Where there are a lot of of ships and one ship gets destroyed, there is a very noticeable pause in the middle of the explosion animation..
XenoArch
Where there are a lot of of ships and one ship gets destroyed, there is a very noticeable pause in the middle of the explosion animation..
Dang, tough choice.. write a color blend node plugin for MojoWorld, or play galciv.. (can't write the node tonight, going to gf's house won't be home)
Yeah I had same problem last night, I also had two survey ships stacked on top of another when it occured, both where set to auto survey
did you get a message that you stole a tech, and had just finsihed researching one? I disocvered in that case you have to hit escape before things start to respond.
recently I've switched to playing a merchantile party from a technologist. I've noticed I'm limited to 10 trade routes even when I can have more from techs and United Planet resolutions. Is this because(indirectly anyways) there is no scroll bar on the traderoute panel when listing the routes? Or due for for other technical reasons (pathfinding of trade ships)
Or at least we should know the spectral calss of each star, so he hav a better idea where to look for good planets.. I mean We know the spectral class of everystar we can view in the sky anyways. (I know its only a game ;} ANd that is a little late to program that)
non repeatable.. was after i hit turn.. ebug information for each stardock app follows .... Stardock SmartException Logging Information ------------------------------------------- OS Version : Windows XP Video Card : NVIDIA GeForce4 MX 440 Application Exception code: C0000005 ACCESS_VIOLATION Crash Addr: 0049E36F 01:0009D36F C:\Program Files\Drengin.net\galciv\galciv.exe Processor Registers (x86): EAX:FFF76CC3 EBX:00000000 ECX:05A
That is a tough problem, from what I gleam from the behavior, You need to do the path finding in the main thread cause the player might be moving ships around and you can't pathfind if you don't know where the players ships are going to be. Only thing I can think of that can be done about it (with out changing game play of movement) to lockout squares where the players ships can move to. DO all the pathfinding in the background, only do not commit moves that ocure through the locked out
Kvim, it already does, the Wait symbol on the button means the AI hasn't finsihed for this particular turn. You can do anything while the AI thinks, just not finish your turn until the AI is done..
I shall put on a wake for the Bradian Civilization. Such fun opponents. (And since its the AI for drengin's, Ill find there skin tasty also...)
Umm yoiu mean the "send report" button on smart exception doesn't work? Ihave sent a number of crashes with it.. did not realize had to post the results here.
yeah i get a population drop when I am in the red.. people defect murder eachother.. stop having babies.. commit suicide, pay someone to take them off as a person on the income tax rolls.. lots of things happen in bad economies.. do not be red for more then 3 months.. otherwise pop starts to drop.
bad morale? Really not enough informatoin to go on.. I've played medium size galaxy's fine.. remember maitince of planets cost, with few planets to colonize in a medium planet its a bit tougher to balance out. Then there is the support of your defense fleets. By turn 40 I've usually have 2 defenders, 6 colonies, all start burning money and have to reduce my spending before I start going in the red on my money.
I would like to see this too.., then one of the victory conditions is Peace for 20 years starting after year 20 or something.
When I have more then 19 items in the build queue, and move the view down so number 1 has scrolled off the top. I double click on an item, the wrong Item is removed. WHat appears to be happening if I scolled down so that 3-21 is displayed and doublclick on item 3 whatever is in slot 1 is removed. So when you scroll down, the display gets updated but the inputs do not.
My suggestion is learn the data-application-ui model of prgramming. This allows AI's to be a "UI" and allows the AI to use the helper routines that players get and also allows a multiplayer option to be an addon later. THis is how I've designed my 4X game to be if i ever get around to it.
thanx... and bump :)
doesn't seem to be apart of the beta.. where do i download it?
I wish there was an option when they inform you they are going to war with X.. to say are you out of your frelling mimd? Your gonna lose! ;)
Also forgot to run smart exception, however I know how to repeat it. Goto foriegn relation, minor race speak to the minor race just before you decimate them.. leave the foreien relations tab on that rcae.. don't go back to it.. elimate them from the galaxy, then click on forien relation.. boom crash.. Its not checking if a minor race exsists before it trys to display there interface panel. I think..
Woah.. the minor races are not so minor any more... that or I suck at this game.. the runts are beating me up :)
Oh buts thats the fun stuff to code ;) (Yes okay I'm a closet masochist...) Ahh so that explains why the Average AI beatup on the dumb ones. Note to self.. never have just one average ai..
Yeah it favors the humans.. till the AI comes it and takes them over ;) My own inital complaints shows the distrubution is favored to humans.. Cause they already had colony ships and went straight towards the good planets that are in a sparse destance, hence why they owned alot of sectors so early in the game, while I was well clumped around (granted only had 3 systems colonized then but it was all in the same sector) Question on the How did you implement galaxy is pre explored by the
I kind of like the UI from just the screenshots, the real test comes when actually having this User Interfacing with it. ;)