I clicked on the x box on the audio/video options window to turn off the background music. Now it won't turn back on when I click on that same box.Saving and reloading the game brings back the background music.
Lucky_Jack
I thinjk there may be multiple cases where the turn key stays hidden when it should show up. I found one case just now. If you colonize a planet and have the planet view up and assign social projects to tiles, when you want to dismiss the planet view, be sure to hit the done button on the planet view, not the turn button on the main screen, (they are right next to each other vertically, which leads to confusion). If you click the wrong button by mistake the
This is still happening on Beta 2. It has happened twice now with colony ships of my design. Strange, it doesn't seem to happen with other types of ships. The ship I have disigned has a large range - 42.
The only ship the minimap is showing an auto pilot trace for is the initial survey ship the game gave me at the start of the game.
Is this option coded? The game acts like this option is on, even when it is off.
Me too. I find the need for the scanning range of ships in more than just the ship design screen. The star port (selected ship data) and the main screen (again, the selected ship data) are two more places I keep looking for this data.
In GC1 I seldom do that (build huge fleets and bash the other side's heads in). If I want to play that kind of game I go to CIV2 or MOO2. In GalCiv I mostly go for an influence win, encouraging star systems to defect to me. In the interest of keeping other races ships off my back, I build a few strong ships and keep them placed where I think they may come after me. <TR
the mouse is "too small" and "too slow" I just checked - Windows XP PRO has controls for pointer size and speed. Try "start"->"settings"->"control panel"->"mouse" and check the settings available under the different tabs therein provided The next question is: does Windows provide an interface where GC could
Phoenix, since NASA is colaborating with several noted physicists on how to turn FTL theory into practical travel, how can you be so certain it can't be done?
Keep in mind that: 1). The Stardock people have been saying that programming in 3D is easier than in 2D. 2). FrogBoy (Brad Wardell) has been saying that he wants to concentrate on keeping the game multidimensional by providing many ways of winning the game; not just with military might, but cultural influence, economic prowess, technological superiority, etc. etc.. The utter concentration on the code to support invasions and provide such
My last game got to the point where even the enter key would not advance the game. Nothing would. This is beginning to look like some kind of a cascade failure. I am sending the last save of this game and the debug file to Scott.
My last game got to the point where even the enter key would not advance the game. Nothing would. This is beginning to look like some kind of a cascade failure. I am sending the last save of this game and the debug file to Scott.
I have even seen the turn button missing and everything else working. Planet lists could be called up, the map could be shifted around, I left the room for many minutes, etc... Then I pressed the enter button and the game went to the next turn (the auto-pilot ships moved, the auto save occured, and the turn button came back.
The color markup failed. I tried to mark only one word in red (the word "captured"). Can someone that supports SDCentral take a look at it?
The attack was lost, but the view came up anyway. The map of a class 10 planet showed no buildable or built upon tiles, but the other data in the view looked ok for a captured planet.
Every time I call up the planet list I see more than one planet hightlighted, usually three (I have 12 planets in the list). If I select another (unhighlighted) planet, it just adds to those highlighted. If I continue to select other planets, eventually the highlithed planets become unhighlighted to where I only have the last one I selected as hightlighted.
I have thought I was seeing this several times, but if I leave the room for a few minutes, the screen updates and the turn button comes back. I have mine in windowed mode and have a CPU usage meter up. The usage meter doesn't show any more usage with the next button gone than with it there, so bit twirling doesn't seem to be a suspect here, so maybe it is waiting on something.
Even with 12 planets. You can click the scroll bar and it works, but you can't see it. You wouldn't know it was there unless you managed to click on it by accident.
For many months now. I noticed this just after surveying an anomaly that gave me 25% of my research. It started at 6 weeks to complete and stayed there for quite a time. Then I successfully surveyed another research anomaly and it changed to 3 weeks, and remained there for many months. After a while, it dropped to 2 weeks, tnen after anohter many months it dropped to 1 week.
After hitting the next button click inside the planetry map and it will update. I tried that and, yes, the planetary map changed, but nothing else changed. The planet name, statistical data, etc. all remained for the planet I started from.
Hey Scott, Cari, or GR, the sticky thread with the bug submission instructions has come unstuck. Can you restick it please?
The ship is not hidden. (Putting the cursor over one does not show any text, much as one would expect.)
The Open Log Directory button opens a standard window with the list of sub-directories and files of the directory where SmartException puts the crash log files. The name of the file for GC2 will be GalCiv2.exe.cra (name of the exe file with the added suffix "cra").
I thought the "f" key was to combine ships into fleets (all of the ships on the same tile as the selected ship are combined into a fleet). The accellerator key for the "find" button has always been the tab key. Did I see somewhere that the "fleets" feature isn't available on Beta 2??? Perhaps this is why the game crashed (although I would have expected one of those "feature not yet available" windows Stardock has been very nice in providing).
Do starports have different build rates or is there just one build rate? Each planet has a number of shields (military and social) available based on the planet class, production improvements on the planet, and your tax rate and spending rate. The build rate for a ship at each star port depends on the number of "mili