[quote]+ Excessive bonus tile distribution on homeworld? ([link="https://forums.galciv2.com/?forumid=421&aid=167469"]Link[/link]) + Tourism not included in economic might rating ([link="https://forums.galciv2.com/?forumid=421&aid=167559"]Link[/link])[/quote] Fixed for the next update.
CariElf
dagger, it should be submitting with your dread lords serial number to the metaverse, so if it's not, your serials may not be entered correctly in the registry. Can you please go into Stardock Central, and go to Tools->Look up serial number. When you get the e-mail, forward it to [email protected] along with the serial that you have registered in the metaverse, and list the serials as they are registered in Stardock Central for Dread
[quote]+ Spy placement impossible under beta 2 ([link=" https://forums.galciv2.com/?forumid=421&aid=167371"]Link[/link ]) With beta .85[b].002 I can no longer place spies. After clicking on the Spy button for a planet, usually the Place Agent button will be enabled when clicking on an eligible improvement.[/quote] Fixed this for the next update.
[quote]+ Spy placement impossible under beta 2 ([link="https://forums.galciv2.com/?forumid=421&aid=167371"]Link[/link]) With beta .85[b].002 I can no longer place spies. After clicking on the Spy button for a planet, usually the Place Agent button will be enabled when clicking on an eligible improvement.[/quote] This is fixed for the next update.
Edit: (original text below) The most current version of GalCiv2 is 1.8g, which is available for download on Stardock Central. It fixes pathfinding bugs that were introduced in 1.8e, and in many cases will fix people's problems with error 12 when attempting to submit a metaverse game. As long as your serial numbers have not changed in the registry since you started the saved game, you should be able to submit it. However, t
As the title says, please make sure to post Twilight of the Arnor reports under the Beta Reports section. Please also read the sticky in that section on how to make bug reports.
[quote]BTW I noticed that you think you may have squashed the autopilot bug! Thank you![/quote] Yes, I think that I have. If you turn off Skip Moves Left after Autopilot (or whatever that option is) you should at least be able to tell when the ships lose their destination. I think that the reason that I was never able to reproduce this before was because I usually have that option turned off so that I can get every possible movements from my ships. However, I am
At long last, Beta 2 is live! Please make sure that the title screen says beta 2 in the lower part of the screen. Vista users with the NVidia 8600 may notice graphic corruption and or crashes when starting a new game from within a game. Shutting down the game and restarting it will help. This seems to be a driver issue and we will be contacting NVidia for help debugging it
I am addicted to PuzzleQuest, although I haven't gotten it for the PC yet, mostly because my addiction is bad enough playing it on the DS.
Sorry guys, for whatever reason this didn't happen for me when I was testing with the localized customracexmls, and I didn't have any custom opponents at the time in my folder. I'll see if we can get the fix up today.
+ fixed crash caused by AI not being able to find model for a user designed ship after it takes over a planet that is about to complete a ship + fixed Seilore's bug where right clicking on a planet to set as a destination didn't do anything, the root cause of which may have also caused the bug where ships lose their destinations or fail to go to rallypoints
I have to keep two copies of the code at once, and as I found the bugs in Twilight, I fixed them in Dark Avatar, and got the update up as soon as I could.
I've been fixing bugs in Dark Avatar as I find them in Twilight of the Arnor, so you guys get an update even though we're really busy with the beta. I believe that this is the last of the bugs with the save games. Not all save games may be fixed by this update, depending on how badly the save was corrupted. I'm sorry for the trouble, but all the pain was caused by the ship designs, and that's some of the most complicated code in th
fixed for the next update: [quote]- Navigation Centers don't do anything https://forums.galciv2.com/?forumid=421&aid=166651#1350622 The Drengin have too much influence, probably a bug with the negative influence bonuses. There is also more mention in this thread about the tech tree. https://forums.galciv2.com/?forumid=421
+ fixed bug that was causing the negative influence bonuses to be interpreted as really large positive values, resulting in huge influence for the Drengin because of slave pits. + fixed going to StarportWnd from PlanetWnd via ColonyList
+ fixed incorrect upgrade targets for the Arenas and the Ultimate Energy Feeding Center
Fixed for the update after Beta 1a: + Missing tooltips + Crash when destroying colony with an agent on it (also was in DA) + Fixed Navigation Centers + fixed typo in "First Time Colonization" event text
[quote]But only they know if they really wanted to leave those files in the Beta or if they just forgot them. [/quote] For art files, I'd rather get those up on the server as we get them, because that leaves less chance that they'll be overlooked later, and since they require data to actually get in the game, it doesn't really matter that they're there. I did, however, leave out data files for things that are not enabled yet.
This is the default constructor, right? Not one that you designed? Please zip and send in your save game, your debug.err, and please also zip and send in your My Documents\My Games\GC2TwilightArnor\ships folder.
[quote]BTW subset problem, sending all ships without a destination to a destination used to include the starbases and would lock the game if you hit the turn button without deselecting the starbases, so this was out. Haven't tried that path recently to see if it was resolved. [/quote] This was fixed. I'm hurt, you don't read my change logs? [quote]3) Planetary pop up list can't list all the planets (DA forward). Y
If this bug is still present in beta 1a, please e-mail a report to [email protected] with a zipped save game and your debug.err file.
I'm working on the influence bug but so far I've been unable to reproduce it yet. Does anyone have a save game where the influence has already gone completely out of whack? I had one that was sent in, but when I loaded it, the bug didn't reproduce, so it must have been a random event or something that pushed it over the edge for the user who sent it in. If you have a save game where the influence is already messed up, please zip and send it to <A href="mailto:gc2bugs
It sounds like you're still running Beta 1. Update to the latest version on Stardock Central. Also, please check out the sticky threads about how to submit beta reports, and which bugs have already been reported, and the ones that have been fixed.
Barleyman, not yet. But I'd like to get another update for DA out soon.
Ok, we may not have gotten to everything yet, but I think that we got all the really big ones. Just a reminder, please make sure that if you post bug reports in the forums, that you post them in the beta reports section, and that you read the sticky note about submitting bug reports first. Also, please make sure that you zip save games when you attach them in your reports, and that you g