 |
|
 |
|
Next: Third party feature
|
| Author |
Message |
External

Since: Dec 12, 2004 Posts: 558
|
(Msg. 1) Posted: Mon Mar 06, 2006 9:06 am
Post subject: GalCiv II: yet another set of initial thoughts Archived from groups: comp>sys>ibm>pc>games>strategic (more info?)
|
|
|
So, why do I think you all want to read my thoughts, when I'm hardly a
major league poster and don't even own the game?
Well, I've been playing strategy games for ~30 years now (starting with
Trek on a PDP-12) and "4X in space" is up there among my all-time
favourite genres (though I am torn between sci-fi and magic). IMHO MoO1
is the best single-player space 4X ever made, and I still play it
fairly regularly. I bought the original OS/2 version of GalCiv, and
until MoO1 came out it was my favourite. It was good but the micro got
tedious. Eliminating micro is the single most important thing for any
4X game, I think. That's why MoO2 will never be as good as MoO1 and why
MoO3 was such a lost opportunity.
I have to say there are some massive gaps in my knowledge though - I
never played Spaceward Ho, RFTS, Pax Imperia or Imperium Galactica.
Just too many games and too little time (and frequent departures into
genres other than 4X TBS - RPGs, RTS, the occasional FPS etc.).
Anyway, I have been eagerly awaiting GalCiv II. I picked up GC1 for
Windoze a couple of years ago, and never got into it. Still can't
really work out why. I played GC2 for a few hours this weekend (the
first two chapters of the campaign), so these really are first
impressions.
It looks beautiful. I'm easier to please than most because I very
rarely play new games, so the graphics are really impressive to me. But
also the feel of it is really nice, like the feel of MoO1 or
Ascendancy. Immersive, sort of. I really like the light-touch humour in
all the tech descriptions, the diplomatic and trade interactions etc. A
good sense of fun, without descending into silliness.
The tile-based movement strikes me as an odd choice. Most space games
(3D or not) tend to have vector-based movement, and I guess that just
feels better to me. The isometric view means I often clicked one tile
away from the destination I intended unless there was a landmark to
click on. Multiple waypoints would be especially nice for explorer
ships, though not hugely important for others. I never worked out how
to set a rally point for a newly built ship, but I know it's there
because there's a toggle on the main map to show them.
I didn't get to do much multi-ship combat, but the combat seems fine to
look at (albeit a bit odd as ships suddenly rotate towards you and get
MUCH bigger). One thing I don't get though - do you actually have any
say over the combat? I mean, all I could see were buttons to play, FF,
rewind etc. I couldn't see any means of exercising any choices. So it's
basically like the VCRs of VGAPlanets, right? You can watch the fight,
but the outcome is unaffected. So in fact I'd probably switch off the
combat videos altogether to save time, and just see which ship blows up
on the main map. I thought GC2 was supposed to have tactical combat,
but I may be wrong. Did I miss an option setting? I guess if you have
fleets it might be worth watching to see how your formations work out.
I really like the tech tree. Ok it could be a lot easier to view, but
it strikes me as having enough depth to be enjoyable without being
unncessarily complicated. The increments of weapon and armour tech seem
sensible, though there seem to be some steep cliff-edges in the social
techs (building mark I takes 2 weeks, mark II takes 4 weeks, mark III
takes 14 weeks??). Lots of nice little ideas like Logistics and
Minaturisation (damn american spelling) which evolve as tech improves.
That reminds me, there are some odd synonyms floating about. Morale ==
approval? Weeks == months?? The ship movement and research seem to be
measured per week, but each game turn is a month, isn't it?
I like the fact that research carries over into the next tech - huge
anti-micro measure. Is the same true for social and military
production? I couldn't tell in the time available. Also, it seems that
postponed production (or research) doesn't atrophy a la Civ4. Don't
particularly mind that - one can make a realism argument either way.
I deliberately chose to try the campaign instead of sandbox mode,
because I don't usually like campaigns in 4X, but I've been pleasantly
surprised by the feel of this one. I find myself looking forward to the
next scenario, which is as much as a campaign can ask for. If it's
moddable enough that users can write campaigns, that bodes well.
I like the ship design. It's confusing to start with a Tiny and a Small
hull available, and then to research something which suddenly gives you
a second identical Tiny and Small hull (identical in stats and slots,
different picture). I never got as far as medium hulls, but it looks
like there's plenty of choice in ship design. I particularly like being
able to write my own descriptions as well as name my designs. At one
point I managed to fit two lasers and two impulse engines exactly into
a small hull, with no unused space, and just wrote "Oh yes." in the
description field. Gave me a laugh the next dozen times I built one.
The diplomacy and trading screens are very nice - I've not really
played far enough to stress test the actual decision-making yet, but it
all looks fine. Discussion rages elsewhere about tech trading - I don't
mind it but it would be very nice to be able to change the setting to
make it less common if I wanted a challenge game. Even just editing an
ini file would be ok.
I have to say the ground combat is a little disappointing. Being able
to get results ranging all the way from 1:1 to 6:1 for the same battle
feels a bit clumsy. I mean, even if the probabilities are actually
pretty smooth (ie. 6:1 is REALLY unlikely) it feels a bit kludgy to see
it in large print on the screen "23:4" etc. I wonder why it's shown? It
would be identical just to click Attack and show the battle without the
numbers - then at least the result would be a surprise. Having said
this, hardly any space games do ground combat well.
It's a bit galling that social production is all wasted once the tiles
are full. If all my planets are full then I can set the slider to zero,
but I often found myself with my early planets fully developed and just
one or two recently conquered ones needing social spend. Couldn't we
have some way of recycling unused social production?
This brings me on to my biggest beef, which is that managing the
economy is so damned hard. In the campaign scenarios you start off at
only 50% spending but with a huge 5000cr bank balance (normal diff). I
found myself playing the scenarios timing my deficit spending so that I
would win before I went bankrupt. Maybe it's just me but I can see full
sandbox games getting very frustrating. It's hard enough managing
production, research, pop growth and appoval/morale, but the economy is
exceptionally hard. Why does it cost money to spend factory
production?? It just doesn't make sense.
I did finally work out that I had to build some entertainment centres
to keep the people happy on the crowded planets, and that you don't
need them on all planets, just the ones which will get upset if you
raise the tax rate. Per-colony economy sliders would be better, but
then I guess that would be micro hell. I still can't really work out
whether the extra 5b people you can have if you build a farm are worth
it, since you probably need to spend a second tile keeping them happy
and two more factories or research labs are probably much more useful
than 5b more people. Many games require you to have certain pop levels
to staff the planetary improvements, but this one doesn't seem to. So
why bother increasing pop at all??
I even built a few starbases, which I never did in GC1 because
constructors were just too damned expensive. I need a list of which
techs enable which starbase mods, because I found myself building more
constructors than I had base improvements to make.
Finally ... is it just me or are all the ethical trilemmas tilted
towards evil? I never saw one where Evil wasn't the best choice ...
Anyway, well done Brad, it looks like a worthy successor. It did CTD
six or seven times, but they all seemed to be around loading and
saving, so maybe this is fixed in 1.0X
CC >> Stay informed about: GalCiv II: yet another set of initial thoughts |
|
| Back to top |
|
 |  |
External

