Never mind. I found it, at the bottom of the list where I should have looked for it. I missled myself into thinking it should be further up in the list. ;) Cheers, Jack
Lucky_Jack
Is a saved game supposed to pick them up? If so, it didn't. And I fillowed the instructions and copied the files where it said to. Cheers, Jack
I just downloaded the "dreadnaught" package from the library and folowed the instructions for installing the package. Now, what do I have to do to get it to work? Do I have to start a new game? Something else? Cheers, Jack
Back in January I commented that the scroll bar stayed where it was when the list was rebuilt and redisplayed. This problem is back with us on the Beta 1E build (I am not sure about previous beta builds). It shows up during improvement completion processing if you remove the event for the planet screen you are viewing (and, of course, you have to have more than 4 events). Cheers, Jack
But I have autoturn off. And there is no way to scan the ship list for unmoved autopilot ships after an autoturn. It has to be done after all non-autopilot ships have moved and before the next turn. Cheers, Jack
My mistake. Thanks, Jack
I may have discovered a way to avoid being affected by this problem. I have turned on "watch autopilot ships" and "watch enemy ships" and the problem seems to have dissappeared. I am not sure if this is really helps or not, because the number of ships I have on autopilot has also been reduced since I have colonized a lot of planets, so will everyone else having this problem try this and see what happens? It may have taken more than one turn to be affective for me, so go several turns to be sure.
If the servergoes offline DGM will sometimes give this message. It would seem to me that the DGM should be better at detecting this condition and give a better message. Cheers, Jack
Dave, I like the larger maps. I only use one of the smaller maps when testing just to make sure I have done so. On the OS/2 version I always used the largest possible map, and I found I liked ranges. As I tried to say, I think this is a personal choice issue, which is why having the option in OS/2 was so popular. Cheers, Jack
But isn't a ship supposed to drop out of autopilot when its sensors sees an enemy ship or planet? I thought this was already working this way midway into the Alpha. Cheers, Jack
Cari, I am watching a charactoristic of this problem that may be of some aid in solving this problem. I have noticed that after colonizing a planet that sometimes the planet advisor will go away and the ship view window will switch to a ship or contain a lot of "N/A"s. Sometimes the planet advisor stays. So I started trying something. I am now ensuring that the planet advisor gets replaced by a ship view by clicking on a ship I have on manual that I have already moved. Nothing conclusi
The top field also becomes overcrowded with the amount of text for colony ships -- "USS Colony Ship 9999" does not fit. Cheers, Jack
Cari, It isn't always the next ship on the list, or the next colony ship in the list. My game currently has tens of colony ships enroute to destinations on a gigantic galaxy. It took time to get to where I could produce so many colony ships. Try it with one of the saved games I sent you, or, if you like, I can send you a new saved game. Cheers, Jack
I have just confirmed that destroyed ships get removed from the ship list immediately. I did this with a freighter. It was still on autopilot and close enough to its destination that I took it out of autopilot and, with the ship list up, sent it manually (using the key pad) to its target. It dissapeared from the list so fast I blinked and it was gone. When I clicked on the next ship in the list, the game crashed. Cheers, Jack
The more I play with this problem the more it looks like it is related to the problem described in the thread "Not all ships found -- not all ships moved with autopilot". It only crashes when I have convinced the code to complete the autopilot moves, give me a colony ship that has reached its destination (next to an uncolonized system) and I colonize the system. Then if I find the colony ship still in the list and click on it the game crashes to the desktop. Cheers, Jack
Ralph, Does the problem described in the thread titled "Not all ships found -- not all ships moved with autopilot" look like the same problem you are having? Cheers, Jack
Dave, I don't see it that way. I always buy a scout ship on the first turn of the game and start exploring as fast as I can. I colonize planets as quickly as possible aiming for the highest class planets as soon as I know where they are. Hence, I tend to expand much more rappidly on this beta than I did on the OS/2 version with ranges on. I found ranges made the game more challenging in that I sometimes had to colonize very marginal planets just to expand my exploration options or to e
Michae, You may have missed another thread that mentioned that the AI still isn't hunting the anomalies very well. When it does it will change the complexity of the game. And, your idea for an option for the number of anomalies sounds is one that would make the game more challenging. Cheers, Jack
With trade routes established save, quit game, restart, and load saved game. Then look at the economy screen. The value for trade routes is 0. Only by switching to the foreign polocy screen and back, or by playing a turn will this field get set correctly. While the end of turn seems to include trade route income in its update, this causes some difficulty in adjusting spending rate after reloading a game. Cheers, Jack
Brad, I have given up on looking through all of the posts titled "bug reports", "observations", "crash", etc.. It is too much work to try to find out if someone has already reported a problem that I have found. I, for one, am going to continue separating my problem/bug reports into separate threads and try to give a subject title that is sufficient for others to see what the report is when looking at the list of threads. Cheers, Jack
I have completed techs that should give my colony ships 6 moves instead of the initial 3 moves (base plus setup options) but when I load them up and launch them in the turn created they only have 2 of 6 moves left. (Leaving a ship in orbit past a turn boundary gives the ship a full complement of move points.) Cheers, Jack
Another possible aspect of this problem is that ships on autopilot that reach their destination and still have moves left are not selected for completion of their moves. This was working fine in the first Beta build. Cheers, Jack
It also has an intermittant tendency to be a turn late in displaying the social (and, possibly, the military) project completions. Cheers, Jack
Dave, Have you ever played the OS/2 game? Not only was there an Excaliber, but there were maybe 3 to 4 times as many ships as there are right now in this version. And at least one ship, the battle cruiser, is from the old game. The art department has to render them new for this version, and from what Brad has been saying, they are working as fast and furious as they can. I also remember Alex saying something about needing more "pixie dust". Hang in there. Cheers, <b
If only SmartException was working. This crash to the desktop has to be a trap of some kind. An exception report would have to be very useful. Cheers, Jack