Actually, none of the modern consoles are immune to DRM. The XBox 360 was designed with DRM in mind to begin with. It's less severe because the idea of a game being playable on more than one machine was always part of console gaming, but it's around nonetheless.
Arturus Magi
No, you're not. Next time AVG detects it, Go to the Virus Vault, Select the Aveyond program files (AVG detects two of them as infected, last I checked), and select the "Send to analysis" option. This is AVG's method of reporting false positives. (Sending an email to support as well probably isn't a bad idea, but technically is not a supported method of reporting false positives.)
Google's situation is hardly an appropriate comparison, give that it is a legal requirement for operating within mainland China.
More or less. There are differences between a college and a university (we have both over here, and they are generally considered equivalent education), but the differences are only relevant for those who seek higher education instead of the bare minimum for good employment.
[quote]Also, a request for GalCiv3 from a moder - even if it's not used for the ingame tech trees, can we have the ability to have a tech 1) be able to require two or more prerequisite techs (IE: Killer Beam Laser requires Plasma IV and Killer-Chicken Studies), [/quote] This is already possible, although the tech tree often doesn't display correctly in that situation. I only know of one mod that actually uses it off-hand. The limit appears to be eight prerequisit
In Impulse, it's now an optional setting that adds the demos to the other pages instead of a seperate tab.
So far, the only discontinued program that is not available on one of the two download clients for people who had access to it in the past is SmartIP. I would expect this to continue to be the state of affairs.
I tend to name mine after my nicknames and/or online persona. The one I'm on now is currently dubbed Cyndaquil (and the user account when booted into LINUX is Typhlosion). The one in my bedroom is currently Sailorleo, although it will probably be renamed once I get my old computer running again, as it has prior claim to that name. Most likely it'll end up as either Eefui/Espeon or Blacky/Burakkii/Umbreon. Network currently is using the default name, but that will probably c
A couple other problems got in the way of getting back to this.... A reinstallation did not help any. The color is corrputed and the center panel is in the wrong position (to be exact, it's off to the left by about a quarter inch, with the portion that goes off the edge of the panel area displayed on the far right, just before the right center position for the user entry area) on any theme I use. Top and bottom strips are in their proper position and color, as is the user entry area.
Have not tried reinstalling yet, as I have a couple programs running that don't handle being interrupted well running at the moment. Will try that as soon as they're done wrking.
First Color and Last Color are already set to RGB 000000 on the first one I tried (welcome1). I don't see a setting for image stretch. Display is set to 32b color depth.
Correction... the color on all of them seem to be corrupted.
Welcome Screen is already enabled (otherwise it wouldn't be changing back to it when LogonStudio is disabled). It does seem to work with the base logins, but at least one of them appears to be corrupted on the actual Welcome Screen (welcome1, to be specific)...
Just recently, LogonStudio issued an error dialog during system shutdown that was closed too quickly to read . Since then, Windows has been using the Classic Logon dialog instead of the Welcome Screen. The restore orginal logon button gets the normal Windows XP Welcome screen back on reboot or with Fast User Switching, but any time I reenable LogonStudio, it goes back to the Classic Logon or Workstation Locked dialogs, depending on whether I reboot or logout. System is XPSP2,
GalCiv1 and GalCiv2 are very different games. I don't play GC1 often simply because GC2 games simply take too long to get the chance for much playtime in other games. I've still got a few mods I was trying to make in GC1 that I want to finish, actually (and I'll probably try to get it setup for GC2 sooner or later).
When using the next race button on the Minor Race screen, it is possible to conduct diplomacy with the Pirates! race, even though they don't have an icon on the minor races list.
Minor civ homeworlds appear to always have two Civilization Capitols. I don't know if that's intentional or not. I can confirm colonies building without a Colony Capitol as well.
Might be related to that time I saw a minor who's own home planet wasn't providing range for its colony ships, but something else was I can tell you what it is, in that specific instance: minor races, in the Beta5 version currently up, base their range off of another 'random' AI's planets. (Mos
[quote]All the advice given so far emphasizes one of those three at the expense of the others, but from what I've witnessed in gameplay I can't believe that the AI plays the same way.[/quote] Alot more planning and calculation than people have the patience for, mostly. (At above normal level, the AI is still being penalized to offset the simple fact that a human can't keep track of everything, like a computer does.) The AI knows how to work with fine details to balance all of
The stars on a map are always determined at random, except for Sol. The closest you can get is to replace the stars.lst file with one using Star Wars system, but this brings up a second problem: there aren't enough systems in the Star Wars universe to fill a gigantic galaxy. Even in the Extended Universe, there are only about 75 canonnical star systems. ~SDC~
+Starship is not a flat bonus. It's divided between Weapons and Defense (no HP, this has been explicitly stated before), and even then it's not +200% Starship == x2 ATK and DEF. I don't think the exact formula has ever been posted, but it's something around +20% ATK/DEF per +100% Starship bonus. ~SDC~
[quote]It could be interesting to se what adding more than 100% Terrorstar ability to a SB would do.[/quote] Nothing that I could identify. It appears to simply determine which image to use. Whether it has a move rate and the star destruction power appears to be determined by the presence of the final Terror Star module, not the Terrorstar ability. ~SDC~
[quote]If it were a limitation of the computer, it would cause slow down, perhaps even lock up while the calculations were done, unless I am even more of a noob than I think I am [/quote] Not if the AI is throttled to use a certain maximum system time and run in a seperate thread. In the case of GalCiv it definately is in a seperate thread, to allow it to continue calculations while you're playing your own turn; and considering that it doesn't reduce responsiveness to any degre
No, that's what ReactOS is for.
I'll have to concur with the diagnosis there. I have been running GalCiv on a P-MMX 200 since the early betas, and have rarely had serious problems (occasional CTDs with some of the beta builds aside, but that's kinda the point of a beta). ~SDC~