Except that for the last several years chip manufacturers have stopped speeding up clocks and have been doing things like adding more cores, cache, or increasing superscalar and out-of-order execution instead. It's meaningless to use gigahertz as a performance measure by saying "my machine is a dual core 3GHz, so it has 6GHz of performance". It's even worse to say "it's 3GHz but it's newer than my 3Ghz pentium 4, so it's actually more like 9GHz total". I don't think aggregrate clocks of a pen
LeegleechN
[quote who="Campaigner" reply="21" id="2617609"] I'm also interested in A.I. So what's the best programming language for A.I? XML like you want to use? Am I correct in believing that CPUs (for home use) from 2005 and onwards are strong enough to handle any game A.I thrown at them in realtime? Cause from my perspective A.I today is still just a bunch of scripts. Don't understand how THAT can consume so much computing power....and even if they do, we got D
I like the idea of drawing envoys out of your family and other special units. I think it ties the systems together nicely. I don't really see a reason for having "Diplomacy Points" though. Why represent them with an abstract number when there are so many more interesting and concrete ways to do it, like the experience and traits of your envoy units?
I think this is a good idea, although I'm surprised that providing a generic race modeling option (and balancing it) is only about as expensive (in development time) as making one or two "premade" races.
lbgsloan, Crysis is quite well optimized. Even though it's slightly old now, it's still probably the most advanced game engine out there (mainly because Crytek the company really likes making engines, and they chose to target PC only). By the way, your info is out of date. I have a single Radeon 5850 running it on all Enthus
I really don't like rigma. It just sounds wrong. Gildars sounds good though.
I like the scene and the concept, but the dragon does seem to be perched really awkwardly. Maybe it should be flying in the top left of the frame instead?
Using the raw level difference as the percentage imposes far too minor a penalty for charming higher level monsters. At the very least there should be a per turn upkeep, and I think the percentage needs to go down at a superlinear rate of level difference. It would also help give the spell some flavor if different creature types had different susceptibilities to it, apart from the effect due to the level.
Looks like a straightforward issue with the pathfinding code.
I definitely would like to avoid "worker" units, and also avoid the situation where every tile turns into a road. This would point to auto-building trade networks, but there's still the issue of a player wanting to build a road to a strategic point manually. Maybe the manual case should require a soldier unit to do the work. I'm still not convinced your resource model will work, but I'm certainly willing to try it out once there's a beta release that's semi-stable on my machine.
keithLamothe, The bigger problem is that he's using a java object to find a python IDE :)
I can't believe you're using IDLE. Both Komodo and Eclipse are much better in my experience. I wasn't aware of Komodo Edit, but looking on activestate's website it looks nice other than the lack of debugging and interactive shells.
Hopefully there's a way to plug arbitrary python code into the map generation process so the more intensive mods have a more flexible system to fall back on if the xml approach is too limited.
As you said, the DirectX error you get is due to using the Windows 7 RC. It's fixed in the RTM version.
I think there should be a monetary cost for using resources you don't have direct access to, which should be related to how many other civs have the resource and good trading relations to you. For example, if one civ embargoes you but many others have it to trade, the cost will only increase a little. If there's no other civs willing to trade with you, the cost should be nearly prohibitive. The monetary cost should be in addition to the extra time.
Sounds like an isolated hardware issue, so it's probably not worth investigating.
I was near two black widows, and both of them converged on me at the same time. An engage screen came up for the first one. After that engagement, I was on top of the second black widow in the map. I had to move to a neighboring square and then click on it in order to get it to engage me. The expected behavior was that immediately after the first engagement, a second dialog would pop up for the second monster.
I like how it makes the landmasses "pop". If the same contrast effect could be achieved with colored line art, that would be preferable though, just for the sake of consistency.
I'm sure Stardock is aware of this issue as their previous 4X games have that sort of reminder.
The purchase link still claims $50, even when you add the game to the cart.
Its possible you can just drop them into the mp3 directory. Several games I've played have worked like that. I can't test it right now since I'm crashing on the start screen :(
I've installed the latest driver offered by ATI for my desktop card (it's DirectX 9 and thus no longer supported as actively), as well as the latest from Intel for my laptop. I have the same problem on both systems. Between me and Popcornlord, that covers every brand :)
ah, I didn't realize it was put there. Here's mine: DebugMessage: Version 0.22 last updated on: Thu Sep 17 11:59:54 2009 DebugMessage: *********DXDiag info follows.********* System Info Time: 9/17/2009, 18:08:11 DirectX Version: DirectX 11 Machine Name: EHONDA Operating System: Windows 7 Professional 64-bit (6.1, Build 7600) (7600.win7_rtm.090713-1255) Languages: English (Regional Setting: English) System Manufacturer: System manufac
I have the same problem. There's no debug.err. ------------------ System Information ------------------ Time of this report: 9/17/2009, 18:09:37 Machine name: EHONDA Operating System: Windows 7 Professional 64-bit (6.1, Build 7600) (7600.win7_rtm.090713-1255) Language: English (Regional Setting: English) System Manufacturer: S