Since: Aug 03, 2005 Posts: 493
|
(Msg. 2) Posted: Mon Mar 06, 2006 7:55 pm
Post subject: Re: GalCiv II: yet another set of initial thoughts [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
Bent C Dalager <bcd.RemoveThis@pvv.ntnu.no> wrote:
> In article <1141664816.968775.298550.RemoveThis@z34g2000cwc.googlegroups.com>,
> magnate <chrisc.RemoveThis@dbass.demon.co.uk> wrote:
>
>>Finally ... is it just me or are all the ethical trilemmas tilted
>>towards evil? I never saw one where Evil wasn't the best choice ...
>
> Evil always gives the best bonuses, because becoming evil is supposed
> to be a penalty in and of itself. In brief, if you're evil, no one is
> going to like you while if you're good then the other good civs will
> help you out etc.
>
> It might also be that the good-aligned techs are better than the
> evil-aligned ones but I don't really know.
In GC1 - Altarian Prophesy, the Paladin was certainly an excellent
reason to be Good.
mcv.
--
"Serenity is a very personal work with political resonance and a
heartfelt message about the human condition and stuff blowing up.
'Cause let's face it, nobody cares about that 'human condition'
stuff... in fact if you notice it, try to keep it to yourself."
-- Joss Whedon on his new film >> Stay informed about: GalCiv II: yet another set of initial thoughts |
|
| Back to top |
|
 |  |
External

