Lucky_Jack

Lucky_Jack

Joined Member # 180465
26 Posts 680 Replies 1,866 Reputation

I had a planet with a population of 10 (I just colonized it) with a morale of 59 that would not grow. After I increased its morale to 66 it grew every turn. I think the growth calculation is not allowing for decimal increases of population. I.E., if a population of 10 at a morale of 59 grows at 108% then 10*1.08 = 10.8. But the .8 gets lost and no growth is registered. Also, is there a limit to how big a population can grow? I had many class 20 planets with populations

3 Replies 112 Views

The planet information panel that shows what projects are being built has an inconsistancy with how it displays the cost of the projects being worked on. It shows the total cost of a military project but shows the remaining cost of a social project. Personally I like seeing the remaining cost, but it should be consistant. Cheers, Jack

3 Replies 141 Views

Attacking a star with an orbiting ship gives the same results as before this built: The attack does not cost a move for the attacking ship, it can attack continually as long as it doesn't have to expend all of its moves and there are ships to attack (I thing the OS/2 version allowed the same thing?), and a transport can not capture the star until the next turn (also the same as in previous builds). Cheers, Jack

25 Replies 299 Views

Got it! This is happening because manually moving ships is not working write. I built a starfighter and used it to attack a colony ship. The starfighter moved into the tile of the colony ship and THEN the colony ship exploded. Prior to this build the attacking ship would only attack the other ship and not move. Now it is moving before it is checking for any interference to the move. Cheers, Jack

25 Replies 299 Views

I only got this once, but I wanted to record the event, just in case someone else gets it. I don't know how to capture error data on this one. I pushed the "play" button on the DGM and got the blank screen of death. I let it sit there for a couple of minutes before trying to get any responses from it. Nothing worked. I tried CTRL-ESC and CAD - nothing. Only the 10second BRS would work, which of course powered down my system and let me get a power on startup with the disk

7 Replies 311 Views

I just got this. The USS Hummingbird started in the orbit of Sol (the first time I have ever seen it start there). It appeared on the ship list. When I told it to leave orbit it vanished, but was still in the ship list and clicking on it in the ship list showed it in the space for the currently selected ship. Since it was still invisible, I had no way of knowing where it was, so I right clicked the tile adjacent to and NE of Sol. I got a trap 5 with the following exception dat

9 Replies 140 Views

How far along is the load feature. Should we be pulling out all the stops in testing? Did I try something you are not ready for yet? I renamed the "test" subdirectory and the "test" file in the saved games subdirectory to "test1" and then tried to "load" from the main menu. It gave me a tech window without any techs to research instead of telling me there was no saved game to load. Cheers, Jack

3 Replies 100 Views

Didn't happen that way on the OS/2 versions. Nor on any other strategy game, board or PC, that I have ever played. Also, I have not gotten to where I could try it with attack ships, so I have to wonder about them. I am trying to get there now, but am having trouble re-loading the game (load crashes at ..... thread). I may have to start a new game tomorrow morning. Cheers, Jack

25 Replies 299 Views

Cari, I deleted Event.civ0 through Event.civ5 in the subdirectory "test" which is, I believe the directory used for the Save and Load functions. Right? It still blows up. Here is the latest SE data: -------- OS Version : Windows ME Video Card : NVIDIA GeForce2 GTS (IBM) Application Exception code: C0000005 ACCESS_VIOLATION Crash Addr: 004D8994 01:000D7994 E:\DRENGIN.NET\GALCIV\GALCIV.EXE Processor Registers (x86): EAX:00D86220 EBX:838F0DB

9 Replies 128 Views

jlegere, Yes in the same sector, but ship moves from tile to tile onw move at a time. A sector is 12 tiles by 12 tiles. (I asked Cari what to call tiles a long time ago.) Previous behavior of GalCiv is that ships from differing races could not occupy the same tile. Do you think this should be changed? Cheers, Jack

25 Replies 299 Views

I tried to block another race's colony ship with my USS Mockingbird just to see what would happen. The colony ship didn't even seem to notice that my ship was there. Then I moved off and back onto the same tile with the other guy's colony ship. No error messages, to attacks, no blockage, nothing except ships from two races occupying the same tile. Cheers, Jack

25 Replies 299 Views

The debug file I sent to Brad had lots of error notes about storage errors, "ASSERT ERROR"s for some file on a "G:" drive (which does not exist on my system), and "Not all child windows deleted" messages. Would any of this data in the debug file be useful in solving this? I have preserved a copy of this file and can send it to you for your use when you get around to this problem. Cheers, Jack

4 Replies 167 Views