Fredrik Jacobsson

Fredrik Jacobsson

Joined Member # 172840
0 Posts 0 Replies 63 Reputation

I have a savegame that crashes one of the following 5 turns. May vary a little exact when. The last thing in my debug.err is: ASSERT ERROR in file g:\projects\pear\source\sprman.cpp at line 2066. Can send the savegame to you if you havent solved this one already.

3 Replies 263 Views

Started a new game again, got the same error at my first colonization.. Debug Message: Reading Star Names Debug Message: Destroying ship USS Discovery. Orbiting: 0 ASSERT ERROR in file g:\projects\pear\source\font.cpp at line 287. ASSERT ERROR in file g:\projects\pear\source\font.cpp at line 287. ASSERT ERROR in file g:\projects\pear\source\font.cpp at line 287. . . . about 1500 lines of those until I killed the application.

7 Replies 246 Views

I'm glad to see that it's now possible to "cancel" a buttonclick by moving out of the button area while still holding the button down. Hope you get what I mean :) Anyway, I got a game to hang and hog the cpu...it was on colonizing a system: Debug Message: Reading Star Names Debug Message: Destroying ship USS Discovery. Orbiting: 0 Debug Message: Displaying News Event. *DEBUG ERROR: *** Cannot unlock mouse focus if you don't have focus. *** *DEBUG ERR

7 Replies 246 Views

**** Script Error **** : Data\UP_Issues\AddTradeRoute01.UPISSUE (L:42 C:9) - Unable to find integer upissue stat named ApplysTo **** Script Error **** : Data\UP_Issues\AddTradeRoute01.UPISSUE (L:43 C:14) - Unable to find integer upissue stat named PreReq *DEBUG ERROR: *** Unable to locate font Verdana4294967295Race11, FTDataManager::FindFont ***

3 Replies 180 Views

One of my favourite stuff in the GalCiv/2 what when you sent a freighter you got to barter with the other race about the price. I sure hope you implement this soon or at least before you go gold. It was fun getting responces like "Do you take me for a fool, Earth creature? Play games with us and you'll soon breathe vacuume" :)

3 Replies 148 Views

"The problem is have is the economy sliders do not work ? What do I care at this point if my civilization is happy I increase the TAX bar, decrease the spending bar and I am still spending more than I am receiving." Well, it works like this: If you have a happy population you can tax them so you get more money. If they are unhappy and you tax them the same you'll get less. They'll simply refuse to pay when they are unhappy - no matter what you put the slider to. Try to keep the

9 Replies 224 Views

GalCiv havent got the /d, probably because it gives debug-info anyway since a beta. I'd be surprised if the final version log as much a the betas, and then they'll prolly implement a /d parameter to get extended debugging. My guess anyway, I dont work for SD.

7 Replies 209 Views

The key thing IMO is to make as much moral improvements and research moral stuff so you can take a higher tax without getting unhappy people. Unhappy people give you very little money even tho the tax-slider is set to a high value. So keep an eye on the morale-status. Other things to go for is the economic improvements (of course) and to check which stuff (imps and ships) that has a high maintenence cost. Alot of those may bring any economy down. So..when you have a negative ca

9 Replies 224 Views

I have XP too but I added it last in the target-field. Hmm I might have added quotation to the original content in that field tho, not including the /d. like: "D:\Program Files\Drengin.net\Loader.exe" /d

7 Replies 209 Views

Hmmm well, they'd lose control, but gain technology and advancements. For example, they'd be happy and free of diseases because that you have made moral improvemts and researched virues elimination and other techs. Altho they would not rule any planet, but they'll live - in opposite of getting killed in battles. The race would be dead in the game tho, not beeing able to trade/talk with them - but their citizens would live :) Or something. I havent thought about it at all and am infact

11 Replies 435 Views

With the drengin build Im using the debug.err without /d parameter is about 1k after launching DGM. with the /d parameter it's 11k. So it's about 10 times more useful with the /d parameter ;p You have two choices to use the /d parameter, either at the commandprompt by typing "drengin.exe /d" or by modifying the shortcut that you normally use to start DGM. Just bring out the properties dialog on the shortcut and add /d at the end in the target-field.

7 Replies 209 Views