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ventrion
Cadet
Joined: 29 Apr 2007, 01:00 Posts: 56
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thats an interesting feature(about forcing the keys like that, didnt think something like that was there, and most of the documentation i read on XML is very hard to understand ... W3C has never been good at writing explanations.
yea, VS is validating it now that I have the schema defined correctly in the XML to begin with lol
BUT ... i think instead of forcing categories(which is quite different from what I want) I think I have an idea that I can implement. I'll post the results once i've finished it up
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10 May 2007, 01:44 |
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mstrobel
Chief Software Engineer
Joined: 11 Aug 2005, 01:00 Posts: 2688
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My mistake, I thought you said you wanted several categories with concurrent research going on like in MoO2... oh well, I look forward to seeing what you come up with.
_________________ Lead Developer of Star Trek: Supremacy 253,658 lines of code and counting...
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10 May 2007, 01:51 |
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ventrion
Cadet
Joined: 29 Apr 2007, 01:00 Posts: 56
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I do and don't ... the research tree is going to feel more like Pax impera/Civ2. I will be using categories in a manner, mainly for filtering, by each item can have multiple categories, but will always have 1. The validation that you showed me though is exactly what i need to do, forces the document to constrain to a very specific format(which is what will be needed for simpler parsing).
My big problem at this point with it would be referencing an item in ANOTHER XML sheet .. specifically for building dependencies. I want an item to be able to be dependent on a structure, but i don't want to have to make one huge XML sheet to do it. I should also note that each race will have two of these to check, there will be a 'general' structure, module, and tech lists(every race will have these unless its been overridden by the race specs) and their specific trees. I will be coming up with a way to override certain elements as well (similar to function overrides) so that a race can use the basic trees but modify them according to their own needs(may just have a full override where the race's sheets match the generic ones with modifications that are needed, haven't worked on this yet).
But right now im working on just getting the base structure of the documents made, then complete an editor for them, that way creation/modification will be simple and i can then focus on the game implementation. But i need this part done so I can formulate certain things for the game to base things on.
i hope that made sense ... sometimes I ramble on and don't really think through what im saying.
Oh and if you are unfamliar with Pax Impera let me know, I can get some screen shots of the tech screens so you understand what im trying to show.
**EDIT**
scratch that, heres a better look of what i want it to look like. this is from MoO3(which i personally detest, poor game) but this is one part of the game that caught my interest.
http://www.optisch-edel.de/fo/screenshots/research.jpg
Pax impera looked different, but it had a style thats lacking in a lot of games. and by that i mean that everything you did felt natural. you were never unsure of what you were doing, and the only part of the game that i didn't like was the colony control(sure you could arrange a build queue .... but it never worked right  )
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10 May 2007, 03:50 |
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mstrobel
Chief Software Engineer
Joined: 11 Aug 2005, 01:00 Posts: 2688
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Actually, that screenshot is from FreeOrion, the game I told you about earlier in this thread. See, I thought you'd find it interesting  . The XML schema I provided would let you do the same thing. In FreeOrion, every tech belongs to a single category, but it may have prerequisites in several categories.
_________________ Lead Developer of Star Trek: Supremacy 253,658 lines of code and counting...
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10 May 2007, 04:58 |
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ventrion
Cadet
Joined: 29 Apr 2007, 01:00 Posts: 56
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der ... right image wrong game LOL ... yea ... MoO3 ... ugly
yes, the only thing is that i will need multiple categories for each tech(some will be more than one)
for instance take the Bio-Electric computers example ... it would be under BOTH Biology AND Computers ...
im still not sure if i can get my schema to validate fields in a different XML file for building related dependencies, but i know i can program this in with no problems, i just would like a parser to be able to handle it as well ... im still reading up on XML to understand it and how it correlates with C# ... (I love csharp corner, so helpful sometimes)
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10 May 2007, 06:32 |
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ventrion
Cadet
Joined: 29 Apr 2007, 01:00 Posts: 56
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ok ... what on earth is NCName referencing ... i cant figure this out....
Also ... even with maxOccurs="unbounded" it wont let me have multiple items being validated in the same sequence ... is there a trick to do this?