Since: Jan 23, 2005 Posts: 114
|
(Msg. 3) Posted: Mon Mar 06, 2006 9:55 pm
Post subject: Re: GalCiv II: yet another set of initial thoughts [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
bcd DeleteThis @pvv.ntnu.no (Bent C Dalager) wrote in
news:duhucr$dfh$1@orkan.itea.ntnu.no:
> In article <1141664816.968775.298550 DeleteThis @z34g2000cwc.googlegroups.com>,
> magnate <chrisc DeleteThis @dbass.demon.co.uk> wrote:
>
>>I like the fact that research carries over into the next tech - huge
>>anti-micro measure. Is the same true for social and military
>>production?
>
> It wasn't in GC1, don't know about GC2 but my guess would be no. This
> was my major beef with GC1. It just seems like an unnecessarily
> annoying way of penalising the player. (I'm not sure what he's being
> penalised for, but penalised he is.)
So far, lack of production overflow and intermittent(?!) research overflow
are my major complains about GC2 because they make me suffer: do I
micromanage optimally and waste tons of time or do I play suboptimally and
have fun?
>>I did finally work out that I had to build some entertainment centres
>>to keep the people happy on the crowded planets, and that you don't
>>need them on all planets, just the ones which will get upset if you
>>raise the tax rate. Per-colony economy sliders would be better, but
>>then I guess that would be micro hell. I still can't really work out
>>whether the extra 5b people you can have if you build a farm are worth
>>it, since you probably need to spend a second tile keeping them happy
>>and two more factories or research labs are probably much more useful
>>than 5b more people. Many games require you to have certain pop levels
>>to staff the planetary improvements, but this one doesn't seem to. So
>>why bother increasing pop at all??
>
> You might presumably want high pop if you're doing a lot of planetary
> assaults, or if you want to defend effectively against them.
Population means more money.
Alex >> Stay informed about: GalCiv II: yet another set of initial thoughts |
|
| Back to top |
|
 |  |
External

Since: Jan 11, 2005 Posts: 218
|
(Msg. 4) Posted: Tue Mar 07, 2006 10:55 am
Post subject: Re: GalCiv II: yet another set of initial thoughts [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
alexti <QQalextiQQ.RemoveThis@videotron.few.useless.chars.ca> wrote:
> are my major complains about GC2 because they make me suffer: do I
> micromanage optimally and waste tons of time or do I play suboptimally and
> have fun?
Is that even really a dilemma? When you're not playing games, do you
ponder decisions like "Should I pound nails through my dick today, or eat
lunch?" >> Stay informed about: GalCiv II: yet another set of initial thoughts |
|
| Back to top |
|
 |  |
External

Since: Jan 23, 2005 Posts: 114
|
(Msg. 5) Posted: Tue Mar 07, 2006 8:55 pm
Post subject: Re: GalCiv II: yet another set of initial thoughts [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
Brian Trosko <btrosko DeleteThis @panix.com> wrote in
news:duk7rs$1qn$1@reader2.panix.com:
> alexti <QQalextiQQ DeleteThis @videotron.few.useless.chars.ca> wrote:
>> are my major complains about GC2 because they make me suffer: do I
>> micromanage optimally and waste tons of time or do I play suboptimally
>> and have fun?
>
> Is that even really a dilemma? When you're not playing games, do you
> ponder decisions like "Should I pound nails through my dick today, or
> eat lunch?"
Nope, it's like "do I do this boring thing to earn $$$ and have fun
spending them afterwards or do I have fun spending $ right now?" >> Stay informed about: GalCiv II: yet another set of initial thoughts |
|
| Back to top |
|
 |  |
External

