ed to re-input those choices.
AngleWyrm
Don't know if this qualifies as 'modding' per se, but... When I go to upload my score to MetaVerse, there's a drop-down edit for selecting my name, and a couple boxes for entering my email address. Is it possible to store this information? If so, what do I gotta do, so that it remembers me?
Starship Name Box The names don't fit the box in the main display; all my phoenix ships display as "USS Phoenix 14", dropping the last two identifying digits. This makes the name box useless info, and I end up going through and renaming them "Phoenix 1422", "Phoenix 1423", etc. so that I can see their name on the main display without clicking "info". Why care? This info is what is needed to sell/gift/trade a ship. Is there some text file that lists the default names,
I won my second game without firing a single shot, and it was a challenge to pull it off. Link
[quote]Are you asking for removing the ability to buy freighter from AI?[/quote] No, I'm pointing out a discrepency between the way AI uses freighter purchases and the way players use them. When a player buys/trades for a freighter, the player can then move it directly to the nearest alien world. The AI does not do this. Currently, the AI sends the newly acquired freighter to one of it's worlds, and then sends it to an alien world. The outcome is that a player gets re
boxes for each class of ship allowed to attack (or response=attack|ignore|retreat).
Feighter Behavior Anomoly When a freighter arrives at it's destination, a trade route starts from the origin. This is subject to abuse, because it is a rather confusing way to enforce the numbers. What I end up doing is purchasing freighters, fresh out of alien ports, and then have them turn right around and land at their original construction hanger. Saves me a trip. I notice the AI does not do this; instead it ships the freighters home first, then sets up a tr
one or more freighters early on. Relations go to warm, and he'll set up a route with me. Preferably several economic ties that will make him dependent on friendly relations, or at least very expensive to go to war with me.
task. Both technologies represent an increase to Planetary Production, one with a positive alignment shift, one with a negative alignment shift.
ements to defend Thebes. relations worsen. 2). Player fleet removed from area, (both player and Dredgen redeploy assets). Relations improve.
althy internal employer-employee relationships. From what I've read here, these are currently implemented?
Um. How did Doom-3 do in the sales department? Next real question: How much of those sales can be attributed to advertizing dollars?
Officially, anyway. But it was too late. Fully a third of our battle fleet, on training maneuvers near the Torian-Korx border, defected. A rogue general, they say. Contact with the Korx high command indicated they weren't aware of the incident, but had been recently testing a new anti-personnel weapon based on Mind Mapping Technology. We of course explained to the Torians that the Korx paid us in cash as compensation for the loss of our ships... Too bad it hap
y player alignment value? I'm not sure about the immunity vs some events thing--what events?
enhanced information from the spy network as a result of rogue observations. Good is more useful than is represented.
y other effects, besides the ones listed directly on the choices themselves?
The main problem with Fog Of War constructs is that they pretend a player doesn't know where the inhabitable stars are. FACT: The player DOES know. This knowledge is timeless. There is no point in trying to hide the value of the planets from a player; it is silly to do so. Fog Of War only truly applies to knowledge that changes over time. Where the enemy has deployed his forces. What stuff is currently built on a given world. For this
at comes first. If this is the fate of the tech tree, then I would like to have the ability to save my choices off to a queue file, so that I don't have to keep pointlessly clicking the same things over and over.
In GalCiv-1, there is an association of profit with evil. This is erroneous. A better arrangement is to have Evil be competetive choices, where one profits at another's expense. This is currently true of the game, and addresses the advantage of Evil. The complement of this definition of Evil is a definition of Good as cooperative choices, where both entities profit from their collaberati
The screenshot of the main interface is b-e-a-utiful! Are the borderlines between races actually like that? Do they shift if I add an upgrade to my starbase/planet?
Just spent three tries (most of this afternoon) attempting to kick some Torian buttocks, and ya know what? It's friggin' HARD! I love it LOL Thanks for a great update; looks like I'm gonna be burning the midnight coffee for a while -- AngleWyrm
The ship command buttons don't seem to work for me. I can type the appropriate letter to activate things like Auto-Attack, Auto-Survey, etc, but pressing on the button panel doesn't seem to do anything. -:|:- AngleWyrm
lly as well). The 'Tree' becomes more of a grid, with the player chosing to invest in inhabiting regions, and moving around in it. Seems like a lot more fun to me
P.S. Might have spelled Tri-Strotium Alloy wrong--my copy of the Guide is currently on loan to somebody in the distant future...He said he'd return it before he borrowed it, so I wouldn't notice, but there was a mix up along the way. I think I got the wrong copy. So I'm wondering what he'll say to me if I live long enough to finally meet him ;p [Message Edited]
The prices are soooo different. ======== PALACE ============ .Communications Theory . Universal Translator (FOREIGN RELATIONS CENTER) . .Diplomacy . . Trade . . .Advanced Trade (SHOPPING DISTRICT) . . .Interstellar Business (INTERSTELLAR CONSORTIUM) . .Propulsion Theory . Artificial Gravity . .Controlled Gravity (SATELLITE WATERPARK) . . . . Interstellar Marketing . . . .Interstellar Capitolism . . . . Cultural Focus (FRANC