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10 May 2007, 09:34 |
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mstrobel
Chief Software Engineer
Joined: 11 Aug 2005, 01:00 Posts: 2688
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An NCName is a non-colonized name. It's basically a string with no spaces or colons. It's a good type to use for a key. It will probably only validate up until it reaches the first invalid item in the sequence and then stop.
CodeProject is also a great C# resource.
_________________ Lead Developer of Star Trek: Supremacy 253,658 lines of code and counting...
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10 May 2007, 14:23 |
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ventrion
Cadet
Joined: 29 Apr 2007, 01:00 Posts: 56
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well that explains why that works ... and no, it wasnt validating anything except tags being closed, I fixed it though, figured out where it went wrong ... now to figure out how to make it let me have multiple tags of the same type ... keep getting the message '<tag name> is expecting at most one value'
**EDIT**
let me clarify by example
Valid:
Code: <TechCategories> <TechCategory>Basic_Engineering</TechCategory> </TechCategories> <TechCategories> <TechCategory>Computers</TechCategory> </TechCategories>
Invalid Code: <TechCategories> <TechCategory>Basic_Engineering</TechCategory> <TechCategory>Computers</TechCategory> </TechCategories>
both techcategory and techcategories are set to maxOccurs="unbounded" ... am i missing something somewhere, or is it that the key referrence is where the problem comes in?
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10 May 2007, 21:51 |
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mstrobel
Chief Software Engineer
Joined: 11 Aug 2005, 01:00 Posts: 2688
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I'd have to see your schema, but I would guess that you forgot to define the <TechCategory> element within a <Sequence> element. The relevant part of your schema definition should look like this: Code: <xs:element name="TechCategories"> <xs:complexType> <xs:sequence> <xs:element name="TechCategory" type="xs:NCName" minOccurs="1" maxOccurs="unbounded"/> </xs:sequence> </xs:complexType> </xs:element>
_________________ Lead Developer of Star Trek: Supremacy 253,658 lines of code and counting...
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11 May 2007, 00:51 |
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ventrion
Cadet
Joined: 29 Apr 2007, 01:00 Posts: 56
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mstrobel wrote: I'd have to see your schema, but I would guess that you forgot to define the <TechCategory> element within a <Sequence> element. The relevant part of your schema definition should look like this: Code: <xs:element name="TechCategories"> <xs:complexType> <xs:sequence> <xs:element name="TechCategory" type="xs:NCName" minOccurs="1" maxOccurs="unbounded"/> </xs:sequence> </xs:complexType> </xs:element> and here is my code ... *sighs* Code: <xs:element name="TechCategories"> <xs:complexType> <xs:sequence> <xs:element name="TechCategory" type="xs:NCName" minOccurs="0" maxOccurs="unbounded" /> </xs:sequence> </xs:complexType>
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11 May 2007, 09:33 |
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mstrobel
Chief Software Engineer
Joined: 11 Aug 2005, 01:00 Posts: 2688
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*shrug* 
_________________ Lead Developer of Star Trek: Supremacy 253,658 lines of code and counting...
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11 May 2007, 15:28 |
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Matress_of_evil
Evil Romulan Overlord of Evil - Now 100% Faster!
Joined: 02 Dec 2004, 01:00 Posts: 7392 Location: Returned to the previous place.
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I can see the difference! This bit:
...is missing. Did I fix my first bit of code? 
_________________"Anyone without a sense of humour is truly at the mercy of the rest of us."  
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11 May 2007, 20:23 |
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ventrion
Cadet
Joined: 29 Apr 2007, 01:00 Posts: 56
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lol @ Moe ... no i forgot to copy that line, but its there
actually, i missed more than one line ...
let me include the key ref too, maybe its something in that
Code: <xs:element name="TechCategories" minOccurs="0" maxOccurs="unbounded"> <xs:complexType> <xs:sequence> <xs:element name="TechCategory" type="xs:NCName" minOccurs="0" maxOccurs="unbounded" /> </xs:sequence> </xs:complexType> <xs:keyref name="CategoryTechCategories" refer="CategoryKey"> <xs:selector xpath="." /> <xs:field xpath="mstns:TechCategory" /> </xs:keyref> </xs:element>
was just looking it over ... the only difference is the minOccurs ... just tried changing that, no help though ... this is weird, even WC3 says this should work ...
