Muzakman

Muzakman

Joined Member # 2377381
0 Posts 1 Replies 2,247 Reputation

Indeed, lighting is very difficult. I just finished Dead Space 2 last night, and I noticed that the credits list an entire *team* of people devoted only to doing lighting - I don't remember the exact count, but it was more than 7 and less than 20 [e digicons]:P[/e] Brad, I don't know if it's an artifact of the screenshot conversion, but it almost looks like the Beacon of Hope is not only a point light source, but also the primary lighting source for the city. Is that b

60 Replies 124,093 Views

But, But... the news would NEVER lie to us, would it?!?! Damn...maybe I searched wrong for it then, because the last post I saw regarding this was in April, and I figured that something might have changed. How depressing!!! You know how in grocery stores they have the generic breakfast cereal that is exactly like the brand-name, just a different name? Froot Loops begets Fruit-O's, Lucky Charms begets Marshmal

9 Replies 8,785 Views

Issue no. 175 of Game Informer (November 2007) has an interesting little blurb on page 56 as part of the "The good, the bad, and the ugly" section of the issue. "Stardock CEO and president, Brad Wardell, as assured fans that the company is [B]going forward with a sequel to... Master of Magic[/B]. Wardell expects the game to hit shelves in 2009, and he says that Stardock plans to accept player-created mods which will be vetted and then downloadable to other players." Wow. Wow.

9 Replies 8,785 Views

I'm really enjoying this too - thank you for going into so much detail! I loved Wyndstar's Altarian AAR, and the strategies detailed are extremely effective, but I look forward to reading about how to succeed without going all labs or all factories so I can learn how to be more flexible!

9 Replies 11,355 Views

"- candy#2: when a ship is bought on a planet, it will be available in the next turn. However all military production on that planet for the current turn will be WASTED - no new ship build, but player will still PAY for that production. " I wonder if this is by design or not? If it's not, then wouldn't it make more sense to factor in the current turn's military production into account when it lists the price for purchasing a ship? That way, the production's not wasted, but you're still

39 Replies 46,614 Views

Nice research there Itzok! Thanks for your insights. I noticed something about the Artificial Slave Center in one of my games however... I was running an all factories strat, and I found that when I focused research on my ASC planet, I did NOT get any military production bonuses; when, however, I took that focus off research, (I had a 1/99/0 slider setup BTW) I got a DRAMATIC leap in mili production... has this already been explained, or did I perhaps misconstrue what I saw?

39 Replies 46,614 Views

Hi all, I've finished a couple games with the latest beta, and I just wanted to share my thoughts/observations about some of the changes made. Here they are, in no particular order: - The AI does not value AT ALL any of the Extreme colonization techs, save for extreme colonization itself; attempts to sell Barren World, for example, had 1 bc being red. Note: this might happen if the AI possesses no worlds of that type, OR if none are available for colonization... I had conflic

0 Replies 1,340 Views

mdi=multi document interface (see my 2nd screen) sdi=single document interface (see you screen i think ) Qustion answered by your screen, its sdi, what is good if we want to join work later. Thats what I meant with "we need an Interface", because mdi mainform calls all fileoperations(load,save,new), I'

26 Replies 19,412 Views

The Find button will only take you to ships that are not in orbit around a planet, AND have remaining movement points for that turn, which is probably why it's not working as you had thought it would... to manage all of your ships and such click on the little planet icon on the bottom left of the UI, to the right of the research window; click the "Ships" tab, and you'll see a powerful tool for managing your ships. Hope this helps!

2 Replies 3,363 Views

Hi! Three AIs start with some extreme techs: Yor with barren, Korath with toxic, and Iconians with toxic and aqatic. And Altarians go for those extreme environmental techs almost before anything else. In my tiny suicidal game they colonized a radioactive planet at turn 9. BR, Iztok This is not good... If the AI's can colonize both an extreme environment AND an earth-like planet, then that's a double advantage a

18 Replies 7,486 Views

For this first question: I don't know... my gut says no, because the CE center's morale bonus is ancillary to its' purpose, but I could be wrong. Second question: No - there is no way to speed up construction on asteroids; the solution is to build a bunch of space miners so that you get most of your asteroid fields upgraded within 10-20 turns. And yes, asteroid production points ARE boosted by power plants/mfg capital/starbase bonuses (which is why, for balance reasons, it takes so long

2 Replies 4,071 Views

What I think would get more people to play the scenarios are better descriptions for them -- the in-game descriptions give a real brief overview of the type, but don't specify things like galaxy size, etc... Maybe I'm thinking about the map choices (strife, Milky Way, etc) -- THOSE could really use some descriptions!!

