Actually, the OS can be 64-bit because the CPU (Pentium or AMD equivalent) supports 64-bit mode. That means a Pentium internally has 64-bit registers (usually by combining two 32-bit registers, i.e. you have half as many of them available to use), 64-bit datapaths, and its ALU can execute 64-bit operations. Its floating-point unit probably goes up to 128 bit. Chip vendors like Intel and AMD are relatively free to add these features whenever they please, so long as they also
Gilmoy
How many AIs are still alive? [e digicons]:waaaa:[/e] In fact, that could be the weekly update bump: a 2-digit number, which decreases monotonically. ... it is two digits by now, right?
IMHO, tactical combat is not a good fit for GC3 because the ship designer is (already) too abstract. GC* has made the game-design -level commitment to float high above the tactical level. placement of components has no tactical effect components are never damaged hull shapes have no effect -- hence ship design is free to be artistic -- and that's always been GC*'s hallmark
I think the Diplomacy branch should have zinger techs that you must research, which entitles you to be the first empire to drop a Hackneyed Zinger in your next diplomatic interaction. Zingers have mild diplomatic bonus effect. Then we'd race [e digicons]:blush:[/e] . And zingers are galaxy-wide wonders, so nobody could zing you back with the same phrase in the same game. That'd cut down on overuse of zingers ...
Somewhere in my garage (I hope!!) is a trove of all of my boardgames, including ... Avalon Hill's reprint of Metagaming's Stellar Conquest . I recall that it had a similar late-game issue of "populated" Factories vs. Robotic Factories. Some snooping unearthed the AH rules as a scanned PDF (buried near bottom of thread page 1). Re-reading the rules shows jus
[quote who="RSharaE" reply="15" id="3494722"] ... female gamers (ladies who play 4X, AA, mmo's, rpgs), make up ~47% of gamers. [/quote] I know it is true because ... they talk trash as they beat me [e digicons]:pout:[/e]
Kooky ideas, based on WWII tech (and a tiny bit of SE3). drop tank , one-shot range extension. They give +range (maybe +6 in GC3) , but -agility while equipped. You drain them as dry as you can, then drop them before combat. This effectively gives you +range for "zero" cost ... ... except that constantly discarding a squadron's-worth of tanks every sortie gradually costs you in lost tanks and wasted fuel.&nbs
There will be fleshlings well into the 24th century. It's just a chip's way of making more chips [e digicons]:cylon:[/e]
Beta 1 mining is a placeholder [e digicons]:grin:[/e] Starbase Manage screen is only ~1/3 complete. Many extensions are already in the queue. They could completely change mining equations in unforeseen ways. Making it add to empire-wide unbounded counters (and changing components to per-turn upkeeps, or per-build raw materials) would suffice. Ship combat is a placeholder, too. So augments are not worth griping about
My Alienware M17X R2, with 2 x ATI Radeon 5780, has its own opinion of GC3 thru 0.42B-09.15.383077. Frame rate is fine; no problems. Main Menu and Load: GPU fans spin down to quiet(er) mode. Game, first 0.5-2 minutes or so: GPU remains quiet. Thereafter: both GPU fans spin up to max, and stay that way until the next Main Menu (they spin down) , or Exit. After Exit, Windows Hibernate, the fans spin loudly for ~30 seconds, which for
[quote who="Vidszhite" reply="58" id="3493952"] Don't take this personally, but one of the most annoying things I hated about GalCiv2 was the way conquests were handled. ... genocide and conquest were one and the same ... Conversely, in the original Endless Space ... i n the aftermath of a conquest, you had to deal with massive unhappiness, bu
As a CS/AI guy, I'm skeptical. Data mining data points isn't that powerful. Data mining strategies and intents (which you could maybe define as associations in time) is beyond corporate supercomputers. The union of { Amazon, Walmart, Netflix, eBay } "AI"s together can't even data-mine your shopping behavior. The entire industry of network security can't begin to data-mine hackers'
A new update got queued tonight! It still says "Ver 0.42". Steam BuildID increases from 380025 to 383077 . WinDiff shows zero changes in Game/Data/. What's in it?
