RemingtonRyder

RemingtonRyder

Joined Last seen Member # 2197899
7 Posts 434 Replies 29,808 Reputation

Perhaps a new research project could be added to the tech tree in much the same way as for the galactic plague, to overcome the effects of the speed limitation mega-event. If that research led to a new ship module (a Hyperspace Stabiliser maybe) then it would pose an interesing dilemma to whomever researches it first - whether to fit the new module to all ships right away, or to give the module only to ships that need to go faster than speed 5.

228 Replies 167,399 Views

I have an idea, although it's not too original. Scientists everywhere in the galaxy become terribly absent-minded and can't say what exactly they're working on or how long it will take until they've finished it. You can steer them in the right direction by suggesting one of the colour-coded categories, but that's about it. All research is effectively blind - although you can still see on the tech tree what projects have or haven't been completed, you won't know which one specif

228 Replies 167,399 Views

I noticed in Beta 5a that when quickly designing ships (by double-clicking modules or by using the Place button to automatically place it onto the hull) the new component(s) are completely black. When you click on them or on their icon they become lit properly. Also, the highlighting of the currently selected component (or dimming of the rest of the ship perhaps) in the ship designer does not seem to work as it did in previous versions.

71 Replies 21,494 Views

Having three flavours of weapon and three of defence makes things interesting enough. The limitation of these weapons is that their mechanics are essentially the same - if you roll higher than defence you cause hull damage and defence is lowered, if not the defence sucks up all the damage. It would make some sense to complicate things so that the high-end weapons can partially or even completely bypass the low-end defences, or affect more than one ship at a time. That increases the pr

34 Replies 15,110 Views

Defences are now cheap enough and small enough that if you needed all three you could fit them. Therefore it may not be such a bad idea to drop off-type defence or place more limits on how it can perform. Off-type plays a role in avoiding the phalanx-beats-battleship scenario where the AI is left completely defenceless when the human player starts using a weapon that they can't effectively block. If you haven't been gathering intelligence on the fleets of your enemies (and friends) an

34 Replies 15,110 Views

Public beta testing has the advantage that you get a wide variety of mindsets playing the game looking for potential problems. It's usually never the case then that all your testers can't see the forest for all the trees

215 Replies 63,258 Views

Dare I say it but if you require to distribute an executable with the old graphics engine that will run on earlier operating systems, and one that will run the newer engine on newer systems, couldn't you simply distribute both and give them different names so that the launcher can run the right one? I realise that continuing support for older operating systems may be a strain, but it seems that for the moment the rest of the gaming industry continues to support them, and if they do in f

215 Replies 63,258 Views

Well, it would explain why the same issue is seen on different video cards. One of the thing I learned about computing way back was the concept of GIGO (Garbage In, Garbage Out) - now, if you consider that the CPU generates the input for your GPU, then what is rendered (the output) is only going to be as sensible as what was fed in.

215 Replies 63,258 Views

Okay. It's just that after taking a look at the debugs posted here it seems that there aren't any comments from players with Intel CPUs about graphical glitches, but almost everyone with an AMD processor has mentioned it. However I should point out that the cross-section here is too small to be statistically significant.

215 Replies 63,258 Views

I tried to do a little research on the web to see if similar errors have been come up in other games, but not knowing very much about Direct3D some of the things I was reading went completely over my head. Also, the lack of supporting images made it difficult to make a guess about actual relevance.

215 Replies 63,258 Views

Sure, I might be out of line with this rant, but after spending two weeks trying to play a game on the last beta, just to realize there were problems that beta 4 supposedly addressed and chucking that game for the latest and greatest and again to pretty much end up 'screwed', yeah, I would say that I am a little upset. Beta testing is one sure way to get the level of feedback necessary to address these issues, especially ones which can't be reproduced in

215 Replies 63,258 Views

I also experience the same graphical glitches with the Beta 5 test build. Is it a good idea to send in a new debug file at this time? Also, I caught a minor typo in the new Milky Way galaxy map. One of the stars is named Epsiolon Eridani. I do like the layout though and the start settings (just 1 billion population and no freebie colony ship).

215 Replies 63,258 Views

All I can see on SDC is 1.59[b].096 I've got the show pre release option checked too. That is the beta version. Version 1.60 would be reserved for the finished (post-beta) update. In-game you would see that the version is 1.60 beta 4 at the bottom left corner.

215 Replies 63,258 Views

I uninstalled Dark Avatar and then re-installed Beta 4 (five minutes ago). If there was any file corruption, that should have taken care of it. However, the same graphical oddity persists.

215 Replies 63,258 Views

For the time being, is it possible to revert back to beta 3? Does anyone have a copy of it or know where I can get it? Thanks. If you have checked the box in Stardock Central marked 'Auto-archive on application update' then you should have a restorable archive of Beta 3. Choose 'Restore Archive' from the File menu and pick out the most recent archive.

215 Replies 63,258 Views

Marvin, thanks for trying that. Could you please post your debug.err file? The file is located at c:/program files/stardock/totalgaming/galciv2/darkavatar/ Thanks. I sent a debug.err to gc2bugs a few hours ago, it's been given a case ID of 37755. Marvin, have you tried reinstalling the game? Not yet, but I have tried rolling back to my archived beta 3 and the problem has disappeared. I'm going

215 Replies 63,258 Views

A question about the gfx problem: Does disabling ship textures fix the problem, complicate it, or no change? Having re-tested with the same Korath ship from the screenshot, there is a slight change - the anomalies lose any colour they might have previously had.

215 Replies 63,258 Views

A question about the gfx problem: Does disabling ship textures fix the problem, complicate it, or no change? I tried this very early in the morning (when I first tried the new beta) and there was no change. I'll try it again just now.

215 Replies 63,258 Views

Also, for anyone experiencing the gfx issues, please make sure you do have the latest version of your video drivers. I got hold of the latest ATI drivers this morning and installed them. Unfortunately, the translocated vertices are still alive and kicking in the DA beta. However I haven't seen any drop in frame rate or any other issues (with any games) since updating, which is always a welcome relief. In addition I should note that it's possib

215 Replies 63,258 Views

What I see, on a freshly-designed Terran style colony ship, is a single acute triangle the same sky-blueish colour as the interior of the colony module. It's only visible from one direction. When I make a scout with sensor modules, each sensor pallet creates two hull-coloured acute triangles which are visible in both directions. Sometimes I'll see the texture for one of the ship's built-in engines in the wrong place too (stretched out, much like the triangles).

215 Replies 63,258 Views