I have great difficulty rationalizing range based on influence. Certainly how far a ship can travel before needing fresh supplies is based on where you have friendly ports you can get those supplies, not on how much influence you have at that port. Sure, the costs may differ, but at least it is a port you can dock at. Also, why would it affect only attempts to attack a planet? As I said earlier, I could sent my ship to any side of the planet I was trying to
Lucky_Jack
I have seen this on the current build (0.12) as well, and have seen it reported in this forum by others.
This occured after having captured several planets from other races, so it has the appearance of being intermittant. I have already sent a bug report to boogieback. Here is the SE report so that others may have a chance of recognizing dujplicate crashes and save Stardock the time of sorting them out. ------------ Stardock SmartException Logging Information ------------------------------------------- OS Version : Windows XP Video Card : Intel(
I have two cases here. 1) A standard transport that I sent to capture another race's planet could travel anywhere around the enemy's planet but could not capture it. The ship started from a planet in space I own and went to a star in space the enemy owns in which I have a colonized planet. I could not attack the enemy's planet but I could add population to my planet (in the same star system). Attacking the enemy's planet gets the "out of range" message.
I tried reloading a game after a crash in spite of the reports of them being unplayable just to see what happens. The opening sound track (with a woman's beautiful voice) kept playing after the game was loaded and the main background sound track started up. The combination was out of sync and the resulting note combinations were atonal in the extreme. Sorry, I didn't think of saving the debug file. If it happens again I will save it and send it to Scott.
This problem is fixed now, but the pointer flickers constantly except just for a brief moment after clicking something (anything within the GC2 window).
Well, my copy of SmartException is failing now, so the report I got is worthless.
It still happens on build 0.12. I am sending a SE report and debug file to Scott.
Sounds like a tool the Stardock developers used in GC1 that they occasionally forgot to remove when putting a new load out for us.
Many of us just call it GC2 or Galciv2
I remember the transition from vertical to diaginal that happened between Civ and Civ2. At first I did not like it at all. I have gotten used to it after a fasion, but I find it still makes it difficult for me at times. If all of these 3D things are such a snap, can't we have a choice between square and diaginal?
civ2 That was a game by Sid Meier that is almost as old (1996) than the original Galactic Civilizations for O/S 2 (1994?)
Some possibilities: a lame check mark, a filled green progress bars If the check mark and green progress bar was used, perhaps instead of green they could be a compliment color so they would show well. That way it would show well with the green "biology" techs. So would a check mark be used for the currently
A drop down sounds cool.
Is there any way to update the data associated with our nick-names? Mine shows me as age 21. Wrong by 45.
Brad, Some more detail might be useful. I have seen quesitons that could on the bug forum that could have been answered here, such as, when will project queing come in (and will it be similar to the governors of GC1)?
Hi Magus. Nothing like a good old GC beta test for lots of fun, right.
Have you looked at the debug file? All that info is saved by the game at startup. This is one of the reasons the Stardock people ask for the debug file whenever you send in a bug report via e-mail. (They also want the SmartException report for crashes.)
Did you ever play GC1? It had "governors" that handled the queing of social projects. During the GC1 beta the governors weren't put into the code until one of the later cycles. I assume (hope) the same will happen with GC2.
This is another thing that was not quite intuitive. The planet view is new, and will take getting used to. In order to see what you can build, you have to click on one of the squares in the planet view. Then the list comes up. Question: Where can we find what all those resource like things mean (are they indeed resources?)? I would like a good pointer to it. "In the journals" just makes it hard to find.
It would be nice to have it vanish as quick as it can, but it would also be nice to know what it was. I kept wondering what it was until I was able to piece it together a few letters at a time. Once I knew what it was it was no longer confusing and irritating. On the other hand, maybe the last one I say flash by was something else, and maybe it was important, and maybe ....
Has anyone been able to determine whether the colonization CTD happens only when autocoloning? I have tried moving the colony ship next to the planet on autopilot then moving it onto the planet using the cursor keys and it seems to work. Using autopilot all the way to the planet has failed on me a few times. (This sounds similar to a problem that showed up during the beta of GC1.)
It took me quite a while to decipher this window, many many times of seing it flash on the screen and dissappear, before I realized what it was. Is there any way to make the minimum time a "wait while I do this" window to stay up for a minimum time, say 3 seconds?
Wow. You guys really did a bang up job this time. I have windows=0 and the resolution set to 1550*1160 (my desktop resolution is 1600*1200). It works! I have noticed one minor problem: Try
Bob, Check the video info in the debug file. Then check to see what the latest available drivers are. Many of us have partially solved this problem by upgrading our video drivers.