[quote]what about the bug with the enemies signing peace treaties with you without your consent? [/quote] Nope, sorry, I haven't addressed that.
CariElf
I'm going to try and get one up this week. It may not fix the memory errors that people have been getting, but it should take care of the pathfinding bugs and the error 12s, although I recommend that people submit any metaverse games they want to submit before updating just in case.
The maximum of total players that can be in the galaxy at once including major races and the human player is 36.
I think that you guys will find the new additions to be really cool. I don't usually play as the Korx but I did today to test them, and the new abilities are very fun. + NEW: Added War Profiteering ability, which allows you to profit from other civilizations' wars. + NEW: Added persistent trade route ability, which prevents your trade routes from cancelling after your mini-freighter has been destroyed too many times. + NEW: Changed creativity to randomly finish the te
Hey all, I apologize for the delay. But we had a lot of changes in this build and we decided that it would be better to wait until tomorrow to put up the next beta so that we have a little more time for internal testing.
Heh...actually, I think that 6:30 is right around the time we usually get it up. :) But no, we're not going to put it up today. We just had too many changes so we're going to wait until tomorrow to give us some more time to do internal testing.
I think that it would be more accurate to say that the DS games are more likely to appeal to younger and casual gamers. I have a bunch of arcadey type games that I play when I don't want to invest a lot of time into playing (before bed, waiting in the doctor's office, etc) and I absolutely love them. My current addiction with the DS is PuzzleQuest, which I've almost finished. There a
Zoomba: I think that I should start a volunteer organization that stands outside supermarkets and hands out chill pills, but since the bells are already taken, I'll have to find volunteer bagpipers.
[quote]hmm, what you stated about the reloads are only true if there is a variable that carries over after i shut off the game. As soon as i start the game, i can always depend on it to go out of memory on the 4th save. [/quote] Hmm...well that is obviously not the case for me. Would you please e-mail your prefs.ini and debug.err from My Documents\My Games\GC2DarkAvatar to me at [email protected]
I found something that might be causing a memory leak when loading a game from within a game or starting a new game from within a game, and I updated the test build here if anyone wants to try it: https://forums.galciv2.com/?AID=167594#1389867
neilo, I need you to e-mail in your save game that you can't submit, plus the corresponding xml file from your My Documents\My Games\GC2DarkAvatar\Metaverse folder. Make sure that you zip the save game so that it doesn't get stripped. I've told support to assign tickets about error 12 to me. As for those of you calling for another public update, I don't want to put up another build before it's ready. I have been having trouble tracking down the memory leaks that peopl
I left GalCiv2 running on my testbox in AI test mode, autosaving every other turn, all yesterday and all last night and it still hasn't run out of memory. This suggests to me that the leak isn't happening in game. Do those of you who are getting this error save and reload a lot? Or hit CTRL+N a lot? If the leak is in the code that is supposed to clean up between games, that would explain why I've been unable to find it.
chazzie, no, if you're getting blank icons in Dark Avatar, that's probably unrelated. E-mail a screenshot and your debug.err to [email protected] and he'll check it out. You can take a screenshot by hitting CTRL+Printscreen, and it will be saved in your My Documents\My games\GC2DarkAvatar\ScreenShots folder.
Since we posted some of the new stuff with Beta 3a earlier this week, it isn't quite as long of a list as normal, but I think that you'll find the Krynn add a lot to the game. I also want to take the time to thank you guys for the great job you've been doing with the beta reports. Just as a reminder though, don't send in your reports to [email protected] unless you actually can't start the game or something of that nature and you nee
Enteralterego, Your problem is probably not a memory issue. Can you please send your debug.err from My Documents\My Games\GC2DarkAvatar, a zipped save game with a ship design that exhibits the problem and a screenshot of what you see when you try to design a ship using the template to [email protected] ? Please make sure that the save game is zipped or it will get corrupted. You can create a screenshot in game by hitting CTRL a
[quote]1) Auto piloting into a foreign planet eats remaining turns. This seems to cause AI fleets to get stuck (they keep trying to attack a defenseless planet)[/quote] Can you please send me a save game with directions on how to reproduce this? [quote]5) Still occasionally have farm bug where a farm is not counted, and if you destroy it, the pop limit jumps to 100k[/quote] Is this something that you notice immediately upon building a farm? If you were to reload
Some of these have already been fixed in the current update and others will be fixed for the next one: + Terran tech tree - plasma weapons linked to pulse cannons (mass driver) rather than lasers in tree display (pic) ([link=" https://forums.galciv2.com/?forumid=421&aid=168607"]Link[/link ]) - The Arcean Navigation Center does not auto-upgrade to the Advanced Navigation Center. This must be done manuall
[quote]Oops. Nope, just crashed out after attempting to view a ship available for trade in diplomacy. I assume this is an old well know bug, if not I can upload the crash info.[/quote] Please send in the crash info.
1.8d had a crash bug with custom races, so if I reposted it, I would get lots of people reporting that bug. I've updated the test build here: https://forums.galciv2.com/?aid=167594#1383621 I made a change that I hope will help with the memory errors, but this really has me stumped because the bug is not happening in Twilight and from doing a comparison of the source code of 1.80 to 1.80f, none of the c
I updated the link with another test build. This makes some changes to the way that the available opponents list works on the screen where you select your opponents for a game. If you make several variants of one of the major races (not a custom race), all of the variants will show up in the list until one is enabled. Then the others are removed from the list. Disabling the race will cause it and all of its variants to return to the list. I also undid some code that
[quote]Nice mini-update for all the terror star fans. Just wondering is the next update still planned for 6th dec as was mentioned on an earlier hompage entry? I'm looking forward to seeing what the Drath and Korx will be like. [/quote] Yes, we're still planning to do an update on Thursday.
This is just a quick update mainly to take care of the crash with the terror stars, but you're also getting a few more things that we've done since beta 3 went up. Enjoy! + NEW: Added code to show overlays for starbases if there are any available modules + NEW: Added code to show % complete for Terror stars + NEW: A bunch of new images for Iconian improvements + NEW: Tech Details window and Improvement Summary window now have a "one per planet" icon for i
Ooops, sorry, had an extra underscore in there.
[quote]I have a few questions pertaining to the relative ease with which these systems (tech tree, component editor, etc.) can be used.[/quote] It should be fairly easy to use the editors. Since we don't use scripting in GalCiv2, you won't be able to make something completely different from what exists already, but you can use the attributes that are available to make new stuff. These docs are rather out of date, but they're a good start for info on the data fields:
[quote]Do you think you guys can program a way keep the appearance of ships separate from their stats? What I mean is, I would like to be able to add stats to a ship without having slap on parts like it they were pieces of lego.[/quote] I just checked the code and while each component is hardcoded to only use certain values (it ignores the others), it wouldn't be that hard to get it to use any values assigned to it. So you could design a model for a hull and give it default val