This post is just to keep this thread around (too many have vanished off the bottom of the message board and I can no longer access them). Still happening on the Alpha 5 build. Jack
Lucky_Jack
The Alpha 5 build seems to have corrected this problem. Cheers, Jack
The definition for 2D phasing also has a corruption problem. I suspect there is at least one other tech definition with this problem as one of the games from build Alpha 4 that I tried restarting under Alpha 5 was well beyond these techs and was the initial discovery that started this thread. Cheers, Jack
I found something. The description for the tech Battleship2 in the GCTech.TECH file is corrupted. The first thing I noticed about it is that the keyword "overview" was missing. But when I tried to add it I got a message from NotePad that there was not enough memory to complete the operation. It took some finagling but I did manage to change the description. I now get past this failure. Cari or someone at stardock, Please correct this file and put it up so we can reload it
I am going to try changing the GCTech.TECH file some to see if the cause/trigger is there. If anyone else finds it before I do please post here. All my testing is stopped until I can get past this one. Cheers, Jack
Frank, I am now convinced that the sudden exit you got is the same as the trap 5 I have been getting when trying to select a new tech to research. Do you have SmartException installed and activated? If so, you will get a display and a file from SmartException with very useful information (to the Stardock developers) that you can send to them or post here. One of the posts here had a pointer to SmartException, but I think Cari is going to have to re-vitalize it.
I have just disproved any idea that loading a game saved on the previous build (Alpha 4) was the cause of my getting this crash. It just happened in a game I started from scratch on Alpha 5. Cheers, Jack
Try this. With a brand new game, turn off autoturn, send the colony ship "Discovery" to tile next to a star you want to colonize, move the scout "Mockingbird" around as needed for exploration of space. When the colony ship arives at its destination make sure the scout has completed all its moves before colonizing the planet with the colony ship. Now colonize a planet in the system and complete all of the colonization activity normally. Now, there are no ships selected. The keyb
I have also had difficulties with buying a social project when I wanted to buy a ship. I think this is a playability issue and should get some scrutiny. Maybe your idea of two purchase buttons placed so there is no ambiquity about what each applies to would be a good idea. Cheers, Jack
When all else fails, I just default to the build date on the Galciv.exe, which now is 4/2/02. But I would much rather call it what everyone else expects it to be called. Cheers, Jack
One argument for posting errors here is that it could save lots of duplicate communication of them to stardock, providing they are entered here with sufficient clarity in the subject title to be able to destinguish one bug/error from another and providing that a whole bunch of different problems are not entered in the same post. One of the things we as testers should try to do is to not overwhelm the developers with duplicate reports. As to the other parts of your questio
When trying to restart a different saved game I got the above trap 5 with these three lines included from the debug file: ------------- **** Script Error **** : Data\GCTech.TECH (L:699 C:46) - Unable to find string tech stat named Abilities **** Script Error **** : Data\GCTech.TECH (L:849 C:45) - Unable to find string tech stat named Abilities **** Script Error **** : Data\GCTech.TECH (L:874 C:41) - Unable to find string tech stat named Abilities --------- This is v
The data in the SmartException report from the debug file got changed in transmition to the message board. I am sending the saved game to Cari, just in case it is useful. On the second try I saved the game before attempting to change the research project. This time I only clicked on one tech and waited for the screen to change. It did not. Also, the strange debug messages talking about "HotSpotList" with the faces in them did not appear. I am sending the SmartException file t
While changing tech research projects preperatory to investigating an anomaly Galciv crashed and gave SmartException the followong: --------- Versions: Microsoft Windows Me Internet Explorer 5.50.4134.0100 Video Card : NVIDIA GeForce2 GTS (IBM) Crash Information: Application Exception code: C0000005 ACCESS_VIOLATION Crash Addr: 004EA8BB 01:000E98BB E:\DRENGIN.NET\GALCIV\GALCIV.EXE Processor Registers (x86): EAX:00000000 EBX:83E7ADC0
After installing todays build (are we calling it "Alpha 5"?) I have restarted a saved game that was giving me this problem and have been playing it now for some time without it crashing. With Alpha 4 I was not getting the CNN for the completion of planet projects. Now I am. Could there be an associative affect? Cheers, Jack
At the moment only one save file is being provided named "test" for when you tell galciv to save and one called "autosave" for galciv's own autosaving of games. We were told that named saves will come later. Cheers, Jack
While many things under the ocean might survive, what about the atmosphere? What about earth bound plants and vegitation? And how long after the blanket was removed would it take for the atmosphere and land masses to return to near enough norms to permit those activities that would allow a colony to become self sufficient? Cheers, Jack
A year of blanketing a planet would destroy all of the biological resources that make a planet habitable. I would think it would take many mellenia to make the planet worth colonizing. Cheers, Jack
Just for comparison, mine is working fine. I completely cleaned out GalCiv before tryine, however, because I noticed the download of Alpha 4 failed to replace my tech and ship files, which I had modified to allow me to test for some specific problems on Alpha 3. Cheers, Jack
I have another saved game with the same problem. This time I counted how many planets I had colonized and how many ships I had (78 planets, 25+ ships). This does not count the planets and ships my enemies had which could have pushed the total planets to well over 100, but the number of ships the enemies had may have been near zero. This is, of course, on a gigantic galaxy. I have copies of the saved game saved on the turn just prior to the wipe-out. Do you want a copy
What is a good date for getting good shelf space for Christmas? Can Galciv ship be moved up enough? Cheers, Jack
That's what I am worried about. Once they start registering shortcuts to the start menu and/or the desktop will our having created our own cause problems of some sort? Cheers, Jack
Cari, Does it scare you to know there were programmers before you were born? It scares me to know a programmer that was born many years after I started as a programmer. Cheers, Jack
Got it. Forgot to try an MS prompt CD'ed to the GalCiv directory. Tried the direct method and it failed (double clicked on the icon in the GalCiv directory for GalCiv.EXE). Has anyone tried using "add program"? I suspect this may cause problems later. Cheers, Jack
This is, of course, a rhetorical question. I just thought everyone would be interested that the MOO3 official release date has again been slipped, now to 3Q02. (When I first visited the web site late last year, it said 1Q02.) With any luck (MOO3 slips another quarter or two and Galciv stays on target) GalCiv may just beat MOO3 to the store shelves. Cheers, Jack