Master U, The clouds and light files specified in the .fx file are only used if the .fx file is loaded into an .fx editing program like Microsoft Effect Edit or RenderMonkey. The clouds and lights are chosen by the game when you play it. Cloud textures are randomly chosen based on planet class and lights are procedurally created based on the terrain of the planet and the population. angryandroid, Can you post a screenshot of what you see, please?
CodeCritter
If this is the most recent version (1.3 beta 3 or 1.3 beta 3x), please email a saved game where this is occurring to [email protected]. Please provide your debug.err file (found in c:/program files/stardock/totalgaming/galciv2) also and a link back to this forum page. Another question, Was this a game that you started with the new beta 3x or was it a game you had started in a previous version? Thank you.
angryandroid, Please check your ambient light setting. Turning it down will make the dark side of planets darker, and it will be easier to see the city lights. They also fade out as you zoom out, so you need to zoom in a bit to see them. The number of lights is based on population as well, so you need at least 1 billion citizens on a planet before lights will appear.
The planet.fx file is located in C:/program files/stardock/totalgaming/galciv2/gfx/fx There was a bug in 1.3 betas that caused the clouds to not display properly. That has been fixed for the final 1.3 version which is set for next Thursday. City lights did not work properly in versions prior to 1.3. Also, your hardware must support pixel shader version 2.0 for the lights to display.
It's when you choose alignment after having researched Xeno Ethics. It says under evil: "+ Propagana Center projects make planets less susceptible to rebelling" Propagana should be propaganda. Fixed it for the next update. Thanks, ignuss. <br/
Shiva, I just tried a game with 9 opponents, and killed off one. It shows me at 20%. Do you have a saved game where this is occurring? If so, please email it to [email protected]. I fixed the typo Thank you.
I fixed the clouds not working in 1.3 beta 3. The fix will be included in our next update.
Secondly, a pirate ship spawned right on top of a planet. This meant, I couldnt launch any ships from that planet until it moved (several weeks later). I'd click on the planet once and get the fleet manager thing at the bottom, with a pirate ship and the planet. This was annoying lol. AI ships flooded around that planet to kill the pirate ship but none of them attacke
The description for "Anomaly Class: Civilization Graveyard" says "... sometimes the home of lurking space monsters. Nope, there are no space monsters in GalCiv 2, another leftover from GalCiv 1 I guess. Reference to "space monster" has been removed.
There is a \n missing when more miniaturization is needed for a new ship design. It looks like this: Fixed for next update.
On turn 1, I get to see one AI-player in stats, report and united planets under Foreign Policy, even though I haven't met the AIs. I can't speak to him. It seems to be the first AI in RaceConfig.xml that is in the game, for example it's always terrans if they are controlled by the AI. Fixed for next update. Thank you.
1.3 included a new version of the file /gfx/fx/planet.fx. If you still have this version and are using 1.2, you may not be able to see the clouds on the planets. Please delete your planet.fx file and reinstall. That should make sure you get the correct version of the file.
I found the source of the "Freeze up" when removing ships from fleets. It has been fixed. Shouldn't pressing left or right arrow deselect all the text and remove the highlightning then? Yes, it should. That has been changed <TABLE
Also, you may need to restart your computer after installing.
Do you still have your debug.err file from when you tried 1.3b3? If so, please post it here. To fix the clouds for your copy of 1.2, please try reinstalling. That should replace any missing files if your cloud textures are missing or corrupted. If you still run into trouble, please let us know.
PJL and sam0t, thank you for submitting your games. You both seem to have the same problem. We're looking into it. smjjames, The UI color in the text box is to represent that the text is selected. When you see this, typing will overwrite the text.
PJL, Please email your save and debug.err file (found in c:\program files\stardock\totalgaming\galciv2) to [email protected]. Thank you.
It is possible to have a draw. In that case, the defender will keep the planet. The planet quality penalty in that case is a bug, and has been fixed for the next update. Thank you.
It is a known issue where dead civilizations will still show up in this pie chart. Is this what you are referring to? If so, it has been fixed for the next update of version 1.3 beta. Thank you.
Bug 3: In the United Planets-tab in the Foreign Relations-screen. When a race loses the game, it will still be present under 'Distribution of Voting Power' and in the pie-chart. For example, in a game that begun with all ten races but only two are left alive, all ten of them will still be there. Bug 4: In the Foreign Stats-tab in the Foreign Relations-screen.
This problem has been fixed for the next update. Enjoy your class 97 while you can
Driver Name: nv4_disp.dll Driver Version: 6.14.0010.4716 Driver Date: 4/7/2004 12:22:00 This portion of your log file indicates that your video drivers are more than 2 years old. Please try updating them. Please check http://www.nvidia.com for newer drivers. Thank you.
As "Random name" mentioned, there are lots of options in the Options menu to choose when you want the Combat Viewer to appear. You CAN have it appear for 1 vs. 1 battles. To do this, you need to changed the "Battle Length" option to "Full Battles."
I have never noticed this feature in over 30+ games. The planet city lights have been improved for version 1.3. The latest beta includes this improvement. You will be able to notice more lights if you turn down your Ambient Light setting in the Options screen.
Yes, the night time lights are generated automatically by the game. They are based on the population on the planet and the area of inhabitable terrain.