The evil vs good theme, in my opinion, is how the OTHER RACES VIEW YOU. I agree with the above stance. In addition, Good, Evil, all that stuff is, in my opinion, subjective. The main idea for any given culture, though, is that good has the good of others in mind, while evil puts own needs before others'. If I genuinely believe I do a son a favour by cutting out his tongue when he's talking too much, this is not an evil act by my own standards. How
Tarbo
Current drivers supporting your platform and GPU family are 91.47 . If I remember correctly, the version you currently have does not support DirextX 9.0c, which the game requires.
You can't deny that Hotseat is a form of multiplayer. And the points I'm trying to make are for multiplayer in general, not just networking. There will be differences between different kinds of multiplayer, but simply introducing the concept to a game can require mindbogging amounts of work. I agree that Hotseat can be a very enjoyable experience. I've played HOMM 3 many times with my brother,
There is more that doesn't make sense about the invasion. You can't expect every single bit of population to fight. In the game, however, they do: every single colonist is as good a fighter as the next--as someone mentioned a long time ago: 5 billion grandma killing machines --and everyone just packs into the transport and packs out again. The fight is over in a week: there is no hidden resistance, no d
Well, I wholeheartedly agree with Frogboy on the concepts of multiplayer. You cater to a very different audience when you develop a game with multiplayer in mind. Just look at the differences between Unreal Tournament and F.E.A.R. Pretty big, eh? I've never developped a full-on game such as GalCiv II or anything remotely similar in size or effort. I do, whoever, work in instances where multiplayer is needed, such as forum games; I've also worked on the design phase of many multiplay
If it can handle nine question marks reliably, it can handle GalCiv II. But I agree you may want more RAM. The CPU is probably alright; I don't believe Galciv II is all too heavy on the CPU, being turn-based. The video card isn't state-of-the-art but should suffice if you don't want to crank everything to the max.
There are, as ever, things in favour and things against planetary bombardment. It all depends on what your definitions are. After all, if you define planetary bombardment as shooting and hitting a planet, then theoretically you can fire planet-to-planet. Cutting a planet off from its empire is indeed something worth considering. After all, who hasn't been bothered by the fact that those Drengi colonized Mars, and that there isn't a Drengi supply post, planet, or anything</i
Morale was indeed changed. I haven't the particulars, but there were changes. You may note that your starting population is also different from what it used to be. But at the start, don't be alarmed if your approval is kind of low (say, 50%). You'll hopefully be able to improve it by various means. If you don't build extra farming, a single entertainment center should keep it more or less on par with the other planets. If you do build a farm, consider making your home plane
I have to admit that I do not overly play GalCiv II, even though I believe it's a great game. It does, however, keep me well entertained when I do play it, but my playing time is erratic. I believe the "Just a few more turns"-phrase is well-coined; I do not start my day by starting the game, but once I'm busy, it's hard to let go. It just progresses so easily! I can't speak for hours a week.
Think of it this way: defenses won't do you any good without weapons to fire back! Otherwise, it's simply a matter of time before the enemy penetrates your defenses with a lucky shot. Researching the ship defense technologies also yields starbase defenses, though only in the highest tiers (Overlord Armour, Electromagnetic Surge, Invulnerability Field), each giving +16 in their area of expertise. Also, keep in mind what Mumblefratz mentioned: Starbase Defenses is for mil
Here's a "yay!" from me, too. As a developper myself, I know a lot of effort goes into supporting a project and extending it with new features. And it will never, ever feel finished . Moreover, adding patches is like saying your only child has a bad personality. So I find it very mature and conscient of Stardock to update their software. "But I have never seen a game that needed so many updates and patches, ever." I'm a lot younger and I've seen st
Well, I recall bumping into a bit of a snag with using more than one weapon. I'm not exactly what it was, but it led me to believe that each weapon is fired in the same round, yes, but against all the defenses. I'd have to run a test, but I'm having the impression that the following happens. Suppose you have a ship that has 1 attack rating in each category, against a ship that has 1 defense in a single category. Each of the weapons fires in the same round, but gets matched ag
Character Managing on Metaverse And click the "default" button on one of your characters.