I can present one cautionary tale from the other end of the 4X spectrum, namely when planet-capture is available at early techs, without any constraint (except normal research + building). In Malfador's Space Empires series (3, 4, 5), ground troops are immediately buildable (just weak). They're small and cheap. 12 x size 8 fit into the default cargo component of capacity 100, and take <1 turn to build (with a homeworld's build rate). I like
[quote who="DivineWrath" reply="34" id="3493655"] I did not enjoy the diplomacy in Space Empires 5. It was not clear what diplomacy buttons to click in response to different requests or how to properly make a request. [/quote] SE5's diplomacy amused me. But I found the SE* series so unchallenging that I always play Team Mode, all humans (i.e. me alone) vs. all AIs. Then I set "many" AIs on "hard" difficulty, and hope for 17-19 of them. (If I get "only"
Uh ... I sidestep the issue by exploiting the heck out of the Mindfulness bug [e digicons]:hrmph:[/e] . That plus some starbases/Stadia, and all of my planets play on the bottom rim. Just like the 0.31 Alpha economy! then it's a race for tourism tech before my yolk runs out For my starbase influence growth test, I whipped Iridium through 80 turns in 20 minutes, and didn't care a whit about my Approval (which hit 53% before I got Adaptive Farms).&nbs
Confirmed: Starting a new game does show my local XML mod(s). Giljoyment gives Recreation Center! next, I'll really rename it to that
Hah! One more strain on our overtaxed homeworld shipyard! I like it! I amend the idea: You get advantages not related to war, i.e. they pump stuff other than your ships' ability to kill other ships. Resources and mining are placeholders, right? We know there are at least 2 other resources coming, plus the carrier components will guzzle them. What does it mean for a tech to require e.g
Perhaps what Stardock needs is a script-level rule: AND IS-A Then the property of uniqueness persists along every upgrade path, without a human having to specify every preclusion manually. ... i.e. the XML script itself is only an instance within some higher script-language-design meta-language [e digicons]:grin:[/e]
Or move the transports manually?
Altarian's [0.42-09/11] tech tree has a bug caused by a typo in [StarbaseModuleDef.xml]. It4 (Investment, tourism, tier 4) Enjoyment does not give Recreation Center. It5 Interstellar Tourism gives Orbital Resort . But since it upgrades from Recreation Center, you still can't build it. Cause: [AltarianTechDefs.xml] gives the <GenericN
I knew the name I wanted to give, and the etymology for it. From a fictitious-milieu pov, it creates an interesting test in creator's ethics. If you create fictitious names for mass consumption in English, is there an ethical obligation to be authentic ? By this, I mean that you can obviously be identical to English (e.g. if you call it a "cat", readers shall assume it's the same as an Earth housecat) , or c
Strictly speaking, Tech Brokering should be where that guy trades to that other guy, and you sit in the middle and take a cut. A tax on both your trade routes!!
The 0.42-09/11 build supercedes (and replaces) the 0.42 opt-in. It still says "Ver. 0.42" in the game. Right away, I see these changes: Iridium constructors are fixed [e digicons]:sun:[/e] Files now datestamped 09/11: DrenginTechDefs.xml ImprovementDefs.xml (somebody run Windiff on this and the old one, tell us what changed) However, Iridium exhibits other bugs. I've never played them unt
This is the 0.42-09/11 emergency patch-to-the-patch. On the plus side, Iridium constructor no longer crashes on Create Starbase. Yaay! But Iridium's tech tree is riddled with inconsistencies. Nomenclature : X = Expansion, N = Engineering, C = Economics. These bugs confound the Influence Gambit approach with Iridium. Economics/Marketing improvements have no hovertips . You can't see their st