22 Replies 42,226 Views

I just finished a game on Tough (all algorithms enabled), with tech trading, and I didn't have a problem. That wasn't always the case, however. The first few games I played after the patch were frustrating as all hell, because I couldn't get the AI to trade with me at all! What I found, though, is that the AI WILL trade with you, it just won't trade as easily as it used to. If anything, it trades more like YOU, the player does! You can get weapons techs from the AI... if it's

6 Replies 3,729 Views

By the way, those "Super Dominator Corvettes" are the Drengin super ability... they get a whole bunch of them every time they declare war. Ohhhhhhhhh! Gotcha! Thanks for the corrections on the fusion and such calcs too - I didn't think about the initial colony or asteroid field bonuses that it could be useful for... I still think, however, that the AI do

10 Replies 8,472 Views

Howdy! Noticed something really weird interesting in my last game of DA. My settings: Tough Large Blah, blah (not relevant in this case) Playing as the Krynn Consulate AI's were: Drengin, Terran, Altarian, Arcean. Minors: Corinoids, Akilians So... On to the (space) oddity. Late in the game, and the Drengin were at war (as usual), this time with the Arcea

10 Replies 8,472 Views

Anyone wonder why the AI has a really annoying tendency - even on intelligent - to build it's eco/research/manu capitals on class 5 planets? One game of mine, the Altarians colonized Mars (I was playing Terran); of course it eventually revolted to me, and I found they'd built their eco capital there -- WTF?

14 Replies 9,637 Views

My suggestion for improving the economy system? De-couple the sliders from each other. Make research, social, and military spending independent of each other. The inspiration for this comes from the fact that I can be running an economy at full spending, fully optimized for production/research/social, and still be making thousands/turn, yet my economy is still not really running at "full" capacity. By setting the sliders independ

120 Replies 133,889 Views

I was playing a game on Challenging yesterday, and when I was at war with first the Drengin and later the Yor, I had the Akilians declare war on me 3 times for that! They would dial me up and say "we're not stupid... we declare war!" when all I had was a fleet and some transports en route to Drengin/Yor space. The first 2 times I spoke to him and he agreed to peace immediately without any concessions. The third time I got tired of

17 Replies 10,416 Views

Seeing a DL ship in your territory is definitely a sight to make the blood run cold, but it doesn't mean you should run for the hills. I finished the campaign missions all on "Normal" and although they were ripping good fun, I didn't really have that much trouble with them. The key to winning the campaign is to focus on what your objective is. ANY action you do has to work towards that objective. If you're contemplating say, rese

40 Replies 28,015 Views

Just to weigh in my 2 cents worth, I think that the people expressing their comments are grossly undervaluing defense. Even having a defense of 1 can mean the difference between winning and losing! In my most recent game, I was fighting the Arceans. They were using mass drivers (with 0 defense, as usual), and I was using missiles and armor. My front-line fighter had an attack rating of 2 and a defense of 1, hit points of 10(or 11). The typic

100 Replies 48,163 Views

I encountered this in the Dread Lords campaign. The issue is not actually a bug, once you make sense of it. The Dread lords never build farms on their planets, just industrial sectors. Sometimes, the initial colony doesn't even exist (or has been destroyed). It doesn't seem to bother the dread lords much, but then - they ARE the dread lords you know! When you conquer one of those planets, however, your troops arrive on a planet with *0* food

6 Replies 5,411 Views

I was playing dread lords campaign, in the large galaxy mission (can't remember the name - sorry!). I was upgrading a ship, and to protect it while it upgraded, I attempted to move a fleet of ships onto the space of the upgrading ship. The first couple times, it did nothing, but the movement points showed 7/0 for the fleet. I tried with a different fleet with the same results. I next made sure that all ships were deslected, then selected the fleet and

0 Replies 1,988 Views

Ok, so forgive me for posting possibly a silly question, but I've researched a number of the so-called "special" techs like telepathic defense, the arcean armor, special deflectors, etc... It has a nifty description and such that alludes to ship components or bonuses, but nowhere am I able to see either! What's the deal with these techs? How do I make use of them? Thanks!

0 Replies 2,969 Views

Add a notification for when someone declares war on you; I've had other civs demand things from me, and I reject. 10 turns later, I find out that I'm at war! Also, when you set a ship to move on autopilot, a reading somewhere of how many weeks it will take to get there would be nice. Being able to see the descriptions of techs all

894 Replies 379,958 Views

Yes, I am loving the game so far, but the UI just is a little awkward at times; although truth be told, I COULD be a little spoiled, coming from Civ4 land like I do! Ease of understanding for the tech tree is *crucial* I think. It's extremely difficult to browse around the tech tree as it is, and impossible to see what a particular tech does if it

77 Replies 37,752 Views