Did you by any chance download the Demo as well. Some players who had the game then tried the demo had this issue.
ScottTykoski
Awww, horse crap I'll work on these tomorrow then. Thanks guys!
Send your constructor directly to the starbase you want to upgrade (left click on the constructor, right click on the starbase) and when it reaches it, you will get a list of the available modules. As for a copy of the tech tree, I beleive there is a downloadable version here: http://metaverse.galciv2.com/?g=techtree
"my documents/my games/galciv2/ships" is (approximatly) where those files should be placed
Make sure that, before you try to invade the planet, all enemy ships in orbit have been destroyed. If there are ships in orbit, you will see a little shield icon below the planet on the main map. Also, researching marines will simply give you a bonus to your soldiering ability, which will make invasions easier. Hope this helps!
Has anyone had this happen WHILE RUNNING 1.1? I know that the problem persists if bringing ship designs from 1.0x to 1.1, but has anyone reproduced the issue where Upgrading a Design messes the tech values up in the first place. I've been trying to reproduce, but I can't get the bug to occur, and I'm hoping that the move to XML has fixed the issue.
Russ: Wonderful! Glad that got fixed I have a feeling that alot of these problem are stemming from computers that have a junky onboard video card, but have a better card installed, and somewhere DirectX is getting confused and sending info to the wrong card or something. Or it could be something we did, but Isn't it always easier to blame a scapegoat <img src="http://images.stardock.com/gc
Look at your options menu and set the "Tactical Zoom Level" to like 50. Dont know why this option gets randomly messed with when updating to a patch (I've seen a few people have this problem) but luckilly it's easy to fix Let us know if this isn't this issue, however!
Hmm...these should have been tweaked for the campaign missions. Can you let me know what missions you are getting this text on and I can fix it. Thanks!
Have any of you guys had this problem when using the 1.1 Beta? I can't get this to reproduce, so in converting to XML the problem may have been fixed. Unfortunatly, I can't reproduce the issue right now, so if you have reproduced it on 1.1, please let me know the steps you took and I will look into it further. Thanks!
https://www.galciv2.com/paradox/ This link will take you to where you can get a proper serial number from a european CE serial number (which is what you have there). Hope this helps.
Russ: Could you post the first few paragraphs from your debug.err file? I'd like to try and get a system running the game with the same specs a you have and see if I can reproduce this 16bit bug. It sounds fairly annoying and, if you're getting it, im sure others have as well. Thanks!
That's all in the .X animation, so you'd either have to tweak those numbers, or make your own new phasor animation.
I couldn't find much, so I passed this onto some of our more skilled coders In the meentime, I suggest dropping the games resolution, and making sure that the frame-rate is being throttled (check this in the Video OPtions menu, when the game is running). Sorry I couldn't be of more help, but rest assured that it has been put in the hands of someone more qualified <img src="http://images.stardock
No, no GC2 for the Mac
Most of the custom ships people have been posting are simply screen-shots, but a few of them are available for download at http://library.galciv2.com/index.aspx?c=8. And DesktopX is actually used for UI modding, not for ships But if you want to mod the games interface (or even jsut the Windows interface), DX is definatly a cool tool to learn.
Did you upgrade your ColShip M2 to the M3? If so, the Prerequsite code could be getting confused. Could you send the .shipclass and .shipconfig files, for both ships, to [email protected], along with a link to this forum post, so we can try and figure out whats wrong? Thanks Tanrim!
I would upgrade to 1.0X (using Stardock Central, available at https://www.stardock.com/products/sdcentral/) and play the movies with the "Fullscreen" option selected. THis should fix the choppyness (but let us know if it continues).
Thanks Alawon, we'll look into it and see what could be the problem.
Yeah, that sounds like one messy driver situation. I'm not down with the ins-and-outs of video drivers, but does anyone have a suggestion for Spooky to get his mess figured out? Also, I may suggest going to the NVidia site for more help...they should have better guidance on the matter than you'll find from our devs (though we'll gladly try to help) <img src="http://images.stardock.
There is a 1.1 Beta 2 out that you can download via StardockCentral. Just make sure you have the "display beta versions" checked, and know that there are bugs that havn't been ironed out yet, so you may experience some glithes while playing.
No, no option at the moment. That would actually take some adjusting, since the 99% of the text fields are a fixed height, so even if the font increased, the field wouldnt and the text would get clipped. Sorry man.
Yeah, this will help us out...thanks Galaxy!
DocUppy: Did you by any chance download the demo as well? Perhaps this is an unforseen conflict between the Demo and the Full Version when installed on the same machine We havn't touched the underlying Text Display code in a LONG TIME, so I'm a bit befuddled as to what could be causing this. We have received some Debug files on the matter, so hopefully we can narrow down the problem ASAP
Also, the 1.1 version will allow you to Rotate the camera with CTRL+Arrow Keys, and Pan the camera with Shift+Arrow Keys. Hopefully this will help