I see 'em. Thanks.
Lucky_Jack
Bingo. I didn't see that. Thanks. That is what it was. May I plead not expecting that because Beta 1 didn't have it? You're right. I should have looked at it more closely.
I selected the lower level PQ charactoristic when I started my current game (which gave me +20 PQ - I checked my stats). I colonized a class 14 planet, got the worms event, offering +47PQ for the evil option, which I took. I only got a class 16 planet. By my calculations, I should have ended up with a class 23 planet.
Is it possible that research points earned are not being credited to the research project? I am seeing the time to complete change only when I build a research lab, colonize (or capture?) another planet, or explore a research anomaly.
Thanks, Cari. Any idea when a build with this fix will be available? This problem is a real deterant to being able to test some other things.
Its ironic because normally bombardment would INCREASE casualites rather than traditnal warfare.... Depends on which view point you choose, yours or the enemies. Since the use of orbital bombardment would preceed the landing of troops, orbital bombardment increases enemy (and, perhaps, colateral) casualties and decrea
I find it unreadable. Fixed now. Thanks.
Twice now, I have had the "ship loading" window appear for the launching of one transport. The first time I had completed two transports of a custom design, saw only one ship completion icon drop-down, selected the planet from the planet list (single click) selected the transport and clicked "launch" from the planet data window on the main screen, filled the transport and clicked "launch" on the loading window. The ship loading window came up again, so I fi
I completed two transports of the same custom design in a turn. Only one ship completion icon showed (on the right side). I checked which planets completed ships by using the planet list with the sort set on military turns (I also have "Build same ship until canceled" off). I selected one of the two planets that had just completed ships (single click) and used the starport button at the bottom of the main screen (shows up only when a planet is selected) to go directl
Well, I figured I would not need any more sensors (they are too limited to be of any value at this stage of the beta, having a range of 0), so I obsoleted the design. Now I want that design back so I can test something out. This brings up the question, why wouldn't someone need a feature to reclaim an obsoleted design? Can such a feature be added?
The above article has lots of tags and other uninterpreted stuff when I view it here. Am I missing some piece of code on my copy of SDC???? I find it unreadable.
I will have to try that and see.
Actually, I was able to restart a game, but it was a save of a game that had not been reloaded. Then I turned off auto save to avoid the save crashes.
Can't see it. I only found it because the launch direction is consistant.
Something else with this problem. If you have all but one ship (I only have 4 at the moment) on auto pilot, if you deselect the ship on manual without having moved it (mine has 6 moves left), then find will not find it. It finds no ships at all. I have to select the ship on manual in order to move it if I have deselected it. With at least two of many ships on manual the find button works ok.
I think I am beginning to see a pattern here. No guarentees, but it might, just might, have something to do with the target location. It may be that sending a ship on auto pilot to space in an edge sector is when this happens. Not sure yet, not enough times to be conclusive.
Another pattern is beginning to emerge on this problem. It only happens if all of your ships are in an automatic function (auto pilot, auto survey, etc.). Another pattern that seems to be developing is the ship that is being selected when it shouldn't be. It is the last ship put into an automatic function.
I don't know how complete the planet list fieature is yet, but I spotted this and thought I should ask. On GC1 if you clicked on the sort type ("Military turns", "class", etc) the sort order was reversed (assending to desending or vice versa). Is this just not yet in for Beta 2 or is the failure I see a bug?
It happened again and this time I noticed that it was trying to autosave the game. I have seen a report where someone could not save a game without a CTD, but they did not report having a reloaded game crash while being saved. Perhaps this is the same problem (or not)?
I just found a slight deviation in the description of this problem. Another time it will find a ship on auto pilot is the first time you press "find" after a completion of end of turn where no ships are on manual. Even if a planet is not selected.
This access violation happened a few turns after saving and reloading a game. I am sending the saved game, debug file, and SE report to Scott. -------- Stardock SmartException Logging Information ------------------------------------------- OS Version : Windows XP Video Card : Intel(R) 82865G Graphics Controller Application Exception code: C0000005 ACCESS_VIOLATION Crash Addr: 004CAEA2 01:000C9EA2 C:\My stuff\Stardock\GalCiv2\GalCiv2.
I have just made an interesting observation on this; if you move the pointer cursor over the highlighted planets the highlighting goes away (no clicking necessary, just move slow enough for it to sense the pointer over the entry). After unhighlighting all planets, closing the planet list and re-opening it again still causes incorrect highlighting of planets.
On Beta 2, this still happens. IMO, the find button should find only ships that have moves left that are not in manual mode (at least, I can't think of any ship in any other mode I would want it to find).
Here is another observation that may be associated with this problem. An impression that the turn button is gone could be due to the long processing times that develops after playing for many hours. My current game was developing very long processing times during the end of turn period, but saving and reloading the game reduced the time very significantly.