I suppose my biggest concerns have yet to be addressed. Yes, does sound interesting to have infinite galaxy sizes; but what is the point if I can only access them via modding? Furthermore, my experience with Stardock games in the past is that they are not very patch friendly. A game in which I've invested tons of hours into can be rendered worthless with one little 5mb patch, which breaks the old save entirely and forces me to restart. I've restarted GalCiv2 and Elemental more times t
Vanadrom
[quote who="Frogboy" reply="19" id="3456085"] Ok. I'm here with a real computer now. Short answer: No need for a scratch disk. The 64-bit requirement allows us for unlimited galaxy sizes. While we will have official sizes in the game, I wouldn't be surprised to see modders come up with their own sizes that are simply insane. I think GalCiv II topped out with 20x20 galaxy sizes (does anyone remember the specifics?). I suspect our
You must have missed the conclusion of my last post. Yet this is a tangent and not related to the subject matter of the original topic.
[quote who="satoru1" reply="11" id="3455909"] In terms of the XML, the game so far seems fairly extensible even in this alpha stage via the XML files. I'm a bit confused by the 'omg you have to edit xml files for modding'. How is that in any way a problem just because some people cannot edit XML files. That seems like complaining that Skyrim isnt moddable because you need to use Blender to make new models? Though with regards to mods, since there is likely to be St
Okay look Econoun, I was trying to be very nice and polite. At this point you're becoming very condescending and thinking that I have a misunderstanding when you're not understanding what I'm talking about. I cannot stress enough, I'm purely talking about a feature that the game can manage . You will want the game to manage this for the end-user. I work in technical support, indeed while Stardock does cater to those who are extremely savvy when it comes to comp
[quote who="econundrum1" reply="5" id="3455876"] You don't need to know how windows manages it's virtual memory in the main it just does it on modern versions of windows though you can set a cap on how much disk space it can use which is easy to do through the control pannel do a quick google if your not sure how. But by and large you don't need to tinker with it. [/quote] Okay at this point I can clearly tell that no one is quite understanding what I'm wond
[quote who="trims2u" reply="2" id="3455782"] Frankly, Photoshop's Scratch Disk (and related programs' similar items) are artifacts of history, created due to limitations of older OSes. In a 64-bit OS, there's absolutely no reason to use a Scratch Disk anymore, and any such space should just be allocated as Swap Space. All Windows 64-bit systems can handle a minimum of 1TB of Virtual Memory addressing (which is RAM+Swap), and most can do signficantly more (1
Frogboy, I've supported Stardock heavily in the past, even with the disaster that was Demigod. But after the one--two punch of Demigod not living up to it's promises and being kicked in the butt by League of Legends; then having the release of Elemental being very short of all of the proposed promises that were declared when it was announced; I admit, I became wary of Stardock. I shelled out $75 for my edition of Elemental during Alpha, and eventually yes I