Awesome!!! Can't tell you how much I am looking forward to it! [e digicons]:w00t:[/e]
Siekster
Hmmm..... just updated Sins and Entrenchment and loaded up the newly posted DBS mod link, and now I'm having minidump issues about 10 minutes into the game.... when i don't enable the mod, no problems.... Any ideas? Thanks! EDIT: Never mind.... after doing a full re-install, everything is working fine now!
Anybody had success playing this MOD with the new Diplomacy beta?? I'm really wanting to get Diplomacy, but don't know if I could go back to playing without the DBS!!! [e digicons]8C[/e]
So.... uhmm.... how's that RL stuff coming??? [e digicons]:grin:[/e]
I'll give this awesome mod a bump and inqure when we can expect version 1.0.... [e digicons];)[/e]
This mod has brought the game to life for me! Sins just went from a B to an A+ in my book with these changes!! Thanks for all the work on this!!
Delta36, I needed a good laugh today, and you gave it to me. Thanks.
[quote]4. A Tarrifs ability that steals income from Trade Routes going through your Sphere of Influence (kinda like the one ability Evil alignment currently gets) would be nifty too.[/quote] I love this idea. Gives a little boost to the monkey in the middle(the guy usually taking it from all sides)
I gotta agree with Raknor. I don't believe it was TA per se that fried your RAM, but only a matter of time until something would have happened, TA or not. On another note, I wonder what the gender ratio is for persons playing TA?
[quote]First: it might be nice if you could eventually create dual type starbases, eg military/economic, particularly if earlier suggestions regarding introducing more starbase types (morale, research, construction) were to be included. I acknowledge that programming the AI and working around balance issues might be a bit of a problem.[/quote] This is actually a flashback to GalCiv 1, where you built 1 kind of starbase and started putting any kind of module you wanted on it. That in it
[quote]Upon load, all of my Marky-Mark ships disappeared.[/quote] [quote] But then on loading the next day, the Marky-mark Mk2s all disappeared. [/quote] That's what happens when you name your ships after Marky-mark.... :LOL:
Are you sure the UP resolution was to wait 1 turn before war, or was it the resolution stating that all ships would be relocated to neutral space? In the case of the latter, war begins on the same turn, ship location is the only thing affected.
I have tried clicking on a planet, and get no info, so IMHO, that's working fine. I hadn't thought of the fact that one would want to know what they were getting if they were trying to trade/buy other ships. I've never tried to buy other ships before. I'm not sure what a good fix for that would be... although it might make sense that you'd have to have a certain degree of good relations to get access to that info... maybe something above neutral. I certainly can't picture a hostile o
Bump Alas, now we must eagerly hope it makes the next beta release. Just love losing hundreds of credits everytime I have to reload.....
I did a search to see if this has been reported, and found nothing, but i apologize if it already has. On the diplomatic screen, when viewing the other race's ships, if you right click on the ship, you get the full intelligence report for the ship, regardless of whether or not it has been visually spotted. This provides an exploit as one can very early on see what everyone is packing on their ships well before they could normally be seen.
This topic is currently being address under 2 threads, "Starport Full", and "attack of the killer space miners"
[quote]This also opens up the theoretical backstab -> is it worth betraying, but all traders know that in the long run, trustworthyness is priceless... [/quote] I agree with this when it comes to most trading empires, and it makes sense that the neutral empires receive trading bonus techs to reflect this. The feeling I get about the Korx though is the same feeling I got with the Ferenghi from Star Trek. They are master traders, but their greed for more often clouds their com
Not sure if it has been posted yet, i tried to do a search but was unable to find anything.... But has anyone noticed the AI sometimes goes a little heavy on the Space Miners? I was playing a game on Tough, and both the Terrans and the Drath AI had starports full of space miners. The Terrans were quickly overrun, but the Drath have survived pretty well by causing everyone to gang up on others (i.e. me). Was just wondering if this issue is being addressed. Thanks! PS. Great jo
Europa Universalis has something somewhat similar, with out the "learning" AI. Every savegame has the potential for you to load up as a different nation. But if I'm not mistaken, EU uses a general AI for all nations, so I'm not sure what happens with the AI picking up where the human left off. The concept would be interesting for this game though.
[quote]I think the "starting alignments" in DA are as follows (someone feel free to correct me if I got any wrong) Good: Altarian, Torian, Iconian, Krynn Neutral: Terran, Arcean, Thalian, Drath Evil: Drengin, Korath, Yor, Korx [/quote] The Krynn are neutral. Not sure about the Drath.....
[quote]+ FIXED: Added checks so that old save games shouldn't be broken[/quote] Does that mean I can install the new beta and still finish my old game??
Uhhh.... sorry to interrupt the exchange, but the whole slowdown issue has been solved in the lastest beta... at least for me. Thanks CariElf!
It's fixed at last!!! Thanks!!!
try using 1.6 beta 2: it works well on vista. I am currently using the 1.6 beta 2, test 1 Also got the latest drivers from Nvidia.
#11 No...it's probably still having issues because of the 2D drawing. I'm going to have to try switching to using Direct3D, which is going to take me a bit longer to implement. I tried the files on my system too, no difference. Pentium 3.2 Ghz 2 Gigs RAM 2 Geforce 7900 GS SLI Vista 32 bit I appreciate you staying on top of this CariElf. Thanks!