Since: Nov 22, 2004 Posts: 28
|
(Msg. 6) Posted: Wed Mar 08, 2006 3:55 am
Post subject: Re: GalCiv II: yet another set of initial thoughts [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
bcd RemoveThis @pvv.ntnu.no (Bent C Dalager) wrote in
news:duhucr$dfh$1@orkan.itea.ntnu.no:
(he didn't write this next part
>>It's a bit galling that social production is all wasted once the tiles
>>are full. If all my planets are full then I can set the slider to zero,
>>but I often found myself with my early planets fully developed and just
>>one or two recently conquered ones needing social spend. Couldn't we
>>have some way of recycling unused social production?
>
> There was rather a large uproar about this sort of thing for
> GC1. Since the devs are very aware of the problem and repeated the
> feature for GC2 (apparantly, someone please prove me wrong), I would
> say this is never going to happen.
You can adjust the economy balance per planet somewhat by clicking on the
bullseyes. The only problem is that there's no way to say "defocus", you
can only focus. Upshot is that if you're social's full, you could focus on
military or research, but you'll be taking resources away from the one you
didn't focus on, as well as social.
It also seems to work a little oddly. For example, if I start on Earth, it
has 3 mil, 4 social, 4 research. Focusing on mil gives me 5/2/3 (2 bump to
mil, 3 down from the others). Focusing on soc gives me 1/6/3 (2 bump to
soc, 3 down from the others). However, focusing on res gives me 2/3/4 (0
bump in exchange for 2 down!) That last one doesn't seem like such a great
deal, especially since I have +10% research!
It'd be nice just to have per-planet sliders instead of the vague focus
concept. At the very least, unused social prod should get used for -
something-. I don't necessarily think it should turn straight to money,
but you should be able to apply it to military at some sort of reduced
rate. I certainly hope those shields aren't costing 1bc/per if you don't
use them!
Geo
--
George Mealer
geo*AT*snarksoft*DOT*com
"Alright, it's Saturday night...I have no date, a two-liter bottle
of Shasta, and my all-Rush mix tape. Let's rock!" -- Philip J. Fry >> Stay informed about: GalCiv II: yet another set of initial thoughts |
|
| Back to top |
|
 |  |
External

Since: Aug 28, 2005 Posts: 19
|
(Msg. 7) Posted: Wed Mar 08, 2006 5:57 am
Post subject: Re: GalCiv II: yet another set of initial thoughts [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
Hi!
> You can adjust the economy balance per planet somewhat by
> clicking on the bullseyes. The only problem is that there's no way
> to say "defocus", you can only focus.
Huh? Click it again, and you'll "defocus" it.
3 days ago I've finished the campaign, and am playing the second
sandbox game, all with full AI. So far I have two complaints.
> ... lack of production overflow and intermittent(?!) research overflow
> are my major complains about GC2 because they make me suffer: do I
> micromanage optimally and waste tons of time or do I play suboptimally and
> have fun?
THE FIRST AND THE BIGGEST ONE!!! Am I an Emperor, or a bean-counter?
With those settings (overflow military and social production gets lost,
instead carries to the next project in queue, or at least returns to
the pool), I find myself constantly MMing the spending sliders, and
even "focusing" production on individual planets. Is that a task for an
Emperor??? My task as an emperor would be to fire (or get fired upon
 those project leades, who constantly waste MY money, and to employ
those, who'd pay care.
Since that's not in the game, I'm therefore asking developers to
implement a solution, that will not waste my hardly-earned
never-enough-early money in such a bizzare way. Just calculate the
needed money to finish the production, and divert the remainder back.
With this and the project "Nothing" with price 0 you'd elliminate the
waste, LOTS of MM and lots of complaints about this issue.
The second complaint is the tech trade. It has more points:
- it seems that AI doesn't need Universal Translator to talk/trade;
- it trades extensively, regardless of "price", but
- NOT with me. In the last occassion I wanted to trade Impulse Drives
(all 4 neighbours already had, I'd need 2 turns) for level 3 range
enhancement, Soil Enhancement, and Xeno Entertainment AND Trade, to no
avail. I got pissed off, and checked the debug.err file. It seemed that
the AI traded Impulse Drive for just about any tech among themself.
- It also seemed that the Yor traded Impulse drive MANY times to the
same civ, but each time for another tech.
I can think of a few solutions to tech-trade:
1) an empire can only "absorb" a limited number of techs at per turn.
Scientists can not focus on more, so those will wait in "queue" to be
analyzed in following turns, and CAN'T be traded meanwhile.
2) every purchased tech is only avalable at the begining of next turn;
3) a tech without it's predecessors can't be used, or is much
bigger/expensiver to build, and CAN'T be traded.
What I do now is to check when one civ will research the tech I have,
and just before it will happen, I sell it to them, and to everybody
else. Now again, is that a task for an Emperor, or for some clerk in a
small office?
Anyway, the game is really nice. Some more balancing and glitch
removing, and it would be IMO very close to perfect.
BR, Iztok >> Stay informed about: GalCiv II: yet another set of initial thoughts |
|
| Back to top |
|
 |  |
External

