The pointers Raynman gave are for all general game crashes. When the game crashes for any reason, or if you force a dump via the task manager and move it to a "dropbox" like facility, run the SDSupportTool, open a ticket, and include the SDSupportTool output and/or a pointer to the dump file in the ticket.
Lucky_Jack
If it hangs, use the Windows Task Manager to "Create dump file", move the dump file to a "dropbox" like facility, open a ticket, and share the link to the dump file in the text of the ticket.
[quote who="Aedaric" reply="2" id="3518123"] My version literally only says 0.70 [/quote] Same with mine, and it only went up to 0.70 two days ago. So where are people getting these other version numbers? Could they be mods? I am sure the devs don't want to be debugging mods at this point in the Beta.
I also like leveling up. Perhaps there should be a way of leveling up without battles, such as "drill exercises".
A lot of the answer to your question depends on what they do with the AI during the next few months. Brad has made some comments about wanting diverse ships in fleets in the past. Since he and his assistant AI developer are only just getting started on the "real" AI, it all depends on how inventive they are. I expect it to be quite challenging.
I think this is a great idea.
[Name Removed] of Stardock Customer Care is telling me not to use the console commands because "they are intended for use by the development team while debugging." I have seen the failing commands crash: showmem fow fowtrans
There are lots of other places where the text box fails to adjust properly to the amount of text it has to display, as well. I reported this problem in 0.60/61 and it looks like it hasn't been fixed yet.
You can also force a dump with Windows' "task manager" to include in your ticket. The dump is likely to be quite huge, so it would be best to put the dump file into a "dropbox" like facility and share the link to it in the ticket text.
I had no troubles starting a game with an immense map, so I would begin with checking for more basic problems as described in the post " GalCiv III Support FAQ ".
You may want to try doing a system file check with Windows' SFC utility.
Are any of these games coded in 64 bit addressing mode? Remember that GC3 requires 64 bit addressing mode, and will not run in 32 bit mode. This, and the question of whether the other OSs even support 64 bit addressing are the first questions to be answered. SDs commitment to 64 bit addressing for GC3 will, by definition, prevent porting GC3 to platforms that do not support 64 bit addressing.
When the game goes into a wait like that you may wish to force a dump using the task manager and send in the dump and the save file with a ticket.
[quote who="Seilore" reply="25" id="3516894"] I think it would be great if it was as good or better, which I have no doubt that it will match this. AI is slowly being brought into the game but is being worked on separately from everything else. [/quote] The AI continues to be the last feature to receive its final polish before release, and for good reason. If you have seen how the game has developed during this EA you will have seen how features are phased into the external
[quote who="Empress_Fujiko" reply="14" id="3516868"] Deterministic would mean that if ships with the same specs fight, the outcome is always the same. [/quote] What Paul was saying in the Dev Stream is that each battle outcome is completely determined before the battle viewer screen is brought up. This might imply that if you saved the game just before the battle and were unhappy with the outcome (single player mode only) that if you reloaded the game from that save and star
I have been advised by techs at places like Staples to always match sizes in pairs, so I would try replacing two of the 1G sticks with two 2G sticks. They have also said that which slot they are placed in is important, one size in slots 1 and 3, and the other size in slots 2 and 4, and that they must be put in the correct slots. And definitely keep the type of memory sticks the same. If you have DIMM2s get the 4G in a DIMM2, not a DIMM3. This may be true only for some mother boards a
Some shots and missiles may get blocked by asteroids, space dust might degrade the efficacy of beam weapons, damage the sensors, and hence the accuracy of the missile's guidance system, etc.
Paul's demo of the Battle Viewer was awesome. I am hoping there will be more visual affects, such as ships trying to evade attacking missiles by changing direction, spinning, rotating, firing counter-missiles, etc. Can we also have less experienced ships crashing into each other while dodging missiles? etc. etc.
[quote who="thenewteddy" reply="30" id="3516603"] Okay but where? When I google my motherboard I don't get a "where to plug in RAM" guide. [/quote] For starters, what is the make and model of your computer?
Don't forget. GC3 is still in BETA. GC2 did the same thing in its beta until the last couple of builds when they did all of the balancing.
I am hoping DX12 will be downward compatible and will support all of the functions DX11 and DX10 supported, just like DX11 was downward compatible with DC10. If not, Stardock will be forced to add support for DX12, just like CIV 5 did for DX10,11. Monitoring the CPU usage on my machine shows that GC3 already uses multi-threading nicely.
Your system looks so much like mine that I can't find anything obvious, but GC3 runs fine on my PC. It is also obvious that your GPU driver is very much up to date and shouldn't be the problem, and that you have ample RAM. But there are some things you can try: 1) you could try running the OS's SFC (System File Checker)), which will detect and (hopefully) correct corrupted system files. 2) If you have received updates you may find that deleting the prefs.ini file i
Perhaps. In fact, now that you mention the difference, I think so.
Since the battle viewer isn't available yet, and based on some of the hints the devs gave out during the Alpha, I would have to guess that these are some of the things that will be used in the battle viewer.
Yes, I did read your reply, and I agree with you, I jumped in here because if Steam Workshop won't support 64 bit games as completely as it does 32 bit games, then we need Stardock to really get on Valve's backs about it. If Workshop won't support debugging crashes of 64 bit games, how can we expect it to support anything else about 64 bit games. It is the crashes that hurt in spite of what ever else it supports. No crash support means no way to diagnose errors, making any other s