I found the debug.err file on my desktop instead of the folder you specified. It looks like the game couldn't find any of the data files, and on closer inspection, the shortcut it generated was pointing to the wrong folder. I fixed this, and so far things seem to be running. It looks like this was a clerical kind of bug (first the broken launcher, now the misdirected files). For the record, here's the debug file: Debug Message: Version beta 2b last updated on: Fri Dec 22 12:15
sdevet
If that's the case, then this crash didn't generate any debug.err. However, the debug.err file I posted was created at the time/date that the crash occurred. I don't know where it came from. The video changes in Prefs.ini didn't fix this problem. I'll play around with drivers. Windows claims it can't find an update, but I'll search manually. As I said, this crash now occurs only with the expansion, and only since the most recent beta.
I shouldn't be so hasty. The original game now runs, but the expansion crashes, this time generating a proper error: Debug Message: Version v1.4x last updated on: Mon Oct 23 17:43:56 2006 Debug Message: GalCiv2 is activated. Debug Message: Checking DX Version. Debug Message: *********DXDiag info follows.********* System Info Time: 12/24/2006, 23:28:31 DirectX Version: DirectX 9.0c (4.09.0000.0904) Machine Name: SIMON Operating System: Windows XP Home
It works! Christmas is saved!
I've been happily playing GalCivII and the expansion beta on my desktop and laptop computers. Since the latest updates, neither the core game nor the expansion will run on my laptop, but both work perfectly on my desktop computer. On starting the game, I get the generic windows error message: "GC2Launch.exe has encountered a problem and needs to close. We are sorry for the inconvenience." Since the program never even runs, no debug.err file is generated. Anyon
How about this for the first issue: A spy placed in a colony center (currently disallowed) does not shut down production, but does allow information gathering. Simple, and it makes sense. This might also be a mechanism for your second point - spies in the capital have more 'reach' than a spy in a factory. Maybe this could be more tile specific - spies in a research center have a chance to steal technology, spies in a starport learn about ship designs, spies in an embassy learn about for
I just got the Glactic Plague mega-event: All planets start loosing population until you discover the cure technology. I found the cure and decided not to share (it doesn't look like anyone else is even trying). The result? I'm going on a massive sweep through the galaxy, sweeping up every planet in my path. With their reduced populations, I can get any planet (including homeworlds) with a single transport. I have about double the population as all my oponents combined. I'm pretty sure th
I'm a Civilization veteran, but I'm new to GalCiv, and I've been struggling. Last night I finally figured out why. In Civilization, production and money are independent things. Building a factory takes up production, but doesn't cost a cent unless you rush it. The only financial reasons not to build something are the upkeep costs once it's finished. Building nothing is wasteful. In GalCiv, everything costs money. All production costs money, and while building factories lets you spend it
I've been playing Civilization type games since the very first, so I'm very comfortable with the genre. I bought GalCivII back in the beta, but put it aside till this past week. Now I'm getting into it, but I'm struggling. I'm getting the hang of the game mechanics. I spend the early game burning through cash setting up colonies. Some of these become manufacturing worlds, some research, and the rest grow big enough to pay for the others. So far so good. I do some research, talk to my ne