Steevodeevo

Steevodeevo

Joined Last seen Member # 328131
3 Posts 10 Replies 5,382 Reputation

strange just tried exiting the game back to win - normal exit, locked up on game main screen again. In my attempts to exit I pressed and held down the tab key and three buttons (poss from my obscured desktop?) break through. A row of three grey windows-esque grey buttons stating 'abort' 'retry' and 'ignore' appear flickering through the game screen, unfortunately only the buttons appear no contextual message is breaking through.

7 Replies 138 Views

anyone else getting a major lock up when either attempting to exit to menu from in game or launching a new game after playting and saving an old one for a bit? I am. I have to hard reeboot when this happens - often as control-alt-delete is totally locked oyut as well. System is totally catatonic when this happens. I need to do some more testing shutting down TSR's but I have not cracked it yet I am running winME with a Gforce2 on an Athlon 900 Asus motherboard

7 Replies 138 Views

Running Win ME Gforce2 card. Tried all map sizes - no minimap zoom buttons appear at all. I do get a rather strange black square with a tiny grey splodge in it where you would expect to see sector 1,1, in all my maps with this beta - not in last beta. Also after each turn the main map is relocating to sector 1,1, (where this strange black object is on the minimap). Additionally, the bottom right window (normally used to see stuff in other screen views) has a tiny square graphic

3 Replies 135 Views

where are these zoom buttons? I cant see any. All i have is a strangle looking black square just over one sector in size in to top left corner of the minimap (on a huge map) also the main map relocates to this area after each turn. I am running ME

6 Replies 228 Views

Latest beta seems to relocate cursor to top left between turns- I assume I have not read something otherwise the sense of orientation has reduced this version. I Seem to constantly have to relocate my ships - I am sure previous betas relocated to last mmoved ship - or similar. Sense of disorientation between turns-which is a constant factor in turn based strategy at this mega scale continues to be a problem - in my mind - in this version. As I find improvements I will join in p

0 Replies 55 Views

The increase in price was a beta tester requested feature, ok it may not be balanced yet, but as long as all races get roughly the same (or even AI slightly more) initial planets - great! that way the political wheeling and dealing, technology race and alliances that this game sparkles in can have the time to kick in. I havnt played the new beta yet but am delighted to here the initial phase is slower and harder - I am already plotting and scheming!

31 Replies 640 Views

i would support this and it could be reasonably simple scissors-paper etc but add a lot. many complex strategies are based on simple choices. On the other related thread I have discussed simulating weapons ranges and penetration variables against shields/armour. I am not sure but I can imagine this could be implemented using the weapons alogrythms without too much fiddling with the ai.

3 Replies 156 Views

one nice complexity would be weapons ranges - unless these are already simulated. This could involve selection of a weapon that did a check against the other ships' loadout and if the ship had longer range then the chance of fire being returned that round would be reduced by x whhich is greater the longer the range. Also i am interested to know how weapons that are better at penetrating shields have damage calculated.

17 Replies 455 Views

Wyrenn, Thats a good idea (sure you have done it anyway!) but if you have popup stoppers, antivirus stuff, firewalls or even stuff like icq etc it may cause DGM a problem - I couldnt download it for a while but then it started working - wish I could remember what I did!

13 Replies 398 Views

silly question - but I have been looking for this for a while - where and how are my researched ship upgrades shown in the ship display? They all seem to stay the same as the initial design. sorry if this is obvious but could someone point it out to me.

26 Replies 795 Views

Gherardo I agree, you make a fair summary. Elsewhere I have commented in a thread about ensuring there is a 'realistic' way of limiting ranges rather than a gamey one - perhaps Magus has the answer? I think I talked about some sort of resource issue - or perhaps time - who wants to spend more than a couple of years on a starship (really?) I support the view on planetary bombardment. I think lengthening the early game stages of colonisation will create some advantages i

9 Replies 209 Views

i got that server message the other day when i started downloading I logged off rebooted - switched of my firewall (not sure it helped) and then it worked. perhaps there is just a delay after you register to the server giving you access?

7 Replies 136 Views

I agree with Paul in much of this. I like having to work hard to get an attack force in place, the satisfaction of victory needs to be greater and therefore more hard fought. It may also stop the game peaking to early Paul is right - colonization is great fun and over to quickly in my view. If this were slowed down there would be more exciting 'frontier wars' as empires expanded slowly and more room for tactics - AND for the impacts of diplomacy to play out. At the moment I am afraid th

9 Replies 209 Views

Nice Tylan, imaginative stuff that would add something. Enhancements could be quite novel and subtle so as I dont end up with mega-research ships so poweful from picking up space junk that they are almost unstopable. DaveO - can you point me at the thread/source of data on ships (such as Excalibur) I have not seen that stuff, sounds exciting s

10 Replies 260 Views

I take your point, but hopefully you get my drift(I new a lobby for graphical changes wouln't be top of the pops!) The map is an abstract representation - shadows would simply provide a sence of depth and enable the ships to be shown off better. Potentially I suppose it may allow for other graphical features to be implemented that provide info on screen that otherwise would be tough to implement full top down? Happy to let this one go if its sacrilige! ;)

6 Replies 157 Views

not sure what you mean about the north ending top left, north should be north - top middle isometric or not! If the game area was simply tipped top edge away from you, bottom edge towards - rather than direct 180 top down, you could perhaps take more artistic licence and see more 'depth' on the ships and some clever but simple use of shading could (possibly) create the effect that they were 'floating' in space above the board surface. steevo

6 Replies 157 Views

totally agree with all of you.I don't like them at all in fact. I have gotten to the stage now where i rarely develop anything with more than a few months investment as i go anomaly hunting instead. Its a bit arcadey that bit-perhaps some of the subtleties you guys suggest would make this aspect add something to the game - definateley more randomness and less powerful.

10 Replies 260 Views

1. bugs - obviously. 2. info screens - a must. These add a lot of replay interest value and satisfaction to any game. Specifically info on planets and very much so on ships -where are all the lovely enhancements up from base models I have slogged to research and pay for? 3 Combat - I know you fellow Beta's voted 2:1 for diplomacy but combat is very insatisfying - just a pop up telling you the details or a touch of multi-ship advantages to combat - such as stacking combo's; outflanking et

33 Replies 853 Views