I had no problem updating to Beta 3A last night. I happened to check for an update about 5 minutes after Brad posted about it's availability so call it 1945 EDT. I played for about 3 hours last night and didn't have any crashes or strange things in game (which usually, but not always, preceeded a crash). I like the changes that have been made to the tech tree, although work still has to be done on that front. I also like the additional graphics that are slowly being i
magus
Whatever the problem was it's fixed in Beta 3A.
Do not uninstall! If you do you'll have to download the whole 180+ MB all over again. Simply follow the prompts given in the game manager. If it says there's an update for a component select either install or upgrade for each piece. Right now there are only two pieces, the core GalCiv game and the multimedia components.
I traded many techs and trade goods to a minor race for it's sole planet and even though there were no ships indicated in the ship window when the trade was being constructed there were two ships that appeared beside the planet after it became mine. The ships were owned by the now absorbed race and didn't budge. If I went to attack them a pop-up would appear that stated "Do you really want to go to war with X" where X was the race name. The same behavior occurs when there are
People keep beating me to these things. :) I was going to mention that there appear to be quite a few files, even with a fresh install, that have been deprecated, showing up after the download process. It was reported in another thread that the *.anomoly files are no longer referenced.
This is still a problem. I build the Eyes of the Universe wonder and I still, occasionally have a ship that will vanish beneath the FOW. Hitting Ctrl-R correctly refreshes the FOW and the ship becomes visible again.
I grabbed the copy of SE that Brad pointed to a few days ago, the one in the smartexception_galciv.exe file, and after killing the MCP and Smartexception processes I successfully installed the older version and it runs correctly at system startup but It has yet to actually catch any crashes when they occur. This is on Window 2000 SP3.
Cari, That may have been my save game. :)
Brad said: I'd prefer to see that star bases can be UPGRADED to have more than 100 hitpoints. This works for me. :)
I saved a game last night because I noticed that whenever I clicked on a ship or starbase the little summary window that gives you all the ship stats would not display any information. All the slots just stayed blank even though the ship would obey orders. I tried to save and restore in the hope that it would fix things but when I tried to load the saved game the progress bar got to the 95% point and then the game dumped me to the desktop. Smartexception was installed and runn
This seems to be a side effect of the change in the pathfinding code when ships are off screen. When a survey ship on autopilot is off screen and hits and anomaly that is prohibited because the UP passed the no anomaly snarfing amendment it just stops and enters a halfway state. The UP popup that states "You can't snarf that anomaly" does come up but the ship itself doesn't quite come out of autopilot. It stops on top of the anomaly and the only way to get it back in action is
I was just about to post the same thing. The only way I have been able to get the tech has been through trading with another race. That begs the question of how they got it. Tech 302 doesn't exist.
Starbases should have more then 100 HP. The initial posts about them and the draft docs state that they should have 500 HP and while this may be too high 100 HP is too low. We're talking about a fairly massive construct here and I think it stretches things quite a bit to say that a single starship can have more HP than a Starbase.
This one has been around for a while. It seems that if your influence point total is more than 4 digits then only the final 4 digits are actually displayed.
It sounds like someone at Stardock needs to update that. The last release date I saw was for the first quarter of 2003.
Counting the daily receipts :)
There was a later comment from, I think Cari, that the intial HP info both from the forum posting and the Brad produced docs was incorrect in stating that Starbases would start at 500 HP. I think 100 HP is way too low but I'll see what Beta 3 brings before broaching the subject again.
This is a known bug that has been fixed in Beta 3 which we should be seeing "real soon now" (tm).
Any thoughts or comment from anyone at Stardock?
Jack, I agree with you and the bug you describe is at the root of the current problem in this area. I seem to remember a comment from Cari with respect to tweaking the pathfinding algorithm that _may_ work to resolve this issue.
It's especially annoying when it's a heavily loaded transport that decides to commit suicide in this fashion.
Personally I couldn't care less about fleets; the whole concept seems a bit foreign to the way GalCiv seems to operate, probably intentionally so, given Brad's comment above. :) What Brad describes would be just fine for convoys.
Stacked units and Convoys please. Please see the thread entitled: "Stacking of ships and convoys?" from 8 days ago.
An interesting idea but I still forsee problems. Given time it should be possible to overcome the backlash against a system taken by military means and being "forced" to take some planets militarily should not preclude a cultural victory. This may all be moot if the AI is acting in an intelligent fashion.
I still think there is a fundamental flaw in the idea, no offense, but sometimes a race is just not willing to coexist peacefully, at least not without more bribery than it's worth, so wiping them out shouldn't preclude a cultural win.