In the final build of Dark Avatar, attack rolls will roll 0 - max attack.
CodeCritter
Thanks for reporting this one. We've found the problem and fixed it. Now it will update as soon as you make a fleet.
I'm thinking the only fix would be to reset the video options for the game, any ideas on how to do this from outside the game (since I can't even get past the main menu to adjust it)? Yes, you can reset your settings from outside the game. Go to your /my documents/my games/gc2darkavatar folder. Inside of that
The engine sizes were tweaked in one of the recent updates. This has caused the default scout ship to be unavailable until you research miniaturization technologies. This is a known issue and has been resolved. Thanks for reporting it.
I'm not going to list the combat rounds since the battles went to max. Now heres the confusing part. Same naming as above so AD had 58 HP and TD had 56 HP. In the first test TD won by 8 HP. What I'm confused about is that AD (who attacked) got 50 shots off while TD (defender) got 51 shots. The final shot from TD is 7 damage. But that doesn't add up si
So if I understand starbase assist correctly you are saying that if I add beam assist +2 that is a single weapon. If I then add +2 missile assist that is now 2 weapons right? So if a ship had 1 laser it would have attack of 1-3 for laser and 1-2 for missile but against only one ship? In your scenario that ship would have 2 beam weapons
Starbases can be used to flip planets. The starbases themselves will not flip. Mining bases (on asteroids) can be flipped, but will not help you to flip planets.
In the original galciv2, you should see multiple weapons from the ship when it attacks. If the weapons are close together, it may look like only one weapon. If I recall correctly, it was 1 weapon animation per 2 weapons on the ship. This is done to lighten the load when generating the animations. In Dark Avatar, a lot has been improved in the battle viewer including targeting, ship motion, animations, etc.
Merry Christmas, Galcivers!!! I laughed so hard when I saw that pic. Nice one, MarshallONeil.
Kyro posted his report on the battle system. You can view it here: https://forums.galciv2.com/?AID=139395#1082656
Fixed the typo. Thanks for reporting it.
For clarification: Note: the current 2A build does not account for all sources of defense or defense degradation as mentioned in 2), only the max value of the specific opposing class-the next build will include these, as described in the example below. This is referring to the weapon selection algorithm that p
Yes, I can confirm that this bug has been identified and fixed. It affects improvements where you are limited to one per planet.
Thanks for reporting this. It has been fixed.
I've not seen the event, but using random opponents in DA sandbox games they have appeared as one of the races. The Dread Lords appearing as a race at the beginning of the game was a bug, and has been fixed.
Research tree, Duranthium armor milestone one is in the previous tech milestone group Good catch. Fixed that one. Wow.. ok .. some kind of indicator for that would be nice then. <img onload="setImageS
1)A random event came up and a planet became inhabitable, so the Council voted on who got to populate it and I won. So when I started building stuff on it I noticed that the planet (size 8) had 2 basic colonies. This was fixed for beta 2a. If you load your saved game, you will still have two colonies, but if you get that United Pla
I've also seen counter-spy buildings and research cooridination centers...er i mean disappear too. The bug affected any improvement where you are only allowed to build one. The fix will take care of those improvements too
This problem was fixed in the latest update. Please make sure you have updated your copy of Dark Avatar. If you have, please delete your .customrace files from my documents/my games/gc2darkavatar, and try again. This will remove your custom races, so if you want to keep them, just move them out of the folder instead of deleting them.
Find your prefs.ini file from c:/program files/stardock/totalgaming/galciv2/darkavatar Rename if to prefs_old.ini. Then run the game. This will reset your settings and may eliminate whatever is preventing your custom race from showing up. If your custom race does show up, please email your prefs_old.ini file to [email protected] so we can look into why your race didn't show up. Please provide a link back to this forum thread in your email message. After emaili
Yes, the fix for the other thread did cause this. I have reinvestigated the problem and both problems are now fixed. When you fixed this did you take into account the possibility of conquering a planet that has a more advanced power plant than you can build. Because I could add my fusion power plant
First, try a reinstall to make sure your dxpack files are not corrupted. Also, make sure your using the most recent version of the beta. (I believe the first beta had some ships that were missing graphics files, which could cause a crash like this) If it still crashes, and you have a saved game that is crashing every time, please zip the save file ( save files are found in /My Documents/GC2DarkAvatar ) with your debug.err ( found in /Program Files/TotalGaming/GalCiv2/DarkAvatar )
Marvin, do you have a saved game that reproduces the crash? If so, please zip it with your debug.err file and email it to [email protected]. Thanks. In the meantime, I'll try to reproduce it on my own.
Try adjusting the "Ambient Light" setting in your Video Options screen. Turning it down will cause there to be more darker areas.
I've found the source of the first bug. It has now been fixed. Thanks for the details on how to reproduce it. I saw it happen once, but wasn't sure what caused it. You were right about it being the ships in orbit. Thanks again.