Well, never mind. I had a backup with the very same save game I'd used to test this before (sans ships). Obviously, I did something wrong. I could design the Advanced Troop version the same as I documented earlier. But, the standard Troop version could only hold 6 modules, not 8. When I loaded them up with troops, this time they properly grabbed 5000 and 3000. The only thing I can think of is that when designing the ships, after double-clicking on the 1st standard troop module to add it to
tickhromeroi
Hmm...I got the 4000 troops. Was the transport with the 8 modules auto-launched? If so, it wouldn't necessarily launch with the full amount. Also, if the planet it launched from didn't have enough population to support it launching full, it would only launch partially full. Nope. After designing both ships (1 cargo hull, 1 Hyperwarp III engine (whatever the top one is), 1 Ultra Life Support module, 1 Ultra Sensor package, and the troop modules), I jus
I tried this because it wasn't behaving right in my last game and I thought I'd remembered the same difficulty from the production version. If it's a beta problem, maybe I should have posted this in the beta section instead of the bus section.
Just as a test, at the end of my last game, I designed two Troop Transports. One had 8 Troop Modules (theoretical capacity = 8 x 500x = 4000x troops (x is thousands or millions or whatever)) on it. The other had 5 Advanced Troop Modules (theoretical capacity = 5 x 1000x = 5000x troops). When I built and loaded them, the 8 Troop Module version only wanted to load the standard 500x troops that happen with just one standard Troop Module. The 5 Advanced Troop Module version happily loaded 5000x
This Pirate event is a bit silly. Two games ago, they showed up and wiped out (essentially) every ship in the galaxy. It was pretty amusing looking at the graph of military strength. For everyone, it just turned into a ski slope to zero (I'd like to know where these pirates came from and where they got their ships if they can beat the WHOLE galaxy in a couple of turns -- thank goodness they had no Troop Transports). They were so strong, I determined there was no point in trying to fight them
I'm not sure if this qualifies as stupid, but it sure was surprising. In my last game, I got the message the Dread Lords had returned. I basically ignored this until up popped a screen where the DLs were complaining about how bad things were going for them and could I do anything to help. So, in exchange for about 4 of my old, original Defender ships, a bit of money, and some trade goods, they traded me THE ENTIRE RESEARCHED TECH TREE. Everything. Well, except for the last couple of Research
Until the developers can get back to you, I'd suggest updating your video driver. It looks like it's about 7 months old. NVIDIA Driver Downloads ForceWare Release 163 Version: 163.69 WHQL Release Date: September 18, 2007 Operating System: Windows Vista 32-bit Language: U.S. English File Size: 30.3 MB I'm assuming your running 32-bit Vista and not 64-bit. If not, they have a simila
Is this debug.err regarding the same thing you started the thread with (game freezing during combat)? If so, I don't understand. To me, this debug.err looks like it's from a game that terminates normally (Debug Message: TitleWnd: Quit Button.... Debug Message: Main Shell terminating normally). What exactly are you seeing and doing?
Under Vista, DA's saved game files (and debug.err) are under ... Documents\My Games\GC2DarkAvatar
It looks like you're running Vista. For the SmartException problem, see my thread SmartException Doesn't Work Under Vista . Near the bottom, I mention ways to work around the issue and get the information to Stardock.
