Idea

Idea

Here's my idea for Galactic civilizations 3 bigger map I could always add more virtual memory to make my map bigger. I would like to see a veritable map based on how much memory u have more races I would like to see more I'm expecting more Instead of making super powerful and Super weake both the Ai and playable settings equal civiliqation 3 at least gave me the ability to play a 31 player game I would like to see that for galactic civilization 3 I would like to see an editor on par with its modding ability the Ai's need to be able to use their stuff no more not building on the planets I would like normal to mean normal no pluses or minuses to economy instead of cheating and adding arbitrary bonuses to Ai on harder levels A more fair option on ranbom events instead of favoring evil neutral good or evil options should be on par I would like to see a better pirate option medieval total war had spmething nice interation between leaders I would like to see that here multiple leaders for different  incorporating corperations and civics multiple path to techs great people more eaven tech trees its nice to have different techs thats nice but I want to be fair not weaker and stronger

28,533 views 21 replies
Reply #1 Top

I forgot please give me an option to shut off planet trading its annoying when players wull sell important planets

Reply #2 Top

yes, yes, yes...

 

Thousands of systems....

 

many multiplayer players.....

Game olympics on internet spanning months!!!

Huge rewards?

CoOp play with party leaders or faction leaders being players?

Reply #3 Top

I just bought the elite edition it won't let me even download was this supposed to do anything

Reply #4 Top

Actually, being able to see the planets and ships you'd trade would be awesome. Too many of each and it's hard as hell to keep 'em all straight.

Reply #5 Top

Hey michaelwhittaker. you might have figured this out by now, but just to let you know what you actually just payed for was the Elite Founder package. It means that you only pre-ordered the game. For the moment you can only download 4 wallpapers and the fan site packet clicking on the game tab on the top of the site. The earliest access you will gain to the game will be the Alpha Access, hopefully in e few Months or so. :thumbsup:

Reply #6 Top

A more fair option on ranbom events instead of favoring evil neutral good or evil options

I agree, nearly every moral choice in game favored evil races usually providing soldiering bonus's moral bonus's or cash

while neutral choices tended to have a lesser buff and cash cost , and good choices tended to have no benefit but a massive cost

I'm not saying they should all balance out but there should be some choices that benefit good aligned players and some choices that penalize you for going outside your races ethical alignment

Reply #7 Top

Quoting chuck1es, reply 4

Actually, being able to see the planets and ships you'd trade would be awesome. Too many of each and it's hard as hell to keep 'em all straight.

I would like to see as many planets as possible I can't see any of them anyways. I would at least like to see all the Techs keep up with my expansion anyways. I guess we can agree to disagree. Thats why u have different sizes of maps anyways, so u don't have to pick the really big map option.

Reply #8 Top

Quoting KocZkaZ, reply 5

Hey michaelwhittaker. you might have figured this out by now, but just to let you know what you actually just payed for was the Elite Founder package. It means that you only pre-ordered the game. For the moment you can only download 4 wallpapers and the fan site packet clicking on the game tab on the top of the site. The earliest access you will gain to the game will be the Alpha Access, hopefully in e few Months or so.

How do I get the 4 wallpapers and the fan site packet

Reply #10 Top

Thanks the ship looks really nice.

Reply #11 Top

Quoting michaelwhittaker, reply 7

Quoting chuck1es, reply 4
Actually, being able to see the planets and ships you'd trade would be awesome. Too many of each and it's hard as hell to keep 'em all straight.

I would like to see as many planets as possible I can't see any of them anyways. I would at least like to see all the Techs keep up with my expansion anyways. I guess we can agree to disagree. Thats why u have different sizes of maps anyways, so u don't have to pick the really big map option.

I'm speaking of within the trade/diplomacy UI. To be able to see and possibly peruse the objects being talked about.

Not about the map size/quality. Personally, I love huge maps. The less, overall, I can see the better.

Reply #12 Top

I believe (I might be wrong) that the change to x64 engine will allow the map size to be significantly larger, because the game can now use more RAM.

Reply #13 Top

The only thing more Ram will do is to reduce the paging rate. The game may check on the amount of Ram available and use that as a throttle for map size (and perhaps graphics quality settings) but almost no app references Ram directly (and most that do does so as sparingly as it can). It gets at it through tables that the OS sets up and maintains.

Also, the Ram available is shared between the OS and the running apps.

Reply #14 Top

I am sorry, I just think that something of that scale would cost them a shit ton of money, I don't feel like paying 5 dollars a week to cover their sever cost, which means they would probably go bankrupt for people who just want single player

 

Reply #15 Top

Then again, maybe the can remove the limits of how big the universe can be, like lets say you put in 1000X1000 squares on a supercomputer and invite 30+ players to the game. Then again it would be too much of a inconvenience for someone to run something that long unless they have dedicated servers.

Reply #16 Top

Quoting Lucky, reply 13

The only thing more Ram will do is to reduce the paging rate. The game may check on the amount of Ram available and use that as a throttle for map size (and perhaps graphics quality settings) but almost no app references Ram directly (and most that do does so as sparingly as it can). It gets at it through tables that the OS sets up and maintains.

Also, the Ram available is shared between the OS and the running apps.

C is the only high level language that uses an assembler. An assembler converts code to Binary; giving u the ability to change the way the program does things. Every other high level language is dependent on the operating system for control of operations. If u are right then u r saying most game out there relies on the operating system to tell it how much memory to use. but how.

My question is how come maintenance programs and windows check your system configuration when u install them.