Zapp: I hate these filthy Neutrals, Kif. With enemies you know where they stand but with Neutrals, who knows? It sickens me. Believe it or not, I sort of agree with the guy, although from a different perspective (I'm all for neutrals). You know where you stand with good guys or evil guys, but with neutrals, anything goes. Anyway, that's a long, com
I use naval hull designations, a name, and a variant designation followed by subtype. My system is similar to Liveload's, using naval designations, although I jab in fighters. Tiny: FL-# (Fighter, Light) Small: FH-# (Fighter, Heavy), Cv-# (Corvette) Medium: CL-# (Cruister, Light), CA-# (Cruiser) Large: CA-# (Cruiser), BC-# (Battle
You make a good point, Zartax, but I find myself leaving at least a little more in the military spending, especially when I'm at war. I believe your technique works well--and I use it--when you're not at war, or at least not actively at war (say, you already have what fleet you need at the moment). The thing is that many of my planets are upgrading some building or another, or constructing a building that's not essential at the moment (say, an approval or economic building), t
...Real Video... I've picked up that "Real" (or similar company) actually has the tendency of slipping malware into its programs. You may want to run a full virus + spyware scan. Free programs you can use for the scan are Grisoft's AVG (anti-virus) and Lavasoft's Ad-Aware , thou
If you want us to see the image--which is probably the case --you'll need to upload it to a server. As it stands, your image source is referenced as: "C:\Documents and Settings\Administrator\Desktop\Backup\Iceplanets.PNG" . This means that it attempts to find the file on our own machines, which it won't find. You can upload it to servers as Photobuc
A true-and-blue strategy for designing ships isn't my particular forte, but there are a few rules of thumb that I try to live up to. It depends on what's available to me, which in turn depends on what I felt like researching at that time. I'm a fervent user of smaller hulls: tiny, small, medium. Large and huge are the true behemoths compared to the rest of my fleet. Tinies make up the largest part of my fleet, usually followed by mediums as anvils. Smalls don't really see that muc
Try the labels on the actual CD's themselves. If I recall correctly, my CD-key was on the second CD, but it might have been the first. It was printed right on it. But I wrote it down elsewhere in case something happens to the CD and I would have to download it. That would be a very bad moment to realize my key is on the CD I lost. And I would feel like an idiot. So copy it dow
When a tech advocates the coming of new ships, it only does so when all other tech requirements are met as well. See it as being "needed" components, rather than "sufficient" ones. This is confusing the first times you play the game, but you get used to it. So if, for instance, your previous Skeeter design was something in the lines of: Tiny Hull 2 x Laser II Titanium Armor III ...then the Skeeter design will pop up in the tech displays of Laser II
If I may rephrase something a Stardock employee once said: "People who can reliably beat the game at the highest difficulty levels are probably using exploits." No offense or criticism meant to any of those players. Of course, there are varying definitions on what an exploit is, and that is not really the topic at debate here. There will always be people who believe the game is too easy. Much
Hmm... I'm afraid the discussion isn't so much that defenses are worthless, it's that they compare unfavorably to heavy offense in many situations. How much you value defenses and whether or not you use them is a matter of personal playing style. One may argue that defenses are useless, but the playing style will be adjusted to it; the same goes for various people in the defenses camp. I'm with Veblen on this. I believe defenses are overrated at the moment. That doesn't mean I for
I believe the issue lies with the discrepancy between attack and defense, and the proportions towards hit points. You see, when a Drengin fighter carries 100 mass driver attack --and I've had it happen-- then I lose all incentive to add any defenses to my ships. I could never match 100 defense, and even if I could, the variance would be so high compared to the hit points of my ship that a small mishap would see it blown to pieces. Since defenses are quite expensive, you're better off building
The error code 0xC0000005 is an access violation (had a lot of those in my own programs... ). This means an attempt was made to access memory that the program hadn't reserved. This often happens with conflicting driver versions. The fact that it's solved by reinstalling video drivers is a strong indication thereto. Check to see that your drivers are recent: display, sound, even DirectX. If I u