Cryptomancer

Cryptomancer

Joined Member # 308580
4 Posts 95 Replies 1,133 Reputation

What do you mean by "periodically some of my ships still refuse to move for a turn"? You could go to the recent thread I have initiated, called "Very important ship-movement question". I have been playing this Saturday evening since 7pm and I have experienced a lot of quirky issues pertaining to ship movement. For example, some of my colony ships are being ignored by the ship-selection cycle, and that "find" button behaves in erratic ways. Consequently, as you have suggested, Mike, the colonizat

8 Replies 253 Views

I have flushed out of my WinXP-controlled PC any trace of SmartException. I did not like the way it had insinuated its tentacles in my system. So it has been deactivated, as Mike Nino has done. I simply e-mail the GalCiv debug.err file to Stardock when there's a problem to report and document. I maintain a very clean OS. I am very prudent when confronted with possible sources of infection or chaos. I never visit porn web-sites for the very same reason. :VOMIT:

13 Replies 281 Views

Thursday, Midnight. TO: LT. Lucky Jack. I totally agree with your most recent reply. I have no complaints against Stardock's original approach to early-beta development. I am very happy with the whole process...even though I can be irritated by the tedium of moving ships around. As you suggest: let's be patient and assist the development process. For once, our input really counts. I'm not in a hurry: I don't mind if GalCiv goes gold in December 2003.

12 Replies 184 Views

Thursday, 8pm. TO Lt. Lucky Jack: Thanks a lot for taking the time and trouble of explaining the situation at length. To make it simple, what I conclude is this: we are in an early beta and some code is not working properly (or has not been fully implemented)...so that would explain why the ship-movement procedure is hindered by tedious and faulty quirks. That reassures me: I might not be as clumsy and incompetent as I believed in this beta-testing adventure.

12 Replies 184 Views

Wednesday, 0948pm. TO: Lt. Lucky Jack. I turn off autoturn as you suggested. Here is what happened. I could move my colony ship. But then, when I selected the two other ships, I saw that they had their full movement-points allowance left, but...they refused to move and to spend their points! Instead, I saw something appear that I had never seen: when I right-clicked in space to move each ship, instead, green rings appeared where I wanted them to move, and the ships were branded by a la

12 Replies 184 Views

Thanks, Citizen Technician: you make me feel that I am not alone, stranded like an incompetent fool in the deep, dark abyss of infinite Space. ;) Thanks a lot, Lieutenant: I will dutifully apply all of your recommendations, and I shall post some feedback on how things thereafter turned out. :notsure:

12 Replies 184 Views

My question will probably brand me as an incompetent tester, but since I have started playing the Beta (in mid-July), I have always experienced a major problem with the correct procedure in moving ships, from the very start of the games! Perhaps other newbies have also experienced those quirks. During the early stages of a game, when there are not many ships around, I prefer to manually move them and micro-manage them. My major problem is that the automatic turn-generation process does

12 Replies 184 Views

I put /d at the end of the Drengin.exe shortcut. Was that sufficient? Must I also insert /d at the end of the Loader.exe command-line? I do not use a Loader.exe shortcut to access Drengin, so what's the point of adding /d there if it's Drengin.exe which launches me to Drengin? Thanks.

3 Replies 141 Views

I totally agree. Starships come in various sizes & guises, with different capabilities & abilities: it would be simplistic to assume that they all would have the same range. I cannot but agree with any approach that introduces more diverse & complex scaling. >:(

15 Replies 229 Views

Another question. I put that /d at the same equivalent place (after .exe") in the GalCiv.exe desktop shortcut. When I read GalCiv's debug.err file, it stated that the added /d was an unrecognized parameter (the game had been launched anyway). My question: why does adding /d work with Drengin.exe but not with GalCiv.exe?

7 Replies 160 Views

OK, thanks for your reply, Lieutenant...But I have Windows XP. If I do as you say, editing the properties of the shortcut, at the target line, adding /d, I get a message saying that such a target does not exist in my Drengin folder. I then noticed that there was a "Comment" line below, in the properties of the shortcut. So I simply indicated /d on that empty line. Did I do the right thing? Was there another way to edit the Windows XP shortcut-properties? The DGM did launch successfully with that

7 Replies 160 Views

Excuse my ignorance, but what does that mean, as Avatar T-Man has stated, that to inform him of DGM bugs we should launch the DGM with the /d parameter? Where do you insert such a parameter? I opened the Drengin folder's debug.err file and it does contain "debug" lines of info, so what the additional use of starting with a /d parameter? If I sent the debug.err file as is, would that provide sufficient info?

7 Replies 160 Views

See in the Forum, below, the posting by Avatar T-Man which contains 0.66.088 in its title. His message contains the link to this most recent build of the DGM. Download the zip-file which contains the two files that you will put in your Drengin folder, replacing two older files. Also, it was suggested to empty the Temp folder which is located in the Drengin folder.

6 Replies 166 Views

Well known error. It is easily corrected by replacing your Drengin.exe & Loader.exe files (in your Program Files/Drengin folder) by the two corresponding files of one of the most recent builds of the Dregin Manager (0.66.086 or 0.66.088). The links to download those builds can be found on recent Forum postings. I experienced that SDS0004 error: using the two files of DGM 0.66.086 fixed the problem for me and I could then easily update to Beta 1Z.

6 Replies 166 Views

Again, Tytan, I agree with you 100%. The game should have a more or less secret repertoire of multiple,pre-programmed AI personalities which could make randomised appearances in the games. As Tytan suggests, you could not always succeed in manipulating a Race by always using the "tired,lame ol' strategy" (such as showering it with gifts) because in different games, the alien Race would react according to different dominant AI personalities...1993's "Master of Orion" had that (such as a "ruthless

21 Replies 304 Views

"Evil, neutral/evil, neutral, neutral/good, good" : I'm OK with that axiological structure. It depends on how you will "be expanding on it" in terms of diplomatic relations. Not an easy programming job if you really want to push it further than MOO 2 in terms of sophisticated complexity...Speaking of diplomacy, I'm trying out "Medieval: Total War" this Saturday. The Spanish Catholic king has yet to accept to send one of his daughters to marry one of my Calif's sons. He has rebuked a dozen of my

21 Replies 304 Views

I agree very much with Tytan : Races should be fundamentally constrained by a Philosophy (or 'Weltanschauung', such as Monotheism or Communism) that would filter & color diplomatic relationships--instead of ethical-neutral mechanics of basic threats & treats. For example: a monetary gift would had no effect on a sincere religious fanatic--you couldn't buy him off, you would have to agree with some of his religious ideas...I think you have it right, Citizen Tytan, but this design-perspective woul

21 Replies 304 Views

I agree: Antarians were not a "minor" race..."Star Trek BOTF" got it right: its minor races had distinct personalities with special abilities, and they were often not easy to charm and manipulate. Whereas in MOO2, most major races could easily be bought off with gifts: it was too easy to seduce them into a sense of peaceful harmony while biding your time to backstab them. That pseudo-strategy never gave me a deep sense of pleasure or power: it made me feel like a cheap pedophile handing out cand

21 Replies 304 Views