About Xnemth's 24x24 Spiral Map, Please Read
from
Stardock Forums
I got a reply today from CariElf (thanks for your help btw
and we've figured out the issue that has been causing problems with this map.
Evidently GalCiv has difficulty caluclating populations correctly on maps where the number of planets exceeds 1000. So the planet I designated as the Human starting world wasn't included in the games calculations.
CariElf stated "I've been putting off putting together an update for Gal Civ because I've been so busy with working on Gal Civ 2, but I suppose today is as good as any day to start that. But I don't know when it will actually go up..." so a fix will be forthcoming from the development end sooner or later.
In the mean time I'm going to go over the entire map (arg!) and remove worlds under level 14 in order to get around this particular issue.
Good news, the map will be reworked and forcing this sort of revision will allow me to make changes in placement of worlds to furthur make certain areas more strategic. Bad news, it's a HUGE map and this sort of detailed revision will like take some time.
As a temporary fix, I've found that removing the assigned homeworlds in the editor and using random placement when the map loads in the game sometimes get's lucky and places the human start point in a place where the game will proceed normally.
I'll update here when appropriate. Sorry for the difficulties folks and I'll get on the revision tomorrow.
Xnemth
Evidently GalCiv has difficulty caluclating populations correctly on maps where the number of planets exceeds 1000. So the planet I designated as the Human starting world wasn't included in the games calculations.
CariElf stated "I've been putting off putting together an update for Gal Civ because I've been so busy with working on Gal Civ 2, but I suppose today is as good as any day to start that. But I don't know when it will actually go up..." so a fix will be forthcoming from the development end sooner or later.
In the mean time I'm going to go over the entire map (arg!) and remove worlds under level 14 in order to get around this particular issue.
Good news, the map will be reworked and forcing this sort of revision will allow me to make changes in placement of worlds to furthur make certain areas more strategic. Bad news, it's a HUGE map and this sort of detailed revision will like take some time.
As a temporary fix, I've found that removing the assigned homeworlds in the editor and using random placement when the map loads in the game sometimes get's lucky and places the human start point in a place where the game will proceed normally.
I'll update here when appropriate. Sorry for the difficulties folks and I'll get on the revision tomorrow.
Xnemth