Since: Aug 03, 2005 Posts: 493
|
(Msg. 8) Posted: Wed Mar 08, 2006 6:55 am
Post subject: Re: GalCiv II: yet another set of initial thoughts [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
George Mealer <geo.TakeThisOut@snarksoft.invalid> wrote:
>
> You can adjust the economy balance per planet somewhat by clicking on the
> bullseyes. The only problem is that there's no way to say "defocus", you
> can only focus. Upshot is that if you're social's full, you could focus on
> military or research, but you'll be taking resources away from the one you
> didn't focus on, as well as social.
>
> It also seems to work a little oddly. For example, if I start on Earth, it
> has 3 mil, 4 social, 4 research. Focusing on mil gives me 5/2/3 (2 bump to
> mil, 3 down from the others). Focusing on soc gives me 1/6/3 (2 bump to
> soc, 3 down from the others). However, focusing on res gives me 2/3/4 (0
> bump in exchange for 2 down!) That last one doesn't seem like such a great
> deal, especially since I have +10% research!
>
> It'd be nice just to have per-planet sliders instead of the vague focus
> concept.
Per-planet sliders would be micromanagement hell. There was a big
discussion about the best solution to this problem some time ago,
and most people expected the focus thing to be a nice balance between
the lack of control of the global sliders and the micromanagement hell
of individual sliders for each planet.
Ofcourse the focusing should work properly. What you're saying suggest
that there's a bug in research focusing. Losing 1 production could be
due to rounding, or could be another bug.
In retrospect, perhaps the ability to defocus or block one area instead
of focusing on it would be better, or at least a nice extra feature for
a patch.
> At the very least, unused social prod should get used for -
> something-. I don't necessarily think it should turn straight to money,
> but you should be able to apply it to military at some sort of reduced
> rate. I certainly hope those shields aren't costing 1bc/per if you don't
> use them!
So do I. I don't like unused production capacity much, but I can live
with it as long as it doesn't cost money. But if it does cost money
(I think it did in GC1, although I'm not entirely sure), that's a
serious incentive for micromanagement.
mcv.
--
"Serenity is a very personal work with political resonance and a
heartfelt message about the human condition and stuff blowing up.
'Cause let's face it, nobody cares about that 'human condition'
stuff... in fact if you notice it, try to keep it to yourself."
-- Joss Whedon on his new film >> Stay informed about: GalCiv II: yet another set of initial thoughts |
|
| Back to top |
|
 |  |
External

Since: Jan 23, 2005 Posts: 114
|
(Msg. 9) Posted: Wed Mar 08, 2006 11:55 pm
Post subject: Re: GalCiv II: yet another set of initial thoughts [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
mcv <mcvmcv.RemoveThis@xs4all.nl> wrote in
news:440eba9d$0$11061$e4fe514c@news.xs4all.nl:
> George Mealer <geo.RemoveThis@snarksoft.invalid> wrote:
>>
>> You can adjust the economy balance per planet somewhat by clicking on
>> the bullseyes. The only problem is that there's no way to say
>> "defocus", you can only focus. Upshot is that if you're social's
>> full, you could focus on military or research, but you'll be taking
>> resources away from the one you didn't focus on, as well as social.
>>
>> It also seems to work a little oddly. For example, if I start on
>> Earth, it has 3 mil, 4 social, 4 research. Focusing on mil gives me
>> 5/2/3 (2 bump to mil, 3 down from the others). Focusing on soc gives
>> me 1/6/3 (2 bump to soc, 3 down from the others). However, focusing
>> on res gives me 2/3/4 (0 bump in exchange for 2 down!) That last one
>> doesn't seem like such a great deal, especially since I have +10%
>> research!
>>
>> It'd be nice just to have per-planet sliders instead of the vague
>> focus concept.
>
> Per-planet sliders would be micromanagement hell. There was a big
> discussion about the best solution to this problem some time ago,
> and most people expected the focus thing to be a nice balance between
> the lack of control of the global sliders and the micromanagement hell
> of individual sliders for each planet.
>
> Ofcourse the focusing should work properly. What you're saying suggest
> that there's a bug in research focusing. Losing 1 production could be
> due to rounding, or could be another bug.
>
I think I've seen in the manual that there's a small penalty for using
"focus". Maybe that's where the loss is coming from.
Alex. >> Stay informed about: GalCiv II: yet another set of initial thoughts |
|
| Back to top |
|
 |  |
External

