If the Russian patches are "fan-made", why not ask them to make an English version ?
pdifolco
Re my initial post : in fact the PC only had a power problem, I changed the power unit and it's working again now. BTW the Stardock system is very cool and customer-friendly, as it doesn't rely on hard-to-safekeep serial codes, protected CDs and so on that many publishers are very fond of and that make you "lose" the game whenever you want to reinstall and have lost the serial or lost/scratched the CD... I think I'll still use the opportunity to install some games on the laptop dur
Bah, choice is simple : Leave and it'll be total chaos Stay and it'll be total chaos ! You just had not to go there, now you're just in the sh*t up to the hat! Leftwinger says
Well, my PC (I think it's the motherboard) just broke down yesterday : absolutely everything digital I had, including all serials, passwords and all, were on it ! I hope I'll get it repaired/refit soon, I really hope the HD is intact (the proble ids not HD related, the PC doesn't even try to access it and keep rebooting before the BIOS screen...) but in the meantime I'd like to install/play TG games (GC2 mostly <img src="http://images.stardock.com/tgNET/smiles/Wink.gif" border=0 ALIGN="absmi
What good does the boxed version do me when I'm required to connect to the internet? And why are you so adamant not to connect to Internet ? Don't you havbe to connect to just post your rant here ?
I am a *huge* Dominions fan, and I'm quite happy to see Frogboy say so much good about it. The keywords with Dominions are "content" and "deepness": I play Dom2 since it was out, still have MPs games ongoing, and yet discover new things, strategies, spells, each time I play. Sure the graphics are dated, the interface needs time to get accustomed to, and the documentation was largely missing. Dom3 should improve things on these aspects, while not changing drastically from Dom2. About
hi, The game is indeed "finished" since end of 2005, it surely won't be long before release... I tried the demo, it's rather good, reminiscent of the "Krondor" RPGs of the 90s with a rather Baldur's Gate-ish scenario. A nice addition to the TG offer
Don't feed the troll !
The GC game universe has no carrier nor shuttles, and the game engine doesn't have anything to make something even remotely convincing as fighters bays/hangars/carriers/whatever... To me it's useless to discuss this as mod, it's not moddable, rather make a request to have new game features.
Right now, modding possibilities are very, very limited. Changes to models and interface are purely superficial and doesn't change the game. The only changes that can be made beyond that is basically adjusting values in the .xml files, which means that no actual game mechanics can be changed. We can make new versions of existing
Skelton42, I understand the current tech tree, but it's not to my taste to have 22-23 tech levels for 4 weapons "types" on each of the 3 branches, with constant upgrades to get a ship 3% better than the last one. After some turns I just lose track of what designs I should use ... Other techs have trees 3 times smaller, I'd prefer havinf that all over the board. As for the attack/defense rationales, I was replying to someone calling
I think you need to carefully think over what sort of game you want and why, pdifolco. You say reality has nothing to do how you want planet discovery to work, but then say you want defenses to be realistic. Definitely the closest thing to reality in the game is knowing where the planets and stars are, especially given the tech level the game assumes all the civiliza
Did you guys disable tech trading ? If yes I suppose that the effect of no trade tech is less diplo trades (you can buy/sell ships and planets, but it ain't that frequent), so worse relations, ending in wars.
Well, you misunderstood me... No, in fact I wasn't clear : As for discovering planets w/o exploring, I was referring to *in game*, not IRL !! I mean when I start a game I've no idea of where the planets are ? As for my tech mod, some more details : - I just want to cut the number of "useless" weapons : we just need a basic weapon with
My paltry German skills say Mmmmos is asking how to import a downloaded ship model from the site.... But I can't answer in German !!
Well, my first mod efforts are going nicely - I've multiplied colony module cost by 5, Transports costs by 3, and capacity of each cut by 80% (only 100M, 200M for the Assault transport). Also changed "conventional" war InvTactics to give a 20-30% advantage, 10-20% improvement destruction, and cost 50 bc (war is expensive - see Irak ?) I also wanted to cut down ranges, but never figured what represents the "range" value of modules : are they sectors ? Squares ? The FoW probl
Another guy just gave me a link to how to solve this.What a joke! After spending 40 bucks on this game I'm already feeling like a crook having to go through this song and dance to get a update.It even makes Starforce seem like a minor annoyance compared to this. But hey, you got my money Stardock thats all that matters right?</T
Not to start international incident on this board, but I bet most here don't care what the French think. At least we *do* think (yep, I'm French).
Huh, the link is dead now, it worked this afternoon (CST) !! What happened ? edit : solved (kind'a) - I can"t access it with Firefox but it works with IE !! Lame Micro$oft buggy software u
Huh, the link is dead now, it worked this afternoon (CST) !! What happened ? edit : solved (kind'a) - I can"t access it with Firefox but it works with IE !! Lame Micro$oft buggy software used for the site I suppose ....
I think colony rush is overall still the best strategy : the trick is to grab them but *not* develop them too soon, or you'll be short of cash soon. Keep for a time some/most of them as population center only, or only build 1 factory, 1 farm or lab, and let pop grow so they actually give you more income than they spend. Only after you have developed trade, starbases and other income-boosting tech you can develop them properly.
Sadly you're surely right Rezaf ... EDIT 2 : in fact no !! Did you read the 1.1 features list (quite long lol) ? Amongst them is a change from 20% to 3% of the growth rate, with explanation about how worked the "growth cap" previously ! So now we'll have sensibly growing pop as it should be ! <br/
From what I've read of the game has a proper "mod support". That is you can put your modded files somewhere else than the game directories and redirect the engine to read "your" files. Yet I've nor found proper instructions on how to do that... Some links/info ? Thx !
Troop modules need also a big increase - so it'll be actually costly to the attacker to invade planets. I also contemplate making them *much* smaller in capacity - stg like 100 instead of 500, with cost 100
Sure, in the standard game the only efficient start is to crank up 1 col ship/turn using your starting funds, and send them all directions in hope of finding something - which usually arrives sooner or later. The AI does that quite well too. Limiting stars/planets has the downside that even later there won't be anything to colonize, I'd prefer to the contrary that good colony spots still be left in middle-game, with civs actually still competing f