Though I may have missed this question already being answered, I'll ask again anyway. I too am wondering whether this expansion will be available at retailers? Thanks.
Jarl Dagstyrr
Are there to be additional options in Dark Avatar in the diplomacy menu such as: Being able to make an opponent unconditionally surrender to you, or be given the chance to surrender to your empire's control. Requesting other factions withdraw their war vessels parked within your zones of control. (Millitary access) Being able to coordinate attacks with allies against a common enemy. Convincing a faction to break off ties with its ally and join your side.
I’d forgotten how addictive this game is; love it. Again, well done Stardock team. I look forward to future additions and titles Now to my questions (Forgive me if posted already): 1. Is it necessary to construct economy starbases directly onto the freighter’s path in order to receive the bonuses, or can they be simply within range? 2. Will the economy bonuses show up in the ‘Details’ planet screen, and if so, does i
Whenever I select to build in the planetary production screen, turns-to-completion aren't displayed properly unless closing out the screen and returning, rather it just states 100wks often times. Or when I click the production focus button off and then on again to reset it only then does it display the correct time frame for completion. Also, I noticed at one point I had a constructor being manufactered due for completion in 6 weeks with focus on production, but when I deselected the focus on
#17 by Aerion Istari Sunday, April 02, 2006 5:47 AM 3> Game serial number stored in registry so I don't have to type in that god-awful, huge number every time I patch.
When the milk is this sweet why complain about the teat? In other words, the game is fun period. Of course there's going to be some kinks to work out or some rough edges to work around; flaws to live with. But all 'n all, the game satisfies what most strategists hunger for...a fulfilling victory in the end that makes us what to go back and do it all over again! As for the forums, well, I'm grateful. That's it, I'm simply grateful. No complaints, no flames, no criticisms. Bit of
Not trying to pick at you but, please don't post dark text against a dark background. That's a basic rule in web design, or for forum posters as well--few will read your comments otherwise. Thanks
Purely cosmetic, but how about in the battle screens the ships (especially the larger ones) don't dangle about like toys on a string. Maybe have them graphically maintain a consistant course during the fray simply hovering amidst the faster, smaller fighters only moving ever so slightly during combat? I love the game of course, and again this would be cosmetic and obviously not a real concern, yet might give the cinematic battles a more mature elemen
Aye, I third that idea.
First off, I hope I'm understanding this thread correctly. If I'm not then just feed me to the Drengin's already I believe the 1.1 patch, by allowing overflow production to be reimbursed to the treasury, will solve the issues as for how the game's econ was meant to operate. Being able to better define the three branches of spending would only upset the game's initial balance. Imagine it like
First off, I hope I'm understanding this thread correctly, if I'm not then just feed me to the Drengin's already I believe the 1.1 patch, by allowing overflow production to be reimbursed to the treasury, will solve the issues as for how the game's econ was meant to operate. Being able to better define the three branches of spending would only upset t
I kind of like the idea of not always starting out on equal footing. At the start of some games you might be the one civ who grabs more than a fair share of systems, while in others you might just be the underdog who's left to scrounging for all the table scraps you can get eventually digging yourself out of that hopelessness. If this is the case it makes for excellent strategizing! As the underdog, or fledging empire at the start of a game, you'll have to more fully utilize diplomacy and qui
Well, it would kind of make sense. If you have a starbase along a trading lane, it would definately see some freighter traffic, and would probably get some business. Yep, or as it is more commonly referred, international trade levies, or in Galciv2's case, intercivic trade levying. In other words, you tax those foreign freighters if they are
How much RAM is in your system? Check your paging file for virtual memory size and make sure that it's set high enough; at least 1.5 times the amount of RAM you are using. Some folks even prefer setting it to 2x the physical amount of RAM. Without much else on the sort of error and sys specs, it's a guessing game. Good luck my friend
Of course being evil myself it doesn't impact me all that much, but it is completely one sided. I mean why not have your race randomly discover a cure to serious illness: You can be evil and keep it to yourself, which sends a negative message to researchers that their research may never be used (-17% research on planet) You can be neutral and offer it
All I've got to say is, thank you Stardock for focusing on the single player. It's about time a developer remembered us gamers who like a good challenge without having to face all the 'doodz' and 'narleys' plaguing the multi-player arena, as well as faulty connections. Again, thanks
First off, I love this game! Seldom have I suffered from such gaming addiction and at my age of late, but Stardock has definitely hooked me into their latest piece of work—and oh what a joy it is! Now, on to my post about Alignment Scenarios and their choices... Maybe it’s just me, but I’ve noticed that most of the game’s alignment scenarios offer added bonuses to ‘Evil’ or ‘Neutral’ choices with few exceptions, while choosing ‘Good’ seems to almost always result in a more negativ
How about possibly adding an attack function that when I click on the enemy's ship my fighter will auto-course until it intercepts adapting to the changing course of the enemy vessel rather than go dumbly to the initial rally point even after the opponent has long flown-the-coup, so to speak. That is of course, so long as the enemy ship stays within sensor range of my attacking fighter. Also, and not that it's a big deal, but whenever I go to click a spot on the mini map in its lower
Okay, I figured out my own answer last night from reading another thread (Doh!), and yes, there has been an addition to the 1.0X(.09), which of course is now 1.0X(.1). It just wasn't clear in the latest news post about the release. Thanks anyway. Great game! Although, why they now require online activation after all that pirate talk and speach about customer convenience is baffling and rather two-sided IMO. Not that it's difficult to do, just contradictive in terms. Got to be car
Hello yorkie43: The 1.0D1 was the first patch, then came the 1.0X .09. Nonetheless, the latest update has the 1.0X as showing 1.0X(.1) with additional tweaks texted in light blue over the 1.0X.09's original white-texted log of updates. 1st is the 1.0D1 The latest is the 1.0X
Forgive me but, I'm a bit confused concerning this latest 1.0X patch release. Due to the added log that is texted in light blue is it necessary to download the patch again in regards to having already done so earlier in the week when it first came out--pre-release I suppose? I noticed, however, that the file name is identical to the one I've already downloaded earlier in the week, and am therefore uncertain about updating again. Is this a further addition to the original 1.0X in other words?