Are you guys using a dark mode with white text? immensely long empty pages until i highlight :P
bradzoob
This is interesting, i remember playing Barren Realms Elite with 24 hour turns on my BBS's back in the day and at midnight everyone would try to login to my bbs at once to smash the enemy before the other guys got in to use their strategy. good times. So the idea of limited "actions" is kinda cool, to suit the game setup and time to play available.
This sent my workstation into bonkers mode with start being blank, taskbar intermittently blank, desktop windows sort of phasing in and out with parts drawing and other parts not, a serious issue, i thought i'd been hacked :P Had to manually remove it then reinstall 2.0. Win1164Pro
omg i only had to disable "Enhance taskbar" and re-enable it and my hover issues went away. Now its just normal hover preview behaviour, not "sticky hover behaviour that lasts forever and ever". Now it acts according to the registry hack for delay i made as well, NICE. Easy Peasy woo!
[quote who="Sonyaa" reply="17" id="3916676"] I have the latest version of Start11 and Windows 11. The taskbar preview is driving me nuts. If Stardock can't fix it, I'm going to have to stop using it. Is this going to be fixed? [/quote] Me too, but not sure i can survive without Start11, nor with these previews driving me crazy, the slightest hint of a cursor travelling toward them and BAM they cover all other options in the vicinity until you slide over
Love it, update went smoothly and ooooer website to start menu, nice. Hoping we can get labels for Pinned folders soon, otherwise they just look like an army of cheeses marching off somewhere inscrutable :P Thanks!
Just bought this, good job, but I've tried multiple paths but i can't find a way to customize how the Taskbar Pins are shown, the folders (3 yellow folders in pic below) are just generic and don't have a label and they don't show an alt text when hovering over them either, so i don't know what these are until i click them, are we able to alter how they are displayed, like include a text label defaulting to the name of the folder we used. I wear multiple hats and since win7 i've been hacking i
Win12 will be SaaS, you're not fixing those bugs with local s/ware because it'll interrupt the design MS has in mind for 2024+ which is to move everything inhouse, remove functionality sprawl and convert support into an in-house support team as a Managed Service Provider. Everyone should be writing s/ware for Linux at this point because any s/ware house relying upon MS shortcomings in locally installed features for revenue is going to see a sharp decline in users needing those services.
lol im an idiot, files were opening in my other window, screen was off lol.
Dorsai won't work, throws errors, can't fix it via mod manager as there's no "check for update" function i could see and on the mod page none of the links work. Does the Mod Manager update itself? https://www.galciv4.com/mods/manager << Dorsai 2.2 update here doesn't respond when you try to click the green button (was logged in with active session). The only way i could get 2.2 to work was by disabling modding
The post i made 15 months prior, above, could probably be saved by adding "Def" to the end of that, but without knowing that you may as well have no information at all.
Trial and horror and finally made this make sense. Here's an example of how you modify only a single item, in this case 2 single items, without using an entire XML file and basically blocking updates from the game. For some insane reason you won't find a reference to this _anywhere_, i'm not sure why. ~\Documents\My Games\GalCiv4\Mods\ \Data\Gameplay\ModDefsList.xml Had some problems with this due to throwing errors numerous times, it's not as fluid
mods work, but i don't know how to make proper overrides, so your xml files are basically a static game def and an update won't include any of the changes from their end. Still waiting on instructions for that to work, or even an example.
That was painless as heck and i'm just as happy as a clam yeehaw :)
is it tho? is it DLC? sounds like, and literally cited as in the months since, a replacement of the unquestionably incomplete gc4 that i swear we already bought and are being asked to buy again. lol. Sigh, you shady devils are lucky we know how rare and precious 4x like galciv is. :P I mean it's fairly obvious 4x is an EOL genre, i'm just happy one of the pioneer companies is still doing it, though I'd recommend being real careful with the AI, there's a lot of fire and sparks up in the
yeah, i mean i found my way to mod gc4 to my liking but it takes time and i have no idea how to make it stick so that it would just integrate my changes, which was a pain, so i went back to playing 3 since gc4 without modding was painful for me to play. Found a gc3 mod that overhauls immense maps perfectly. Since it's just XML modding maybe it could be done by a recursive data editor instead of by hand. Any tools you can recommend?
been playing a big gc3 game and man i miss the crazy good graphics of 4.
The videos are a huge fidelity uptick from previous galcivs, somebody has been playing with UE a bit i reckon. :P they're very gorgeous.
I love this post so much, more of this. I love the partitioning of maps, i know it seems like a simple choice but man if you're huge into 4X this is a massive change, for my conquer-driven brain it helps break up the conquest wonderfully, except for one problem; the implementation. Clusters should have names, like cmon, obviously. :P due to the pacing of the game when unmodded it takes me 2 weeks play time to get from one corner to the other so i need a way of knowing what
this will no doubt go down like a lead balloon. The release description is very obviously truth averse lol.
Is this an update to GalCiv 4 or a DLC or a completely different game? It feel almost intentionally ambiguous.
lol was hoping this might actually be some documentation for modding, my lord.
Yeah it'll be something Derek has to implement in the source code. :)
ooh i like that tech idea, i've been playing with that one in my head for a while. Creating a sort of meta properties for techs so they can automatically be associated in a network for adjacency and using simple cyclical graph distance to calculate distance to techs you've already researched. I suppose the one armed bandit approach to extraneous techs would work as an additional zinger too, techs that are just boost techs or esoteric bonuses that appear once a combo of intentionally researche
Maybe i'll get a printer, then i can screencap the clusters, print them off and just have a map with marked clusters with pet names :P