Is there still one planned?
HercMighty
CariElf: My trading techs problem was originally posted in post #4 of this thread: When a race would contact me to trade techs and I accepted the tech does not show in my list of researched techs. I would like to clarify that it happened twice, the same major race both times, and both times it was a one to one trade that they proposed to me. When I accepted the tech did not show in my list of researched techs. One thing that maybe a cause was at least one of them I did not have
HercMighty, do you have a prefs.ini file in the data directory for Altarian Prophecy? If yes, does it have the settings that it's not remembering? I'm not sure how the colony ship ended up in orbit. It's supposed to make you chose a planet to deposit the colonists on and then destroy the colony ship. I will check for the file. The colony ship I had to launch and then disband to get rid of it. When it was in orbit it would not let me disband it. Brad is going to fix the minor
Started a game on tiny and ended up only getting one planet. So i sent my free colonyship home and told it to go to Earth. It left the ship in orbit and said there was zero civilians on it, but then if I ran my cursor over other planets (all 9 or lower) I would get the visual to land the colony ship. Shouldn't the colony ship have been dismantled when I told it to go to earth?
When finding anomolies I would get something like "....5%%" where I would get two "%" symbols. Also I started a game and played for a while. Saved game and went back to main menu and clicked on start new civilization and got a crash to dektop. When a race would contact me to trade techs and I accepted the tech does not show in my list of researched techs. Game does not seem to remember race pics, party or abilities at the startup screen. A question I have is
The Altarian Prophecy beta requires that a full Galactic Civilizations installation of version 1.13 or later be installed. Saved games from non-expansion pack builds are _not_ compatible with this beta. 1.49b beta -------------- 2 new races 10 scenarios lots of new screens 4 new ships massive performance enhancements tons of other stuff. 1.49a beta -------------- +fixed bug where if you have
That is all
Is it going up today? I am on my home from work soon!
:CONGRAT: :CONGRAT: :CONGRAT: :CONGRAT: :CONGRAT:
In this thread: Link and following the link to the thread mentioned in the first post, I have tried loading the last available save game and I get a CTD after clicking on the research screen to close it. Stardock SmartException Logging Information ------------------------------------------- OS Version : Windows XP Video Card : NVIDIA Quadro4 700 GoGL (Dell Mobile) Application Exception code: C0000005 ACCESS_VIOLATION Crash Addr: 0048C4EA 01:0008B4EA C:\Program
I am interested in what you can tell me CariElf as others were able to load these games and play out their year.
In this thread: http://www.galciv.com/forum.asp?BID=GF&id=118912 and following the link to the thread mentioned in the first post, I have tried loading the last available save game and I get a CTD after clicking on the research screen to close it. Stardock SmartException Logging Information ------------------------------------------- OS Version : Windows XP Video Card : NVIDIA Quadro4 700 GoGL (Dell Mobile) Application Exception code: C0000005 ACCESS_VIOLATION C
This would be an interesting idea. I think I saw this asked once before but I don't know if it made the to do list.
I know for sure that under domestic policy---stats---misc the filters icons here will be greyed out but the information is present. Click on the filter icon the information goes away and the filter icon will remain greyed out, click again and the filter icon will be on and the data will re-appear. I have a save game that does this. I think I have seen it on other races screens also when I go to check espionage information. I have latest video drivers.
Gal Civ 1.2 and AP are interelated.
Thanks I will give it a try tonite
I have found that using Rally points to send colony ships to planets works well. It would work really slick though if we could have a setting on the planets screen that when you auto launch a colony ship or transport ship that you could specify how many people should be loaded. So we could have the check box for auto launching and either a text box or a pull down menu with percentages for specifting how may citizens/troops to load. As it stand right now it automatically does half your population
good point, thanks
Is there anyway to get an option where you can select that PQ14 planet and have an option to tell your empire to send the next available colonizer to it? Or something to this affect? So you "mark" the planet, then click on the planet listings and find the planet you want to build the colonizer and maybe have a pop up asking how many citizens should be loaded and the next you hear about it is in a pop up saying the planet was colonized.
I cannot view them either since unpgrading to the Beta of AT, I don't think I had this problem before then but I could be wrong.
I think 1.2 will have it in early Jan.
Frogboy, CariElf: Can we have this pretty please? Or what about making the lower right section not clear and put in a scroll bar?
Log would be a good idea! Shouldn't be that hard to put in either.
This is the one thing I have not liked abot GC, is how morale is a mystery. If the game could give me one refinment it would be how morale is portrayed to us. I just don't like the guessing, maybe it is population, maybe it is cultural, maybe it is they just do not like me. To answer your question, if the game supports it I would spend espionage points on all the civ's. At one of the levels you should get feedback as to who is doing it to you. I have seen pop-ups in my games telling me