Been reported before, but I thought I'd put up a reminder. I just took a system where the alien had 7 transporters in orbit. They are still there now when I rule the system, however useless since I cant deorbit them.
Fredrik Jacobsson
Hmm didnt the OS/2 version have rebels that took over a system or so if the population was unhappy for a long time? What about bringing in those? Not that Ive had unhappy pop for quite some time now, altho it's just a tweaking issue :)
I just noticed that the old bug where a colony ship is on autopilot but not moved (the target is a system in an unexplored area) just a reminder :) Another thing, will we be able to see dots or anything connecting a ship with the auopilot destination so one knows which ship is on that target?
Or perhaps not that easy...at first I got two freezes rather easy with that savegame...then I couldnt get a freeze with a new game...so I tried with the savegame again and didnt manage to get it to freeze. gaaah.
Tried to reproduce it a bunch of times. Seems as this autosave makes it fail more than a new game. http://home.jacobsson.nu/galciv/sliderfreeze.rar What to do to make it freeze...is to put the military slider at 0 and work the other sliders up/down a bunch of times. I even got it to freeze without any slider having a negative value.
Ok, so the anomalies could be both asteroid belts and comets, but since they are only one sqare big and just sits there, they are a bit boring. They have their place in the game but I like things that moves or interact with me. A moving asteroid belt for example would make me have to take the decision, go round or through.
Yep that would work too. Another thing...what about adding objects such as asteroid belts and comets in space? Dunno what they'd do tho...a moving asteroid belt could have penalty -65% in moves and +30% in defence for ships trying to pass through, and comets could crush any ships on their way. Or something. :) I dont know, but since they're common things in space, why not add it in a space game :)
No, I dont think any special situation triggereed it. All I remember was that I played with the military slider. The other two was different the two time I got the error.
Alex - about suggestions...not that it does anything for gameplay in general, but I think it would look good if the big planet on the planet screen would spin :) Different speed and angle depending on which planet type...
Umm there might be the rebel/pirate (from the later OS/2-versions). I dont know, stardock? I cant remember seeing any statement about the rebels.
Only flaw I could find was that I managed to click more than once on the turnbutton so I got a GNN message ontop of the planetscreen that the earlies GNN brought up. That is: 1. I clicked "turn" twice. 2. GNN message showed military or social completions 3. GNN brought up the planet screen 4. Immediatly after the planetscreen was brought up a new GNN message showes as no2 ontop of the planetscreen even tho I didnt do "turn" in between. It probably took that from the doub
I got it again... -1 on military and the game froze.
Good work ppl. The laterst & greatest release handle the eventqueueing very well with autoturn off. Atleast so far. :)
When scolling the main map, after a few seconds I get pulled back to the sector where my USS Hero is. Damn I'm getting fast at checking the map now since I only have a few seconds :)
I just got a game that froze on me. I was modifying the military/social/research sliders, and suddenly the military slider was set to -1. At that point the game hung, eating all CPU avail.
Also, when I got three colonize-ships in one turn (and put them all out of orbit when the planetviews got up), after sending the first ship away to it's target focus switched to my USS Hero that was on autopilot instead of the next idle colony ship.
When I try to click on any planet on the planet list the focus switches to my USS Hero on the main view instead of bringing up the planet. Also, when I'm cycling between systems the right hand view shows the minimap/stats/events instead of the system. (Autoturn off and the USS Hero on autopilot)
Do you have smartexception installed, and have it been able to capture any crash data? How about the debug.err-file in the galciv directory?
I typicly make paths between all systems, but after that there is a lot of unexplored space that I dont bother uncover. The voyager class ship would do that. Just to keep things tidy and neat. It would take too long for the voyager class ship to uncover the complete map for it to be useful for discovering new systems.
Hahahahaha
Hehe, that's an idea. Why not, give me a chance to choose if I want to send it or not.
My suggestion for a ship: I'd like to see an unmanned ship that goes uncovering the map by itself. An uncontrollable "Voyager"-class ship. It also brings on a message to the aliens, like the real voyager http://voyager.jpl.nasa.gov/spacecraft/goldenrec.html Two possibilities: 1. It can just can move X-moves before it auto-decommission itself. The moves-cound would vary upon which mapsize you play. or 2. It can only move X quadrants from the s
What I'd like to sere here is a search function/archive. And the possibility to edit/delete your own post unless someone already have replyed to it. (needs to be marked "Edited" or something like that)
"Ships get stuck on top of each other. And ships can go through each other" It's not a bug, it's a feature :) "You need a dialog that asks if you are sure you want to attack. Auto pilot needs to be smart enough to avoid accidentally going to war with people. My ships have started wars on accident far too many times." Those are definatly on their todo-list since it's been reported a few times before. "Can't trade star systems yet." "Relations always seem to
I have 196 MB RAM. But the main thing is my processor-speed I think, it's a 400 MHz....