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11 May 2007, 23:30 |
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mstrobel
Chief Software Engineer
Joined: 11 Aug 2005, 01:00 Posts: 2688
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Yeah, unless you accidentally declared TechCategories twice or something, i should work as-is... oh, and I would suggest keeping minOccurs="1" for for the TechCategory element, as each Tech should belong to at least one category.
If you want to post the whole schema, I can help you troubleshoot it. I've spent a lot of time in schema hell, so I've learned a few things  .
_________________ Lead Developer of Star Trek: Supremacy 253,658 lines of code and counting...
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12 May 2007, 00:02 |
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ventrion
Cadet
Joined: 29 Apr 2007, 01:00 Posts: 56
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see and thats what i originally thought, that the two fields which I had named the same were conflicting, so I changed the one to a different name and it didn't fix it ... im so at a loss here ...
Code: <?xml version="1.0" encoding="utf-8"?> <xs:schema id="SchemaTest" targetNamespace="GameName:SchemaTest.xsd" elementFormDefault="qualified" xmlns="GameName:SchemaTest.xsd" xmlns:mstns="GameName:SchemaTest.xsd" xmlns:xs="http://www.w3.org/2001/XMLSchema"> <xs:simpleType name="TechType"> <xs:restriction base="xs:NCName"> <xs:enumeration value="Prototype" /> <xs:enumeration value="Application" /> <xs:enumeration value="Theory" /> </xs:restriction> </xs:simpleType> <xs:complexType name="Category"> <xs:sequence> <xs:sequence> <xs:element name="Name" type="xs:normalizedString" /> <xs:element name="Description" type="xs:normalizedString" /> <xs:element name="Image" type="xs:normalizedString" /> </xs:sequence> </xs:sequence> <xs:attribute name="Key" type="xs:NCName" /> </xs:complexType> <xs:complexType name="Tech"> <xs:sequence> <xs:sequence> <xs:element name="Name" type="xs:normalizedString" /> <xs:element name="Description" type="xs:normalizedString" /> <xs:element name="TechType" type="TechType" /> <xs:element name="Image" type="xs:normalizedString" /> <xs:element name="TechCategories" minOccurs="0" maxOccurs="unbounded"> <xs:complexType> <xs:sequence> <xs:element name="TechCategory" type="xs:NCName" minOccurs="0" maxOccurs="unbounded" /> </xs:sequence> </xs:complexType> <xs:keyref name="CategoryTechCategories" refer="CategoryKey"> <xs:selector xpath="." /> <xs:field xpath="mstns:TechCategory" /> </xs:keyref> </xs:element> <xs:element name="Prerequisites" minOccurs="0"> <xs:complexType> <xs:sequence> <xs:element name="Prerequisite" type="xs:NCName" /> </xs:sequence> </xs:complexType> <xs:keyref name="TechPrerequisite" refer="TechPrereqRef"> <xs:selector xpath="." /> <xs:field xpath="mstns:Prerequisite" /> </xs:keyref> </xs:element> <xs:element name="Dependencies" minOccurs="0"> <xs:complexType> <xs:sequence> <xs:element name="Dependency" type="xs:NCName" /> </xs:sequence> </xs:complexType> </xs:element> </xs:sequence> </xs:sequence> <xs:attribute name="Key" type="xs:NCName" /> </xs:complexType> <xs:element name="TechTree"> <xs:complexType> <xs:sequence> <xs:element name="Categories"> <xs:complexType> <xs:sequence> <xs:element name="Category" type="Category" maxOccurs="unbounded" /> </xs:sequence> </xs:complexType> </xs:element> <xs:element name="Techs"> <xs:complexType> <xs:sequence> <xs:element name="Tech" type="Tech" maxOccurs="unbounded" /> </xs:sequence> </xs:complexType> </xs:element> </xs:sequence> </xs:complexType> <xs:key name="TechPrereqRef"> <xs:selector xpath=".//mstns:Tech" /> <xs:field xpath="@Key" /> </xs:key> <xs:key name="CategoryKey"> <xs:selector xpath=".//mstns:Category" /> <xs:field xpath="@Key" /> </xs:key> </xs:element> </xs:schema>
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12 May 2007, 00:47 |
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mstrobel
Chief Software Engineer
Joined: 11 Aug 2005, 01:00 Posts: 2688
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hmmm... well, your schema looks fine. It seems that there must be a one-to-one correspondence. It makes sense when you think about it. One row in a database wouldn't have more than one set of the same keys. So I guess you'll have to do your validation manually when you load the tech tree  .
