Playing as the Terrans In the Shipyard Fleet Warp Bubbles are available in the modules section before I have researched the Warp Bubble technology. Also, There are two levels of warp bubbles available, Advanced and Ultimate. This brings up 2 questions: 1. Should there be a "basic" version that comes before Advanced? 2. There is only 1 Warp Bubble technology but two levels of warp bubbles. To keep consistent with other modules/weapons/defenses there should be one tech per level of modu
Amalric
It seems to me that none of the tooltips are working. I went into the options and turned them off then back on to see if they would "jump start" but they don't work at all. Also, if you click on the account balance or population area of the main screen the research screen displays. I would expect that if you click on the account balance that the domestic policy screen would display. <img
I have a general question about trading. Is there a way to offer up a tech, ship, planet, whatever and say "What would you give me for this?" I have been playing GalGiv since version 1 and I haven't seen the ability to do this. And yes, it took me this long to think about asking the question!
When you upgrade a ship (the first time) the production is nicely set to make the newer version of the ship. When you next play, planets merrily go on producing obsolete ships. When technology makes an upgraded ship available, planets should switch production to that type as they do if you upgrade the ship through the shipyard. On the shipyard screen there is a button that allows you to make the selected ship model obsolete. If you make an outda
4 hours left before I can even think about downloading! I don't know how much longer I can take this!
On the other hand if I try to snaek in a few turns while the kids are still up, i'll get a bunch of "Daaaaaaad"'s every few seconds. Heh heh, I call that "Head banging music for parents".
I posted my first game for the empire a couple of days ago. I am now working through the second and third games. I installed at work so that I could play over lunch. Now THAT'S dedication to the empire! (Others might just call it obsession.) If I can just finish off these durned pirates then I can turn my attention to the other races. <a href="https://www.stardock.com/products/sdcentral/" title="
I have also played SE-V. When Dark Avatar came out I stopped playing it to try out DA. I still have a half-played game of SE-V that will probably never be finished. After you get to the point where you've colonized 80% of the star systems and you have maxed out your fleet allotment (I set it to be 2000 ships) then you pretty much have to wait around for the victory conditions or keep attacking everyone until you are the only race left. DA offers the mega events and other similar ways to cut the
Welcome to this band of veterans, Amalric. I am not a Canadian either. I live in Australia, which, I suppose, is very similar to Canada in many ways...apart from climate of course. I will have to remember that in a few years. When our son heads off to college, my wife and I are planning a SCUBA trip in Australia. We're wanting to dive with great whites... from the safety of a shark cage of course. I'm not *completely* stupid... yet. <img
Screen readers and touch typing are the visually-impaired's methods for getting around in the virtual world. There is also a software compliance code, 508, that most Windows productivity programs must adhere to. This code states that all windows and dialogs must be "readable" by a screen reader program. These programs take the text on the screen and feeds it into a text -to-voice engine. All menus should be accessible by tabbing through them as well as using a mouse to activate them.<br/
I use the info cards for some things but not for others. I like using the cards when I get the message that "Our forces are under attack" or "Our planet is under siege". Like Multianna, I also have a problem keeping up with the planet names since they change every new game. The info cards are absolutely needed for me in those situations. The flashing-icon-over-the-planet/fleet idea would help in this situation as well. I don't use the other cards too much unless I totally missed a m
Engine trails out their... tails?
I am including a snippet of the .customracexml file. The ShortEmpireName and DialogTag entries are probably the culprits. Even though the Description field contains "Yor" I doubt that it has anything to do with naming of fleets. I didn't bother to change the description since I wasn't saving the race to be reused later. [code="xml"] 25 5 4 Xor Collective</Displ
I'm playing DA. If there is a checkbox then I haven't noticed it. There probably is and I probably HAVEN'T noticed it. If there isn't then I think there should be one.
I encountered another problem last night. It was at the end of a game. I was in an intense battle at the non-allied player's last planet (I didn't know that at the time). After a short time 2 of the 3 cap ships I had in the battle turned around and jumped back to the planet we had just come from. Do the cap ships have a self-preservation AI? When I looked at them (just before sending them back into the fight) they hadn't taken too much damage to shields and no damage to their hulls.
Thanks Stratteggi, that helps a lot. Now I will be able to know what ships are worth. I still think I saw a problem where the amount was not going down on the diplomacy screen. It may have been that the allied player put more bounty on the other player but I don't remember seeing that it had been increased.
A decent work around for this is to assign your colony ship to its own fleet (Ctrl 1-9). Then, when you need it you can simply use its number or find the fleet number in the side bar, at the top of the list. I have found this very useful. At least until I get too many fleets to free up any numbers.
I would also like to add my thanks to this thread. I have been a customer of Stardock since GalCiv I. I like the way you guys do business. I admire how you pay attention to the beta testers. Every answer and comment I have seen from members of both Stardock and Ironclad have been complete, honest, and most importantly respectful. I have been a part of betas during which the developers were pretty harsh in their correspondence with the testers. I am a senior QA analyst with a software company and
I would love to have a true wall formation, instead of the default line. If you've large fleets, you get a very long line of ships which isn't very tall. This wastes quite a lot of firepower. I could also see the use of a tight packed cone like formation for breakthroughs through enemy fleets and subsequents attacks from behind. I zoomed in to one of my battles last night to watch my 21 frigates that I set to take out a gauss gun and I was surp
Another problem that I encountered during my game with 2 opponents: The diplomacy dialog doesn't report the current bounty correctly. I put a bounty on the non-allied opponent. After a time I got a message that I had payed out all of the bounty that I had placed on the player. When I looked back at the diplomacy dialog the bounty was still there. I had assumed that it would decrease to 0 as that player's ships were killed. I think that the bounty system needs to be explained a bit more. Does
I have just started a new game: custom map (nothing too big, 30 planets with 2 stars), 2 opponents, no marauders. One of the opponents almost immediately after meeting me suggested an alliance which I accepted. A problem that I encountered: Sometimes, when both of our ships were at a planet together and I was zoomed out from that planet, his color would show up in the "tick mark" graphic that shows ships at a planet but mine wouldn't be displayed. If I zoomed to the planet then my ship w
For me, it is all of the little details that make the game fantastically immersive and fun. The coms from the ship captains when they prepare for jump and when a ship is built are excellent. The pirates comments are fun and they make you want to go after them. The graphics all have little tweaks that make them more interesting. The waves of missiles heading from a battle group to a target, the engine trails, how the bombers and fighters attack then veer off to line up another attack run
Another gameplay observation: I sent a move command to a fleet to move to a lane that was on the other side of a planet from their current position. Most of the ships traveled to the location with no problem but the capital ship that was in the group appeared to try to go through the planet before attempting to turn to go around it. Since cap ships already move relatively slowly this caused me to have to wait until I gave the order to make the jump down the lane. I know that fleets can be groupd
At least the icons for the different techs are somewhat representative of their respective techs. The techs for new ship prototypes actually show ships, laser upgrades are laser "blasts", etc. I have played some games where you couldn't even get a rough idea of what a tech was by looking at the icons. Devs did a good job with this aspect.
I thought that the bombers and fighters were supposed to do all of the moving and strafing. Being an ex-Navy man, the ships work pretty much exactly as I would have thought that they would. Smaller ships move around and avoid shots but the larger ships usually can't do this. Especially if missiles and lasers are figured into the mix. They are too fast to avoid at any rate unless you are one of the fighters or bombers. I don't like how the support ships go in to battle like the other ship