Jotun

Jotun

Joined Member # 379619
0 Posts 0 Replies 67 Reputation

Well I installed it anyway--this is a crash in the diplomacy screen (Drengin) when I click on "Peace Treaty". It is definitly repeatable: Stardock SmartException Logging Information ------------------------------------------- OS Version : Windows XP Video Card : NVIDIA GeForce2 MX/MX 400 Application Exception code: C0000094 INT_DIVIDE_BY_ZERO Crash Addr: 00486091 01:00085091 C:\PROGRA~1\Drengin.net\galciv\galciv.exe Processor Registers (x86): EAX:0

18 Replies 405 Views

My own random comments: 1) I am seeing this too (2 crashes out of four games)--not an Athlon, but not very often. I just had a game dump after about 30 minutes, but I've played for a couple of hours straight without a crash, too. 4) You have the four governors who can all have different build lists, but in that vein I would like to see individual military/social/(research?) sliders for individual planets and a button for resetting them to the global settings. 5) It wou

6 Replies 189 Views

Aha--thanks! Well I guess the workaround is to just click "no" for now. However, I am curious as to what kind of support I will be committing to if I agree to go to war with an ally. If I just sit around on my lazy ass and let them wage war without me will they get peeved? Ultimately, I mean, not just in this version. -Robert

8 Replies 308 Views

The big kid nobody likes decides I'm his buddy and suddenly I'm being pulled into wars destroying downtrodden civilizations! Now, I guess I should just be saying no, but if I say yes, does this count against me evil-wise? Anyway, shouldn't I have a chance to say yes or no to the alliance in the first place? And if I decide not to object, is just clicking yes enough support or am I (in this or a future version) expected to attack things, hand over ships etc.? Usually I just poach planets

8 Replies 308 Views

I've both had alien planets defect to me (it helped that in the systems in the immediate vicinity I had 3-4 settled planets in each), and been warned about a planet in the middle of alien territory about to defect and prevented them (again, it helped that the surrounding culture was losing a war). Of course, in two games in a row I had screwed up badly enough for my people to revolt. That's not all bad though--you get money! That said, it does seem to be a lot easier to let morale run o

9 Replies 352 Views

Sometimes messing with game files (or "cheating"), is a way to explore how the game works or to experiment with different sets of conditions. As it is, the metaverse doesn't keep track of things like how smart your aliens are or how hard or how many bonus points you are using. If it were to do that in the future, I could see at least marking games that are using altered files could have a purpose but mods could also become an important part of the game. -Robert

6 Replies 199 Views

Gamma Ray Bursters--giant stars that collapse into massive black holes sterilizing everything for several sectors around. Depending on how class is exactly supposed to work you either have a bunch of high-class but empty worlds to be colonized, a bunch of worlds that have been reduced to their original class or a bunch of permanently uninhabitable class 1 worlds. A variation on the time-warp idea above--powerful ships you haven't built yet appear from the future to help you but you have

45 Replies 921 Views

That is something I've wished for several times while playing, particularly when I'm playing while doing something "intermittent" like working on a customer's web site remotely and then waiting for code builds that are reading and writing files over the Internet. It would be nice to be able to monitor stuff like that while I'm playing, even if I can see only part of the screen. It's the part of the screen I can see that's important. That way I can stay productive and play the game at the same ti

11 Replies 390 Views

I haven't actually tried adding any morale boosters (would that even work?) but after some games have gone on for a while I often wish that there a few more big morale boosters for those *really* depressed planets that jump up to 80%-100% when you give them teleporters or terraforming but then drop right back down to 40% again, or even those planets that cruise along at 100% for a while and then start creeping down into the 90s and 80s. I haven't figured out what causes that. Maybe I'll

9 Replies 288 Views

I'd add the request to show ships in orbit at the bottom of the view for the selected planet. That's the one thing I have to leave the planet view to check and often causes me to avoid the view and manually try to find and look at each planet in turn on the map. -Robert

2 Replies 192 Views

Actually, my thought was that "real" space monsters would be boring, but "monsters" as localizable areas that could cause damage would add interest to the game in a long-term sort of way instead of the short-term sort of way that "real" monsters would provide, especially if, as suggested, they shifted around over periods of years so you had to keep alert to keep your freighters out of danger. For the real monster fan, however, perhaps they would be something that could only be defeated

45 Replies 921 Views

Are they corporeal things you can track down and kill or are they just undefined "dangers" that cause damage and death? That is, would sending a squadron of Avatars through a dangerous sector leave it less dangerous or would you just end up with a couple of "mysteriously" damaged Avatars? -Robert

45 Replies 921 Views

So, something I'm not getting is: Are there degrees of evil in the game or are you just evil period? For instance, destroying that damn city can't be *that* evil can it? Shouldn't leaving the natives be gain me more than clearing some ancient ruins loses me? I'm not trying to be too literal, I'm just trying to determine if the implied differences are real. -Robert

16 Replies 441 Views

This may be old news, but the problem of targeting an anomaly near a star turns out to be a little more general than that. I found again in a recent game that when trying to target an anomaly that was next to a star, specifically in the lower right hand corner of the space around a star, the target would actually show up on the star itself. What I notice that seems new was that my other planets were doing this even if no anomaly was present. That is, if I targed that same empty square n

3 Replies 159 Views

It can also be embarrasing if they were building "inappropriate" social projects. You really don't need your SO to see that unexpected popup announcing that you've just finished building your people a Bondage Nightclub or a Naughty Satellite Television Network. What do you mean you don't have those in your game? They're quite the morale boosters on the right planets. -Robert

9 Replies 288 Views

I don't think you gain anything by being able to "protect" planets you haven't colonized--the other races will do the same thing to you that you are doing to them. Besides, it doesn't take any longer to create, say, a defender than it does to create a colony ship in the first place. Be bold and keep sending out those colony ships even if you have to send them into someone else's territory. I find ignored high-teen planets that way occasionally. You can always dump extra colony ship inha

9 Replies 205 Views

Thanks, Frogboy (that's something you don't type everyday), My main problem is I lose track of which starbases have the economic upgrade already if I am starting to fill sectors along trade routes with bases without double-clicking all of them, though even determining where to steer the next constructor can be complicated if a group of starbases are at similiar levels of development. Another thought was since the bases have arms, each arm could represent development along a par

13 Replies 344 Views

The skin color changing has to do with how "good" or "evil" you are. It turns blue if you're good enough, red if you're bad enough, depending on your actions in the game. The developers have pointed out that this is "prototypical" behavior--a sort of test-of-concept that will be probably be implemented differently in the final release. Also keep in mind that this is a Beta. Playability is really not paramount at this point while the developers work out logic issues and bugs. -R

9 Replies 190 Views

I see that it's pretty clear they are addressing bugs for the most part and since everything is bound to change answers to questions now aren't necessarily going to be the same at release time. I had just got pretty into some games and *needed* some concrete info. I'm better now. :) I just need to calm down and wait for the docs and thank goodness for the updates. -Robert

13 Replies 344 Views

And in the same vein as Vanyel's suggestion, how about using starbases to fix damaged ships (bring them up to their current max hitpoints by sacrificing their own)? And what is supposed to be causing the occasional random damage that occurs to multiple starbases and ships that are out and about at the same time? Gamma ray bursts? -Robert

13 Replies 344 Views