_________________ Lead Developer of Star Trek: Supremacy 253,658 lines of code and counting...
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12 May 2007, 01:17 |
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ventrion
Cadet
Joined: 29 Apr 2007, 01:00 Posts: 56
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Ok ... here comes the REAL mind blower ... i just created a sample validation tool ... it says the file is fine, verified against the schema ... IE also reports no problems loading the XML, apparently either VS is the only thing that has a problem with it, or the others arent really validating ... imma see if I can make this a one to many validation though, it should work...
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12 May 2007, 01:29 |
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mstrobel
Chief Software Engineer
Joined: 11 Aug 2005, 01:00 Posts: 2688
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Have you tested your validator against a document known to be invalid, to make sure it's working? Your XML validator should look something like this:
Code: static void ValidateXml(XmlDocument document) { XmlSchemaSet schemas = new XmlSchemaSet(); schemas.Add("GameName:SchemaTest.xsd", "SchemaTest.xsd"); // add all the schemas used by your game foreach (XmlSchema schema in schemas.Schemas()) { document.Schemas.Add(schema); } document.Validate((ValidationEventHandler)ValidateXmlCallback); }
static void ValidateXmlCallback(object sender, ValidationEventArgs e) { // handle errors } The XmlSchemaSet.Add(string, string) method takes in the XML namespace declaration as defined by the "localNamespace" attribute on root element of your schema file for the first parameter, and the filename as the second parameter.
_________________ Lead Developer of Star Trek: Supremacy 253,658 lines of code and counting...
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12 May 2007, 01:34 |
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ventrion
Cadet
Joined: 29 Apr 2007, 01:00 Posts: 56
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thats exactly what i did ... it didnt pass any errors ... though it didn't do every thing I told it either ...
I think I have the problem solved, take a look at this :
Code: <?xml version="1.0" encoding="utf-8"?> <xs:schema id="SchemaTest" targetNamespace="GameName:SchemaTest.xsd" elementFormDefault="qualified" xmlns="GameName:SchemaTest.xsd" xmlns:mstns="GameName:SchemaTest.xsd" xmlns:xs="http://www.w3.org/2001/XMLSchema"> <xs:simpleType name="TechType"> <xs:restriction base="xs:NCName"> <xs:enumeration value="Prototype" /> <xs:enumeration value="Application" /> <xs:enumeration value="Theory" /> </xs:restriction> </xs:simpleType> <xs:complexType name="Category"> <xs:sequence> <xs:sequence> <xs:element name="Name" type="xs:normalizedString" /> <xs:element name="Description" type="xs:normalizedString" /> <xs:element name="Image" type="xs:normalizedString" /> </xs:sequence> </xs:sequence> <xs:attribute name="Key" type="xs:NCName" /> </xs:complexType> <xs:complexType name="Tech"> <xs:sequence> <xs:sequence> <xs:element name="Name" type="xs:normalizedString" /> <xs:element name="Description" type="xs:normalizedString" /> <xs:element name="TechType" type="TechType" /> <xs:element name="Image" type="xs:normalizedString" /> <xs:element name="TechCategories" minOccurs="1" maxOccurs="unbounded"> <xs:complexType> <xs:sequence> <xs:element name="TechCategory" type="TechCategory" minOccurs="1" maxOccurs="unbounded" > <xs:keyref name="CategoryTechCategories" refer="CategoryKey"> <xs:selector xpath="." /> <xs:field xpath="." /> </xs:keyref> </xs:element> </xs:sequence> </xs:complexType> </xs:element> <xs:element name="Prerequisites" minOccurs="0"> <xs:complexType> <xs:sequence> <xs:element name="Prerequisite" type="xs:NCName" /> </xs:sequence> </xs:complexType> <xs:keyref name="TechPrerequisite" refer="TechPrereqRef"> <xs:selector xpath="." /> <xs:field xpath="mstns:Prerequisite" /> </xs:keyref> </xs:element> <xs:element name="Dependencies" minOccurs="0"> <xs:complexType> <xs:sequence> <xs:element name="Dependency" type="xs:NCName" /> </xs:sequence> </xs:complexType> </xs:element> </xs:sequence> </xs:sequence> <xs:attribute name="Key" type="xs:NCName" /> </xs:complexType> <xs:element name="TechTree"> <xs:complexType> <xs:sequence> <xs:element name="Categories"> <xs:complexType> <xs:sequence> <xs:element name="Category" type="Category" maxOccurs="unbounded" /> </xs:sequence> </xs:complexType> </xs:element> <xs:element name="Techs"> <xs:complexType> <xs:sequence> <xs:element name="Tech" type="Tech" maxOccurs="unbounded" /> </xs:sequence> </xs:complexType> </xs:element> </xs:sequence> </xs:complexType> <xs:key name="TechPrereqRef"> <xs:selector xpath=".//mstns:Tech" /> <xs:field xpath="@Key" /> </xs:key> <xs:key name="CategoryKey"> <xs:selector xpath=".//mstns:Category" /> <xs:field xpath="@Key" /> </xs:key> </xs:element> <xs:complexType name="TechCategory"> <xs:simpleContent> <xs:extension base="xs:string" /> </xs:simpleContent> </xs:complexType> </xs:schema>
