And mine. [e digicons]:thumbsup:[/e] Stardock, how about it? Best regards, Steven.
StevenRLynchAbundanceThatIAM
I had to try a few times when I was logging in, I guess I was trying to login at the same time the changes were going live. ;-) Being in an Australian timezone and all. [e digicons]^_^[/e] Btw: can you put the Western Australian timezone (no daylight saving at all for the next long while) in the selectable timezones in My Account? Currently I can only use the +8 GMT one for Beijing, Chongjin, SAR Hongkong and Urumqi (last name with special accented characters). <p
Or at least 0.1 action points. I'm not sure if it's possible to get 0.000001 action points (or even if action points even has that many decimal places ;-)). But yes, you only need a non-zero amount of movement points remaining to execute one more action - not sure whether this is being changed in the future or not. [e digicons]:D[/e] Best regards, Steven.
I would like to beta test v1.1 too. [e digicons]^_^[/e] I guess when you enable it for my account it will appear as an available (beta) update in Impulse? Best regards, Steven.
You do need to always have the Steam client running. [e digicons]:borg:[/e] 2K Games have already said that all Civ 5 will have Steam DRM. I prefer no additional programs that have to run just to get my games running. ;-) Best regards, Steven.
Well, at least as long as the free modding lasts (and as long as people can keep their Steam collection alive, ie. no mistakes or heavy-handedness by Steam). I'm not going to be supporting Civ V at this time. Exclusive distribution through Steam is just the last straw. Best regards, Steven.
[quote who="spacecadet78" reply="605" id="2779878"] Your assuming causation where it does not exist. You can mod half-life 2 as much as you want, you can mod any game which uses steam DRM assuming the developer of the game wants you to. What you are seeing is developers have stopped worrying about supporting the modding community in recent years. It makes no sense for them to support it after all, it has been proven that DLC sells, so why allow the community to extend
Hmm, this does not sound too good. [e digicons]:([/e] Best regards, Steven.
I think the pertinent point is "cannot remain in its current form". That Kotaku article seemed quite plausible. Best regards, Steven.
[quote quoting="post"]PS. As a final thought, anyone have an idea how to get Frogboy's attention in this thread? [/quote] You could send a PM to Frogboy and explain a little (simple summary) of this post and link to it. That should help. [e digicons]:D[/e] Best regards, Steven.
You make some good points here. Best regards, Steven.
I like this idea. Best regards, Steven.
[quote who="fsovercash" reply="14" id="2777987"]monetary wealth is always a measure of the overall economy of a place - it never comes straight from gold mines. I think it would be better to do away with gold mines altogether and make wealth come from taxation (giving us a reason to have people in the first place) and from selling resources in the markets. However, we need to be able to sell more than just food. I really want a market that sells materials. They just pile up, and the people co
I really like the ideas in this thread. Best regards, Steven.
What about a trait (Sovereign and/or Champion) that allows units to get a little extra strategic movement (say 0.5 - 1) and thus isn't as OP as setting all units to one unit's speed? So it could boost basic movement speed of each individual unit in a stack (like you'd imagine a hero could do), but remove the exploit of never again having to boost strategic movement of any other unit in a stack apart from the leader. Best regards, Steven.
What's Green Thumb's +2 food per turn? Does it mean you have the capacity to build two new houses in your kingdom/empire each turn? Or does it mean something else? (because food use is currently finite with equivalent resources, it's not like gildar, materials, metal, DC and elementium which can be added to by picking up or linking resources and also potentially have positive, or in the case of gildar, negative, income per turn) Best regards, Steven.
You need to have the "show pre-release versions" on to be able to update, AFAIK. Best regards, Steven.
If you have some old mod files (such an unofficial patches) you need to delete them from your mods directory and restart the game. EDIT: Regarding Frogboy post: what other things are going to be included in the compatibility tweak? Best regards, Steven.
You have to guess whereabouts on the screen the cursor's active area is, because the cursor does not display and update movements within the boxes. It's not until you get to the lobby that the cursor actually is shown moving about the screen. Best regards, Steven.
Wow. Can there be an option for amount of time left to finish your turn after the first player has finished their turn please, for example 10 seconds then multiples of 5 seconds to 60 seconds and also an unlimited option if everyone agrees to it? *Especially* for co-op games. Also, a very visible countdown timer so we know where we are at please? Best regards, Steven.
Well, you can either buy the Impulse deal or the GOG.com normal deal ($5.99US for MoO 1+2 plus other downloadable extras). GoG does do a fairly good job of getting older games to work in newer OSs. However, if you want to support Impulse, go for it. [e digicons]:thumbsup:[/e] Best regards, Steven.
I like the idea of the Channeler being used more to "revive the land". (Making you feel that you are an essential part of restoring the land to its former greatness, and feeling good about that.) Not sure the best gameplay way of implementing that though. Best regards, Steven.
No, you are not pathetic, and this thread is not pathetic. Try not to take it personally. [e digicons]:sun:[/e] I think it is a good idea, so I suggest, set up a talking group and those who want to be involved can, and then you can report stuff to these forums for further discussion. [e digicons]B)[/e] I hope you have a good ie. relatively reasonable day! [e digicons]:D[/e] [e digicons]:beer:[/e] Best regards, Steven.
I really like the idea of researching specific levels of different spells (such as air, earth, fire, water) like in this post (and others I can't seem to find at the moment). So Arcane Knowledge would be used to first research specific first level spells of elements you know (ie. have researched via Tech Knowledge), then you would increase the level of each spellbook you've researched or gained access to,