And now I can't even start GC2. I even tried rebooting my OS. I've sent a note to Scott. I hope he can find what happened.
Lucky_Jack
I saved my game and closed GC2. Then I tried to restart GC2 and got a CTD immediately. Here is the SE report: ----------- Stardock SmartException Logging Information ------------------------------------------- OS Version : Windows XP Video Card : Intel(R) 82865G Graphics Controller Application Exception code: E06D7363 Crash Addr: 7C81EB33 01:0001DB33 C:\WINDOWS\system32\kernel32.dll Processor Registers (x86): EAX:0012F228 EBX:00000
Well, now my mining options have dissapeared. I have planets building deep core mines and planets with it in their build queues, but I can't add one to any planet's build queue. Not only that, but if I select a tile where I have completed the construction of a deep core mine, I get the option to replace it with a factory. I am now seeing all of the symptoms you are. I have captured some snap shots and am sending them to Scott.
On the copy of 0.31 (beta 3a) that I got both "basic mine" and "deep core mine" become available when you complete the research of tech "Xeno mining". Hence, the only mining improvement available would be (and is) "deep core mining". I have not seen the mining improvements dissapear, either the completed projects, from the build queue, or as available build options, when completing the tech "xeno factory construction". It seems strange to me that we are seeing different things. Perhaps there is
In Beta 3 v0.31, I can't seem to figure out when the autopilot moves are being made - at the start or end of each turn? I can actually see them moving at the end of the turn, when I press the 'turn" button, and before any of the "next turn" prep work is done (research finished, social/ship projects finished, etc., time left updates, treasury up
I couldn't find the thread on the turn button going awol (or MIA) so I decided to start a new thread. This is with the Beta 3a build (ver 0.31). After I pressed the turn button ships on auto pilot moved, then the game just seemed to stop. The planet list was up at the time and nothing in it changed. Ships that had moved had 0 moves left. The turn button was gone and did not re-appear. I tried lots of the tricks we had used on Beta 1 and 2 when this happened on those builds but nothin
Also, the direction keys on the number pad (for a currently selected ship) only work sporadically. The same for the A key for autosurvey, and the esc key when trying to get the options menu and the tab key for "find". My guess at this point is that all of the excelerator keys are sporadically being inhibitted.
I don't think they do. I have built both and had them coexisting on the same planet (different tiles, of course). And when I got deep core mining the improvement did not show up as an upgrade if I selected a basic factory. and when I got the upgrade "factory" it showed as an upgrade only to basic factories, not mines. BUT, when I restarted a saved game, all kinds of strange things happened to my factory and star port upgrades. I expect to see the same errors when constructing farming
After colonizing a planet I get 3 choices one The choice buttons are just to the left of the choices, but are EXTREMELY hard to see. To top it all off, until you click on one of them, the done button does not appear. So you are left hunting in the dark for one of those choice buttons. <TABLE cellpadding=8 width="95%" align=center b
I have a ship on manual. At the end of "end of turn" processing I have been expecting the "find" function to process and find this ship, just like in GC1. It is not happening.
I wondered why one constructor was getting two messages when I was upgrading a star base, one for the upgrade and one for a new star base. Could I be getting the same thing as you?
Not only don't the date and improvements advance, but all of the ships in the view EXCEPT MINE move.
GC2 shows the tech screen and a planet view when a saved game is loaded. The planet view, I thought, was supposed to be the player's home planet. On the latest driver (beta 3a - ver. 0.31), I restarted GC2 and reloaded the game I had started on this build. It showed another planet instead my home planet. One possible reason that the code could have made this error may be that my home planet is not named "Earth". I gave it another name in the setup panels when I initially started this game.
According to the readme.txt that came with beta 3 and beta 3a: --------- Game balance isn't in there and there are lots of features not in. Examples: * The AI doesn't really function yet. * The technology tree is only at the very start * There's hardly any planetary improvements * There's no diplomacy or trade * The setup screens are not really hooked up yet or fully designed yet. ---------------------------------- The readm
One way to aggrivate this bug (make it more likely to show) is to have all of your ships on autopilot (or autosurvey) for as many turns as you can (actually, only 2 turns should be enough, but more turns will help show the pattern).
I have yet to see a yellow tile on a class 10 or less planet. I think the lowest class I have seen them may have been a class 13.
I noticed this once on Beta 3 (ver. 0.28) but it reverted back after a couple of turns. I haven't seen it yet with Beta 3A yet, but who knows, it may be too soon in my game.
After going throught he setup panels and building the galaxy the game brought up the main screen and the first introduction screen, then crashed. I am sending the SE report and debug file to Scott. ----SE report ----------- Stardock SmartException Logging Information ------------------------------------------- OS Version : Windows XP Video Card : Intel(R) 82865G Graphics Controller Application Exception code: C0000005 ACCESS_VIOLATION Crash Addr: 004BCC0
Does it only "Find" ships with zero moves left if there are no ships with moves left? Yes. That is, I think you are asking if "find" finds ships not in manual status (ships that have been on autopilot or autosurvey since the preceding turn are not moved until you hit "turn", hence have moves left) if there are no ships in manual with moves lef
Still happening on beta 3a (ver. 0.31). I took a snapshot and am sending it to Scott. And some of the stats are going negative. Morale -50, diplomacy -10, etc..
Stardock was upgrading the GC2 forum support code. It looks like it is now completed and looks like it is now "working within acceptable parameters" (Data of ST:NG).
There is now a bug in this forum. I find I can't edit the new post I just created. Now, can I edit this reply I just made? Some things can not be done here, such as starting a new paragraph (the enter key gives a "boink" sound.
The area in the middle of the bottom part of the main screen is empty when restarting a saved game. This is the area tha normally has the graphs for population, economy, influence, etc., or the data for a selected planet or ship. While clicking on empty space in the main viewing area will bring up the graphs, or clicking on a planet or ship will bring up the data for those entities, the default should be the graph data mode from the time of the saved game.
This is still happening in Beta 3. In fact, it happens to all social improvements that I have researched upgrades for, such as the "factory" upgrade over the "basic factory" improvement. In this iteration, however, it looks like the social projects I have already completed, such as "basic starport" and "basic factory" have been deleted and the work queue has replaced "upgraded star port" with "basic star port" and "factory" with "basic factory" After taking
Find also finds star bases, which always have 0 move points. So far, it has always been a newly constructed star base that the find function locates. Another oddity of this bug is that it sometimes finds a ship in the current view area, rather than any other criteria, such as the last ship moved, or the last ship found.