I have had a few CTD's here is the last debug.err Debug Message: Version v1.1 BETA-1 last updated on: Fri Mar 24 19:54:46 2006 Debug Message: *********DXDiag info follows.********* System Info Time: 3/26/2006, 13:06:09 DirectX Version: DirectX 9.0c (4.09.0000.0904) Machine Name: OKTAVIA Operating System: Windows XP Home Edition (5.1, Build 2600) Service Pack 2 (2600.xpsp_sp2_gdr.050301-1519) Languages: Da
Martin the Dane
Purchases made on the same turn as a load is not completed on time. I think the problem is that no production or research is conducted on the first turn after load, the taxes are colected and money spent though.
On the Planet details screen, the parenthesis around unused social production is < ]
Background music volume dosn't work on startup. I like to listen to the radio while playing so I have the background music volume turned all the way down, but when I start GalCiv2 the background music is playing at the default volume, until I go into the audio options screen and turn the volume up (the slider is on 0 when I go into the audio options screen) and then down again.
I have resently tried to restore GalCiv2 from a backup made using SDC. At the first attempt I got only the game files, but not tutorials, sound and video. Then I renamed the .sdc-file to .zip and tried again, this time the whole game was extracted, including sound, video and tutorials. But when I played the game there were no sound, no video, and no tutorials, furthermore I was not able to redownload those elements with SDC without first uninstaling th
The disapearing anomalities bug from GalCiv1 is still here: When I went to bed last night I saved a game where I had three unexplored anomalities sitting close to one of my planets and my survey ship on a course to one of them from a few sectores away. Today when I loaded the game the anomalities were gone, and no matter how many saves I go back they are not there, even when I loaded at a time befor the course were set for the anomalities. O
Hmm looks like someone put that 2 on the wrong side of some parenthesis: (1/3)*2=2/3, (1/3*2)=1/6. I believe the bonus should be: Bonus from buildings etc. 1/3 free 2/3 just plain increase that you have to pay for Bonus from starbases, and resources: 2/3 free and 1/3 paid for.
Two things: 1: in the description of earth (build 1.0D1.008), there is a "/n" showing I guess it should have been a new line 2: Don't know if this is possible, and yes I know it has been discussed "just a little" through the development phase. But I still think unused production from social production should be alocated to milit
I my current game, I flew my survey ship through a wormhole but the area around the now closed wormhole is still vissible to me, even though I have no ships there.
While wanting to se if there were more unused planets I discovered that the F1 list of planets when showing planets owned by the oponents shows what they are producing, the progress, and time to completion.
The reason you canot find TerrorStar in the datafiles is that it's not a ship, it's a starbase ability, and sadly those cannot, to my knowledge, be modyfied. It could be interesting to se what adding more than 100% Terrorstar ability to a SB would do.
Hmm I dont remember the AI of GC1 being a pushover. Granted with a favorable start and the right mods I can win 100 out of 100 games, on gigantic maso, and I'm no stategic genius, but that is only because I can repetedly surprise the AI with a aliance win. I hope Stardock will make that impossible in GC2, having an aliance with 7 races all fighting each other is just not realistic. Aliance win is OK but it has to be a true aliance. I do agree with Star Pilot
[quott] Honestly, the chances of finding 3 working wormhole lanes in our galaxy??? Scientificly speaking, somewhere between 0 and 100%!!! Honestly, we do not know enough to say anything about that at the moment, as we do not know under what conditions they exist if they do exist. But the question is beside the point, almost all space game I know of uses ftl-travel, witch is at the moment consideres scientfically impossible, so lets yust keep
The normal Danish qwerty keyboard does not work correctly, as I have perviousely pointed out. I have often worked with software that treated all keyboards as us-english, no matter the actual layout, so I know where to find the non-alpha keys. In the case of GC2 my keyboard does not turn into a us-english keyboard, so I have to guess where the non-alpha characters are placed.
Most of the windows generated by GC1 (such as the events window, the GNN news, and others) could be closed just by hitting the ESC key. But not all, and some would send you to the options screen i stead. And anyway this is GC2 so I second the motion, in fact I have done so every time it has come up. I want to be able to p
You are right VagabondNomad, nanotech in it self has nothing to do with the number of ships, might influence the maintanence of those ships though, so if we ....... Just let me have all the ships my economy and population can handle, and don't pose some artificial restrictions on them. If we have to have limits on the total number of ships, let it be a case of dimishing reurn,
Zippo342, where on Earth do you get your information on nanotechnology from? I do agree with you that nanomachines will not be able to alter atoms, but they will be able to alter molecules. You and I alter molecules every day, mostly in our intestines, blod and cells, sometimes we do it with our hands or tools, like a hammer, caserol, oven, or paintbrush, just to list a few. One of the most promising aspects of nanomachines is making designer molecu
You are right Peace, and this goes for Social production as well, but I feel it should not be listed or should be grayed out. Still I would prefer to be able to allocate spending rates for individual planets. But this has little to do with moving ship production off planet. What does have is the starport, though I dont like it I can accept the nesecity for some planetbound structure to coordinate shipbuilding, in orbital space, but then what about starbases being abl
GC1 had raley points, I never used them much. And they do not aleviate the problem of ships being hoplessly outdated by the time they reached the front-line.
Now, can we get social and military production rolling over too? yes please
VAgabondNomad, your sugested upgrade system is absolutely acceptable to me, I would prefer the last methode, with a little addition, give the player an multi refit command, that would send all ships of a given model/or all selected ships to base for upgrade. Naturally the player would have to chose between methode a, b, or c. Finally, yes upgrades should cost something, money, production, or both, and take some amount of time.
I have had a few cases where the game reported the wrong number of habitable planets orbiting a star. Se the screenshots: The total number of planets is the correct number.
PQ numbers seem to list the maximum tiles a planet can hold, which includes yellow tiles No, it is the number of green tiles at the start of the game.
I have noticed two things regarding soil improvement. The first is that if you by soil improvement, it will never be completed, and you will not be able to build a new one on that tile. Secondly the PQ number does not change when soil emprovement is built via the social build queue.
I disagree with you on the automated refitting of ships, Martin the Dane. If you don't want to take the effort to refit a ship, then it shouldn't get refitted......When a U.S. Navy ship is refitted, let's say when the battleships of the late 80's and 90's were refitted with missiles, that wasn't done at sea. They sent them to a shipyard, and m