I get tired of getting extremely behind in tech just so I can colonize my own little corner of the galaxy... The AI never seems to do anything with those extreme tech planets. It just grabs them and lets them rot. I've found that if I ignore them, nothing bad happens (assuming I'm not at war with them). Let them have the planets. When you develop the technology, assuming you don't want to invade and can't flip them via influence, buy the planets from
For me, the production version of DA was OK (I had some crashes and problems with the display drivers). But, DA 1.7 Beta 3 is VERY stable. Make sure all your drivers are up-to-date and try the beta. I'm using Vista Ultimate (x86) with an NVIDIA 7600GT
I just don't think it should be a learning process at all. The colony was working, at least somewhat, before it flipped over to me (assuming I haven't researched the proper Extreme technology). Just because the ownership changed shouldn't mean the colony forgot the very technology that let them land and at least partially grow on the planet in the first place. After all, if a planet with superior factory/econ/morale/etc. technology flips over to me, the tiles using those technologies don't de
I'd like to suggest that if an Extreme Colonization planet of some type comes over to our side (via influence flipping or outright takeover), the planet at least keep working as it was. It makes no sense that just because the planet now falls under a different government, the colonists forget how to colonize the very planet they're on. I don't expect the technical knowledge to come over as though I'd stolen it or gotten it via invasion (though that might be nice). But, just letting that one p
Current Display Mode: 1152 x 864 (32 bit) (75Hz) Debug Message: Game Resolution: 1280 x 1024 Debug Message: Running fullscreen. You might also take a look at your resolutions and set them to be equal. From that debug.err, it looks like your monitor is capable of 1600x1200. I don't know if it's an LCD, but, assuming it's big enough to not make you blind when you do it, I'd consider changing to that resolution (native?) under XP and in GC. And,
I just finished a DA 1.7 Beta 3 game (large map, 4 other enemies, tough, everything abundant). I only had one crash under Vista Ultimate (x86) with an NVIDIA 7600GT graphics card. And, that was after playing the same session most of the day. Darn good build.
Are you getting sound anywhere in XP, now? According to the top of that report, your sound chip isn't being recognized. Did you reboot after trying to install those drivers? If not, try that. Also, (and this is from my memory of XP), go to Start | Control Panel | System | Device Manager, right click on the name of your computer at the top of the list and select something like refresh devices or look for new devices. If XP lost track of the sound chip, that should get it back. Also, go to t
I'm just a user here, so these are just some thoughts for you to consider. First, you're using the beta 2 version of DA. As drrider noted, you could back down to the production version or, alternatively, go to Stardock Central and update to beta 3 (on my system, it's dead stable). Second, your video driver under XP looks pretty new, but I believe there's a slightly newer version on NVIDIA's site: NVIDIA Driver Downloads</
I only noticed this with DA 1.7 Beta 3 and don't know if it happened in earlier releases, but hitting the Foreign Stats button on the very first turn of the game shows all the major players (the minor races tab is grayed out until I actually meet a minor race). As soon as I get the Universal Translator, I can talk to any of them even though I haven’t formally run into them yet. In the last game, I had treaties with them even before I m
I only noticed this with DA 1.7 Beta 3 and don't know if it happened in earlier releases, but hitting the Foreign Stats button on the very first turn of the game shows all the major players (the minor races tab is grayed out until I actually meet a minor race). As soon as I get the Universal Translator, I can talk to any of them even though I haven’t formally run into them yet. In the last game, I had treaties with them even before I met them.
TheLaywer, I'm just a user, but from your debug.err, it looks like your monitor is running at 1280x1024 but your game is running at 1280x960. Have you tried it with the game set at 1280x1024 (Options | Video | Video Options | Resolution)?
+ TWEAK: Took out some debug messages that were making debug.err files huge I'm assuming you took out those "Debug Message: Popup Manager Update: Updating window with ID=34" messages. That would be goodness. I'm getting garbled explosions. The crashes seem to be gone though. My textures for waypoints, and ship destinations are not displaying nicely either. Anyone else seeing this?
See Purge's Detailed Suicidal AAR for DA . I've played a slightly modified version for my far less capable playing style, and it helped tremendously. Note: make sure you go to the top of his thread -- I haven't figured out how these links work, yet.
I know it's late in the thread. But, I, too, would like to thank you for writing this up. It's food for thought.
I, too, initially thought the new spy system would be fun. But, after playing with it for a while, I'd say I prefer the old system. First, in general, I don't want to sabotage things (though, sometimes it's useful): I just want information or techs. Second, I feel like a mouse on a wheel trying to place/keep/neutralize spies: I keep running like the dickens, but don't necessarily get anywhere. And finally, to "turn it off," I'm forced to research Counter Espionage and use a tile on each pl