Reply #17 Top

Michaelwhittaker, this is getting too far afield from what I understand to be the purpose of this forum, but let me try to answer your questions in minimum terms, so as to redirect discussion here to what this forum is for (and my apologies to all for being so nit-picky about the difference between Ram (to which the game will only have indirect access, through the OS), virtual memory (which is mapped by the OS to Ram and Swap file space, and is what the OS gives the game for its code and data) and the amount of Ram on the system (the value of which the game can ask of the OS, and may use for special things, like deciding not to run, or limiting map sizes, or other such start of game decisions).

Maintenance and test programs are specially privileged programs that get permission from the OS to perform their functions. Since we are dealing with a game we do not need to be concerned about privileged programs or how they get their privileges.

Windows is an OS, (so is Linux, and Apple's MAC, and Android, ...) and must know about, and keep track, of all the resources available on the system. Games must ask the OS for access to (not control of) these resources. (Your "system configuration" is a file where your OS recorded what resources your OS found on your PC and what you told the OS about how you wanted to use those resources.)

Each program runs in its own address space. Address space sizes can differ between machine types. The business machines I coded for were limited to 31 bit address spaces (their size was increased after I retired), which meant programs were  designed for execution in address spaces limited to 31 bit addressing, theoretically 2G of virtual memory (less what the OS had to have in each address space). A program could repetitively  ask the OS to map as much virtual memory as it wanted and the OS would return the address of the space it allocated to the request. When the address space was exhausted, the OS would reply to the request with an error code. I won't go into the risks this entails, but those risks are up to the program to manage.

The end object of all compilers and assemblers is object code (more descriptively and perhaps archaically called machine code) which is stored for later, and potentially repetitive, execution. (Interpretive languages are another can of worms.) A designer of a compiler can choose whether an internal or external assembler is to be used, or convert the input directly into machine code. The compiler language does not dictate this choice. Historically (again, perhaps archaically) the creation of an assembler listing was very valuable to the programmer in debugging. These days programmers that understand assembler code, or even machine code, are rare, so if a compiler is capable of producing an assembler listing, it is only there as an option.

I think we should take the rest of this off line, if you wish to discuss any more of it.

 

 

Reply #18 Top

Another way to look at it is, sometimes it is better to throw away code than it is to fix it. GalCiv 2 is designed to work on Direct X 9, Windows XP, and is 32 bit. In addition to that, much of what the game does is hard coded -- there is no way to mod starports because the game literally looks for a planet improvement that is called "starport" when determining which planets can build starships, not look for planet improvements that have some sort of ability that grants starship construction to planets. Further more, the game is designed to compile on an old microsoft C++ compiler that doesn't run on Windows 7, and they had difficulty making the game compile on a XP machine run before they stopped updating GalCiv 2, so it would be even more work as they would need to make the code compile on a modern compiler.

Long story short, it would be a hellish chore to reuse most of the GalCiv 2 code. It would be less trouble to start from scratch, remembering what was good and bad about GalCiv 2 as they programed, than it would be to figure out choice bits that were reusable.

Reply #19 Top

As a retired programmer, I would have to say that the hardest part of converting GC2 into GC3 would be the change in addressing mode. Been there (x24 to x31), done that, wish I had done a complete rewrite.

Kudos to SD for making the hard choice.

Reply #20 Top

Quoting Lucky, reply 17

Michaelwhittaker, this is getting too far afield from what I understand to be the purpose of this forum, but let me try to answer your questions in minimum terms, so as to redirect discussion here to what this forum is for (and my apologies to all for being so nit-picky about the difference between Ram (to which the game will only have indirect access, through the OS), virtual memory (which is mapped by the OS to Ram and Swap file space, and is what the OS gives the game for its code and data) and the amount of Ram on the system (the value of which the game can ask of the OS, and may use for special things, like deciding not to run, or limiting map sizes, or other such start of game decisions).

Maintenance and test programs are specially privileged programs that get permission from the OS to perform their functions. Since we are dealing with a game we do not need to be concerned about privileged programs or how they get their privileges.

Windows is an OS, (so is Linux, and Apple's MAC, and Android, ...) and must know about, and keep track, of all the resources available on the system. Games must ask the OS for access to (not control of) these resources. (Your "system configuration" is a file where your OS recorded what resources your OS found on your PC and what you told the OS about how you wanted to use those resources.)

Each program runs in its own address space. Address space sizes can differ between machine types. The business machines I coded for were limited to 31 bit address spaces (their size was increased after I retired), which meant programs were  designed for execution in address spaces limited to 31 bit addressing, theoretically 2G of virtual memory (less what the OS had to have in each address space). A program could repetitively  ask the OS to map as much virtual memory as it wanted and the OS would return the address of the space it allocated to the request. When the address space was exhausted, the OS would reply to the request with an error code. I won't go into the risks this entails, but those risks are up to the program to manage.

The end object of all compilers and assemblers is object code (more descriptively and perhaps archaically called machine code) which is stored for later, and potentially repetitive, execution. (Interpretive languages are another can of worms.) A designer of a compiler can choose whether an internal or external assembler is to be used, or convert the input directly into machine code. The compiler language does not dictate this choice. Historically (again, perhaps archaically) the creation of an assembler listing was very valuable to the programmer in debugging. These days programmers that understand assembler code, or even machine code, are rare, so if a compiler is capable of producing an assembler listing, it is only there as an option.

I think we should take the rest of this off line, if you wish to discuss any more of it. I do have a facebook page if u want I can't friend right now, but u can friend me.

 

 

I'm game how do we do that.

Reply #21 Top

Quoting michaelwhittaker, reply 20
I'm game how do we do that.

Since this is the first time I have tried to use the private messaging service on this forum, this may not be the best way to do this. It may not even work the way I am trying to do it. But let's give it a go and see what happens.

Left click on my avatar, then click "private message Lucky Jack". You will find a droplist titled "go to folder". In the droplist you will see three self explanatory folders. My first private note to you should be in the "inbox" folder.