Since: Nov 22, 2004 Posts: 28
|
(Msg. 10) Posted: Thu Mar 09, 2006 3:55 am
Post subject: Re: GalCiv II: yet another set of initial thoughts [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
bcd.RemoveThis@pvv.ntnu.no (Bent C Dalager) wrote in
news:dumsv1$61p$1@orkan.itea.ntnu.no:
> That is, each category could be in one of three states: anti-focused,
> normal and focused. If you anti-focus a category, it gets only the
> minimum funding necessary to keep buildings maintained and workers
> alive
Exactly. Sorry for my lapse of coherency up there.
Geo
--
George Mealer
geo*AT*snarksoft*DOT*com
"Alright, it's Saturday night...I have no date, a two-liter bottle
of Shasta, and my all-Rush mix tape. Let's rock!" -- Philip J. Fry >> Stay informed about: GalCiv II: yet another set of initial thoughts |
|
| Back to top |
|
 |  |
External

Since: Dec 12, 2004 Posts: 558
|
(Msg. 11) Posted: Fri Mar 10, 2006 3:40 am
Post subject: Re: GalCiv II: yet another set of initial thoughts [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
iztok_bitenc DeleteThis @yahoo.com wrote:
> What I do now is to check when one civ will research the tech I have,
> and just before it will happen, I sell it to them, and to everybody
> else. Now again, is that a task for an Emperor, or for some clerk in a
> small office?
How do you check what the AI is researching??
CC >> Stay informed about: GalCiv II: yet another set of initial thoughts |
|
| Back to top |
|
 |  |
External

Since: Aug 28, 2005 Posts: 19
|
(Msg. 12) Posted: Fri Mar 10, 2006 2:12 pm
Post subject: Re: GalCiv II: yet another set of initial thoughts [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
|
|
| Back to top |
|
 |  |
| Related Topics: | GalCiv II gets 9.0 on Gamespot! - I just read the Gamespot review of GalCiv II. A 9.0. They really liked it. Everyone keeps saying this is the closest thing to a true heir to MOO2 they'e seen yet. Some people on their forums have said it's more like Alpha Centauri in space. I'm about....
GalCiv II - unbeatable ship? - Don't understand why they did this, but it seems the developers thought it would be cute to put in an unbeatable ship that appears to races randomly (likely has something to do with your luck skill). This ship is akin to getting a free mid-game Titan....
Hey guys, i found a great online games. Check it out. Its .. - This is a flyer to introduce a great online games to all of you out there who addicted to online games especially a free online games which is based on pure space strategy concept and it is very much similiar to StarTrek, StarWars, Master of Orion, etc. ...
DOSBOX..I'm in Heaven! Master of Magic is finally Installed! - Well..It's going the snow hard up here in the Boston area today & tonight. I decided to try & get Master of Magic running on the PC. Tried everything the normal Windows XP way & nothing doing. Then I D/L DOSBOX & was reading a ton of diff...
Sid Meier's Pirates Crashes after first battle! - Howdy, I've installed the patch, and running Pirates at first SEEMS to pose no problems for me. All the intro movies run, I get into the game and arrive at the first town. I leave town and cruise around and can attack another ship. The battle goes.. |
|
You can post new topics in this forum You can reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum
|
|
|
|
 |
|
|