Jaggy, what kind of video card do you have, with how much memory? Do any of the other bink files jerk? It may be because of memory issues...I think that you guys didn't get the most up to date gfx files and/or code for the rotating planets, but if you continue to have the problem after the next build, we may need to work on our bink code... The cultural trade problem should be fixed in the next build. -When a Civ is allied with you, then you give them a tech present
CariElf
Do you have a SE log or your debug.err file from this crash? If you can reproduce it from your autosave game, that would also be helpful in finding the cause of the crash as well. -Cari [email protected]
Tytan: if you click on the planet icon on the button bar at the bottom of your screen, it brings up a list of all the planets that you have colonized. When you click on one of the planets, it will then bring up the planet data screen. Then you can scroll through all your colonized planets from either the planet list, which will remain at the right, or the arrow buttons near the bottom of the planet data screen. If you want to see what other planets are in the same star system as one of your c
When you do a clean install, you need to make sure that no files were left in the directory. Our uninstaller doesn't always catch some of the files. If you have any of these files in your GalCiv directory, you should delete them: Data\GCAnomolies.Anomoly Gfx\playersetup.mtd Gfx\resscr.mtd Gfx\startscreen.mtd Gfx\statusbar01.mtd Gfx\playersetupbg.pcx Gfx\anomaly2.mdl Gfx\buttons.mdl Gfx\planet02.mdl Gfx\planets01.mdl gfx\Planets03.mdl<br
I didn't start getting it until I installed the new dgm and it installed SE over my exiting version. But then I got it on this computer, too, and it has never had either dgm or SE installed on it. We have someone working on it, but he has another project too. You could delete SE out of your startup folder if you're sick of the error message.
Ok, I fixed the bug that was letting Cultural Trade hang out in the Research list.
Some of you seem to be having problems with the game crashing when you try to go to the planet data screen when you have a class 18 planet. Try deleting the Planet18.bik and Planet14.bik files from your Gfx directory. I think that you guys didn't get the full changes for that feature, since the save games supposed to reproduce this problem work on my machine. Deleting those two files should force GalCiv to use the sprite images instead, as it did in past builds.
It could...I was trying to figure out why it was saying that since I could see both the fieldname and value for those two stats in the input file, but didn't get too far on it. Well, we weren't saving the modified default number of traderoutes, but that shouldn't keep you from getting them at all...I'm investigating the trade code now.
Well, it's possible that they were hiding under the FOW until the last minute...we've been having issues with the FOW updating when stars change ownership, or a ship gets thrown through a wormhole, etc. I'll take a look at the saved game that you sent me. -Cari
So was I right, that this bug is fixed now?
I'm calling Pat's attention to this.
ok, I think that I may have found the problem.
If your ship is an attack ship, and you're at war with the other civ, it'll drop out of auto-pilot and attack the other ship, which is how it's been. But if Fredrik's ship managed to attack a non-hostile ship while his was on auto-pilot, and that didn't start a war, it's very disturbing...
It's possible that clicking on a ship on auto-pilot made it move and if it was the last ship with moves, it could have caused the game to autoturn. There was a bug where AI ships were getting deleted in a thread, which could cause the game to crash if it happened to be trying to update the ship's animation at the same time.
Arrghgh...I know why this happened.
You weren't at war with them either before or after? That's VERY odd...
Actually, there was a time when you had to make a ship leave orbit and then re-enter the star system to colonize a planet, and that was annoying. We could, however, put in an "Are You Sure" dialog that could be disabled. Or make it an option to not be able to colonize from within the system.
Hmm...yeah, they're under the star. Since the build was put together yesterday, I believe that I have fixed the bug that causes ships to go under stars, but this looks like it may be a slightly different case. You're sure that these are ships that the drengin built, and not sent there from other systems? Why don't you go ahead and send me the save game so that I can take a look at those ships? Thanks.
Noted the first one. As for the second, eventually that will be an entry field so that you can change the name of your ship, and then you'll be able to click on it and change the name.
I'll bring this to the attention to the guy who wrote the invasion code.
If you're playing on a tiny galaxy, you're not going to get as many as when you're playing on a larger galaxy.
hmm....well, I'll try clikcing on the second ship immediately after colonizing with the first one. Thanks, guys. :)
I think that the military ones work fine...I've only reproduced it for the social projects. I don't think that I've seen it report the wrong thing though, Paul...maybe it's the lag that you're noticing?
Hmm...so it obviously doesn't calculate the new moves left when it first creates them...That might be leftover temp code from before you could upgrade the movement points...
Yep, we caught that one. I think that I fixed it. I know that I put in code that's supposed to fix it. :)