Lucky_Jack

Lucky_Jack

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

No Cari, What I see is that when I colonize a planet one ship on autopilot will drop out of autopilot. Its destination still shows where it was going. I have not been autocolonizing. I send a colony ship to a spot next to the target star, not into the star. With several colony ships on autopilot, a ship will reach its destination next to a star I wish to colonize and stop. Then I manaully move it onto the star and colonize a planet. Then a ship drops off of autopilot. I am not

3 Replies 190 Views

The attack and the move afterwards was manually directed using the number pad while the ship was adjacent to the planet or ship I am attacking. Also, I have noticed that after attacking a ship the empty space previously occupied by the distroyed ship can not be entered during the same turn. This is similar to the report I made about not being able to land a transport on a planet in the same turn after destroying all of the enemy ships in orbit. Are these problems related?

7 Replies 165 Views

As I understand it, if a ship's view extends into a sector it is considered explored. Since the build after my report I have not seen any case where stars more than one sector from explored sectors show in the minimap. Cheers, Jack

2 Replies 170 Views

Fredrik, I think I should have not talked about the approximately 80 turns in one of the games. The number may vary, but since there are no "next turn" or "turn count" marks in the debug file I tried counting them for one game and came up with 184 turns, which was in a tiny galaxy. I also had it fail in a small galaxy but I did not try to count the turns. I just counted the turns in another debug file that I saved and got 98 turns. The third debug file gave 80 turns. I did th

27 Replies 386 Views

I hope this is in the plan for this forum. It would sure be helpful. I find that I am having a hard time keeping track of which threads have updates I have not read. The ordering by date of creation or latest append doesn't seem to be enough. Whet I think would be beneficial is to have it marked read when you view the thread, then marked unread again when a new append has been added.

1 Replies 83 Views

uninstall and reinstall seems to be uneventful. My ISP didn't even cause me any apparent problems (however, bit dropout is not impossible). I played a tiny galaxy and only got about 80 turns and it terminated as before - no indication of problems on screen or in the debug file. Nothing common in play order that I can see (techs being researched, ships built, ships on autopilot, etc.). See also the tread with subject title "crash, but no diagnostics". I probibly should have

14 Replies 188 Views

Also see thread subjet "this last build is not testable". I have uninstalled and reinstalled and still get this failure. I have attempted to count the number of turns before the sudden unexplained disapperance of GalCiv but miscounted about 80 turns (on the last try to play the game). Am I the only one having this problem??? Is there something unique about my system? Configuration: OS name Microsoft Windows Version 4.90.3000 build 3000 <

27 Replies 386 Views

Brad, If the gc1.xml file is accurate it looks like I have all the files I should and they are all the correct size. This does not mean that there wasn't some bit dropout in transmition. I could really use a good CRC checker and the correspoonding CRC values. I am now going to do an uninstall of GalCiv and reinstall it. Cheers, Jack

14 Replies 188 Views

The debug.err in the GalCiv folder shows no signs of a missing file. There is a file in the data->gc1 folder called gc1.xml that seems to describe the files that should be in the GalCiv folder. After comparing these I will post here again. Cheers, Jack

14 Replies 188 Views

Another suggestion for debug files: Indicate when a start of a turn occurs. Although I have used line traces, I find them too expensive, both in the file space they take and in the processor overhead it incurs. However, you may find a time when some sort of trace is absolutely necessary. In the strange terminations I am seeing now a "module trace" might be just what is needed to nail down the source of the weard exit. Espsecially one that reset (emptied) the file at

27 Replies 386 Views

What little I was able to test on this build was very possitive. Many of the problems were obviously fixed. But the crashes and sudden unexplained terminations have stopped all of my progress in testing. I am going to wait for the next build before I do any more testing. It just isn't worth it. Cheers, Jack

14 Replies 188 Views

Last time it was on a tiny galaxy. This time it is on a small one. There seems to be no indication of anything going wrong. It just looks like it was told to exit and does so. The game disappears with no indication of trouble. My general technique is to run scouts manually and put colony ships on autopilot. With both failures the last line of the debug file showed a colony ship reaching its destination. Here is that line. -------- Debug Message: Cancel Destination

27 Replies 386 Views

I had a crash that I can not explain. There is nothing that I can ponit a finger at that could give any clue as to the cause. I don't know how to force this blankety-blank Windows ME to provide registers when a crash occurs. There was nothing in the debug file that gives any hit, or any anomaly, but I did save it and can send it to someone at stardock if you will give me a name and address. Is it possible to have the GalCiv exec trap program checks or other sudden termin

27 Replies 386 Views