was suprised when one of my other races popped up in a game with me when I chose random opponents. It's given me alot to experiment with, especially on the personality options page. Very interesting to see how just changing the AI behavior will really change the way the race plays, not to mention messing with the other sliders for ability, militantcy, alignment, etc. Keeps every game fresh really, to the point that I only put
Count me in the group that says the 300% food tiles should just be taken out. There's basically never a situation where you should use them - you can get plenty of population for transports with 1 farm, 100% morale and a fertility clinic. I dunno...I do use these 300% tiles--not all the time mind you--but I do use them. No point in arguing. If they're left in they don't hurt anything. And those of us that don't know not to use them may very we
LEAVE the 300% food titles there. Just because most people wont use it, doesnt take it out of the game. Its still a option, and that is good. I agree. It's not like 300% food bonus somehow detriments another structure built there--i.e. a factory gets a -300% to production because it's on the 'wrong' tile. Leave it in there, more options the better.
And I don't believe the capitals gain any benefit from bonus tiles, only the regular improvement. I've wondered about this myself, I was going to experiment with powerplants on bonus tiles in my current game. Anyone have a definitive answer?
Then I realized you can "park" fleets on them, and came to understand that that's part of the strategy - they're precious resources (or mining such) and you must protect them with both fleets and strategic location. They were deliberately designed this way. It's a challenge. Hmmm...but when enemy fleets attack, does the defense fleet get attacked first? Or will the fleet and the SB defend at the same time?
I like the idea of designing starbases like ships myself. Then you could have different 'hull' sizes of starbases just like ships, and then outfit them as you like with, well, ship components, but more powerful. My biggest gripe about starbases is the micromanagment issue. I'd like starbases once deployed to be able to build themselves up or something similar. If you consider the player designed starbase, a single ship would deploy the base, but over several turns. So, the base woul