CariElf

CariElf

Joined Last seen Member # 43920
9 Posts 95 Replies 2,542 Reputation

1) Um...I don't know. Brad might have just forgotten to update the StarHawk. 2) Ahh, the one where the survey ship's stats were messed up. Cool. 4) Umm...yeah. I think that it was the same way in the OS2 version, though. I suppose that we could add code so that if you ended up with a ship outside of its range it could go a certain distance before it would just shut down and not be responsive (and you'd lose the crew), and then you'd have to bring another ship to reactivate it. That

5 Replies 148 Views

umm, weird. :) We're working on the dgm problems. Did you enter your e-mail address that you ordered with in the dgm when you registered? Do you have Show Betas checked? I know, they're obvious questions, but I have to make sure before I can look at other possibilities.

3 Replies 327 Views

Hmm...well, if you've got XP, you have the latest directx version, so that's not likely the problem, unless you happen to be one of the directx 9 beta testers and there are issues with that. :) Just to be sure though, could you try running the directX diagnostic tools?

18 Replies 623 Views

Urgh....assert errors in the canvas are never good. This particular one is for an error copying from one canvas to another. It could be anything from missing or corrupted gfx to bad calculations (although I'm inclined to believe it's the first, since the problem hasn't come up before this). We'll have to increase the number of tech requirements allowed. Thanks.

1 Replies 123 Views

"At the moment the colony ship is allowed to reach its destination (if you get there in short hops) but wont take the planet when it gets there - I don't know yet what happens with warships. I really don't like this, if its out of range how can it get there? It is certainly not right that it is allowed to sit off an 'out of range target' but not take it." Were you zoomed in at all when you lost your cursor? (Ie, do I have to look at code other than the zooming code?) Umm...I do

19 Replies 323 Views

We may be adjusting the ranges after we get the techs in that will affect your range. Some people are violently against the ranges, but they were seriously outvoted and we haven't decided what we would have to do to the scoring system to make it fair if we allowed people to disable ranges. Thanks for all the positive comments, guys.

21 Replies 363 Views

This is a copy of my current list. Some of the stuff on here dates back to March and I haven't checked to see if some of the older ones are still reproducible. There are also some removed that I've fixed since the build. If Brad thinks it's a good idea, I might be able to set up something a bit more useable next week. -wormhole anomaly generally doesn't take you very far away -animations are interrupted by anything that causes the screen to repaint (like hitting the turn button)

8 Replies 417 Views

1) We will be working on starbases next. Fredrick is correct in saying that a majority of the people here wanted ship ranges. There was a poll of the beta testers, and 56 people voted. 8 were undecided. 11 didn't want ranges. 37 wanted ranges. Fuel is not the only consideration in space. You have to be able to carry enough food and oxygen. Hydroponics bays alone aren't enough. You also have to have an energy source for things like lights and gravity (if you spend too much time in freefa

8 Replies 206 Views

"1. Selecting "Starfighter" from the ship build menu results in GalCiv locking up" Checking this now...Ok, I think that you really clicked on the StarHawk, and your file needs to be updated to have a range. Open your StarHawk.ship file, and your shippak1.ship file. Copy the Range line from the definition of the Survey ship and paste it under the definition of the StarHawk. "2. Sound sometimes fails. All sound will, at times, cease, this is normally followed in short order by

5 Replies 148 Views

Ok, if you're getting a crash or a lockup when selecting a ship to build, the reason is because there isn't a Range value for a ship. Assuming that your other files updated all right, the ShipHawk file would not have been updated, so this is the most likely culprit. The easiest way to fix this is to copy the missing line from the survey ship definition, which is in the shippak1.ship file. I'm not sure how sensitive our parsing code is, so make sure that you copy the line exactly as it appears

0 Replies 195 Views

I can honestly say that all of us here are as frustrated as you beta testers concerning the DGM. Most of us here were working on getting this last build out for over a week, staying late and letting it interfere with our night lives. And then the DGM fails us. It is not simply a case of us setting a "no bugs" flag in the source code. The DGM itself is a beta version. We are working on the problem and we will get a new DGM out as quickly as possible. Please try to be patient. "set_

1 Replies 202 Views

None of you beta testers have AreYouSure.pcx. If you aren't getting the yes, no buttons on the dialog, you probably didn't have the gfx update. Hopefully, it'll grab it with the next build, and I'll put in the ability to hit the Y and N keys for yes and no when the dialog is in "Are You Sure" mode.

1 Replies 125 Views