I suppose this point have been raised a gazillion times but I'd really like that ships travelling through a hostile system had to actually cross the system before jumping away through the phase lanes on the opposite side. Ugh, that wasn't very clear, let me use a simple drawing. Let's say that incoming ships enter the system on the left side and exit from 'warp' space at point A and are set to phase again through the lane on the right. I think these ships should have to travel all the
Seboss
That's weird, I believed that "Zoom on cursor" mode was default.
Hi all, I got in the beta yesterday and played my first two games. I followed the development of the beta thanks to the forum for the last few days and I'd like to point out two issues I don't remember seeing here. Of course, these are not my only remarks regarding the game but I'm trying to stick to technical issues. 1. Regarding performance, the game performs pretty well on my not-so-new rig (A64 3800+, 2GB DDR400, Radeon X850XT PE). I noticed that the main frame-killer o
I'd like to see some device to slow down enemy ships though. Maybe that's already implemented ?
Not being able to edit a post as soon as someone replied is quite usual indeed. That makes sense but that's what "QFT" quotes are made for Anyway, time to fork out a few tokens I guess
Thank Yarlen
Can I? Sins appears in the games list in SD Central but the Download command doesn't do anything. In my understanding, Beta 1 is closed since April 4th EDIT: ah, I get it know. I did not pre-order using Tokens so I won't be able to get in until Beta 2. I suppose I could cancel the pre-order then pre-order again using tokens to get in but that sounds troublesome.
Concerning performance issues, is it planned to have benchmarks in the beta client that generates performance/bug reports? I'm thinking about some kind of test framework that could be run on testers machines to gather data. Maybe that's already implemented, I don't have access to the beta yet.
"Hey buddy, do you mind if we pause the game for a minute so I can plan how to best intercept that attack fleet you're sending at my homeworld? Thanks, you're the best!" Somehow I don't see it happening in most cases It works in DefCon though. Players can vote for a game speed or full pause. I suppose it works well becau
I'm always surprised when people seem so adamant about playing people on-line in multiplayer. The # of satisfying games I've played on-line in a TBS game is not many. Usually the opponent quits, gets disconnected, or is just too slow. The opponents in GalCiv, while not perfect representations of idealized human opponents, I think are more satisfying that the typical person you'd find on-line. Of course, I'm biased. <img onload="
I'd most certainly fork out some money for MP support and I think that it is a "sine qua non" feature in strategy games today. You can only fool around with the AI for so long before losing interest in the game. Seriously, this game need MP badly. Everytime I mention it to anyone, that's the first question that arises: "Sounds cool. When could we try a little MP game ?" Of course, the answer is always pretty disappointing. If there are thousands of people ready to pay $55 to play a game
What are you using to develop this tool ? C/C++ , .NET ?
I was able tonight to launch enemy Colony ships from orbit ONCE. Had the population dialog box and all. Of course I wasn't able to control the ship. The ship just sat where it stood until I destroyed it with a nearby fighter.
I lose the next button everytime one of my ship enters foreign space and there's no way to have it back. And as the game crashed anytime I load a saved game, I can only play for a few weeks before I have to restart from scratch