its validating properly in VS, is not giving me errors with any of the parsers/validators/etc .... so at this point i'd just need to alter the prereqs and dependencies in a similar fashion to allow for what im doing, then name everything a bit better, possibly make some more adjustments to make it cleaner and read better.
**Edit**
Just verified I was using the same type of validation and I was, i even modified the code to handle the errors a bit better, its returning nothing error wise, so all is good, just did a code step through never returned an error, loaded all files correctly, issues never came up ... so it appears good.
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12 May 2007, 02:04 |
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mstrobel
Chief Software Engineer
Joined: 11 Aug 2005, 01:00 Posts: 2688
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Well, that seems to work just fine. Nicely done  . Not sure why I didn't think of that, but then if I had a nickel for every time I did something stupid, I'd be a very rich man  .
_________________ Lead Developer of Star Trek: Supremacy 253,658 lines of code and counting...
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12 May 2007, 06:13 |
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ventrion
Cadet
Joined: 29 Apr 2007, 01:00 Posts: 56
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or a penny even ... j/k
now to figure out linking so that it will validate against another XML sheet for key data ...
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12 May 2007, 08:02 |
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mstrobel
Chief Software Engineer
Joined: 11 Aug 2005, 01:00 Posts: 2688
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Unfortunately, I don't think keys can be referenced across documents, but I'd love to be proven wrong on this, so please post the solution if you figure it out  .
_________________ Lead Developer of Star Trek: Supremacy 253,658 lines of code and counting...
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12 May 2007, 18:13 |
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cdrwolfe
Combat Engineer
Joined: 18 Jul 2005, 01:00 Posts: 1001
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On a similar note,. I've dabbled at some C# this weekend, and besides trudging through and slowly converting some of my C++ work into C#, i've been thinking i might give the apps a go, maybe get a simple program to display X,Y coordinates on a grid when prompted with input data etc.
Do either of you know of some good tutorial sites for the apps part of C#?
Regards Wolfe
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12 May 2007, 20:41 |
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mstrobel
Chief Software Engineer
Joined: 11 Aug 2005, 01:00 Posts: 2688
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www.codeproject.com, msdn.microsoft.com... I don't really feel the need to go anywhere else. Also, I can recommend this book--it's an excellent guide to both the C# language and overall .NET development.
_________________ Lead Developer of Star Trek: Supremacy 253,658 lines of code and counting...
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12 May 2007, 21:28 |
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ventrion
Cadet
Joined: 29 Apr 2007, 01:00 Posts: 56
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hmm ... i will have to check it out ... I have a copy of .net game programming in c# by Alexandre Lobao and its a pretty good guide where DX is concerned, and general game development, but its bad in regards to learning C#(to be expected) and of course I have the C# Primer from O'Riely ... great book, taught me a lot about C# and programming in general.
One thing that came to mind while putting together a rough draft of turn calculations(eg when the turn button is pressed) and something i never really thought about when playing BOTF or numerous other games ... how do you decide who gets to colonize a system when there is more than one colony ship attempting to colonize said system?
I thought of a number of different solutions, im just not sure whats best. First would be who got to the system first(kinda stupid IMO)
who has the highest tech level(overall weighting kinda thing)
or a surface struggle between colonies(I kinda like this idea, the two fledging colonies battle it out for the resources, strongest prevails.)
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13 May 2007, 02:22 |
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mstrobel
Chief Software Engineer
Joined: 11 Aug 2005, 01:00 Posts: 2688
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If the colony ships have armaments, it would be a non-issue, because they would fight, and the survivor would get to colonize the system. Otherwise, I would just do first-come, first-served.
_________________ Lead Developer of Star Trek: Supremacy 253,658 lines of code and counting...
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13 May 2007, 05:22 |
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ventrion
Cadet
Joined: 29 Apr 2007, 01:00 Posts: 56
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well i kinda like the armaments idea ... protect your colony ships or arm them, just in case muhaha
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13 May 2007, 11:49 |
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Matress_of_evil
Evil Romulan Overlord of Evil - Now 100% Faster!
Joined: 02 Dec 2004, 01:00 Posts: 7392 Location: Returned to the previous place.
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In BOTF2, the early Colony ships won't be armed - but the later ships - such as the Federation Quebec Class Colony Ship III - will be lightly armed. Obviously there are exceptions to this rule such as the Klingon non-combats and some of the minor race ships as well.
The Database (Click The "Ship Stat Balancing" Link On The Left)
This is a point that will need to be considered in BOTF2 though. How will "combat" be handled if neither ship is armed and neither ship is escorted? Will the ships have to flee, ram each other into oblivion, or will they simply stare at each other until their fuel runs out? 
_________________"Anyone without a sense of humour is truly at the mercy of the rest of us."  
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13 May 2007, 12:51 |
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cdrwolfe
Combat Engineer
Joined: 18 Jul 2005, 01:00 Posts: 1001
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MOO2 had the simple, two colony ships meant no colonization, so one of you had to quickly get a ship there to scare the other off.
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13 May 2007, 13:24 |
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ventrion
Cadet
Joined: 29 Apr 2007, 01:00 Posts: 56
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Matress_of_evil wrote: In BOTF2, the early Colony ships won't be armed - but the later ships - such as the Federation Quebec Class Colony Ship III - will be lightly armed. Obviously there are exceptions to this rule such as the Klingon non-combats and some of the minor race ships as well. The Database (Click The "Ship Stat Balancing" Link On The Left)This is a point that will need to be considered in BOTF2 though. How will "combat" be handled if neither ship is armed and neither ship is escorted? Will the ships have to flee, ram each other into oblivion, or will they simply stare at each other until their fuel runs out? 
thanks for the link MoE ... as im designing my game i can use that info to build a 'botf' pack along with a couple others i plan to build(specifically B5, Star Wars, and Farscape are in the todo bin)
Also, I am looking for a design/animation of something similar to the Halo Ringworld to use a solar system type/build objective. If anyone could build something like this for me it would be appreciated. Time is not an issue, just whenever its done. Basically it should be a (Terran) world that is 'built' into a ring around its star(providing perfect living conditions - for that race or for whoever built it - and a much larger overall population size as compared to the planets by themselves).
In regards to this we will take the following system and show the transformation process.
We have the Rigel system, 5 planetary bodies.
1 Huge Gas Giant
1 Terran world(max pop of 350)
2 Barren worlds(one has max pop of 20, the other 50)
1 Volcanic world(max pop of 60)
now the total system population before the ring world is 480, a very nice system overall.
planet sizes come into play now.
Gas giant - huge
terran and volcanic - large
Barren - small and medium
Ring world would determine as such
Huge - 750
Large - 500
Medium - 350
Small - 200
System max after ring world - 2300.
A couple things to note here. The cost for building this is ENORMOUS. All population must be evacuated or it dies. All buildings are destroyed.
So you end up with a brand new planetary 'body' with the capacity for MASSIVE population and huge construction capabilities. These systems will be not only rare, but extremely LARGE targets. This is a late game tech, and will require building a large fleet of 'reformers' advanced terraforming and planet shaping needed.
I am expecting that these will rarely ever be built. (there will always be the possibilty of finding one) and their value will be enormous. Any thoughts/ideas of how this can be changed or modified would be very helpful. I personally like this idea, and wont remove it from the game, but it can be 'disabled' through custom settings or removing the research path etc.
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15 May 2007, 00:14 |
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