Signed. Yeah I had autosave crash on me yesterday. Emailed exception info in along with debug.err. Autosave file was 0 bytes. While shutting off autosave may fix the issue (assuming it is autosave and not something else that effects it) this is counter productive. The point of the beta is to get the devs as much info about crashes and other problems as we can. Avoiding them allows you to play but doesn't result in something to help track a problem down. I hadn't seen this
cyberj914
Nice write up Kryo and thx for the information . Definitely explains the *whys* behind what I've been seeing in terms of combat. I'm going to pay attention to the combat viewer to see if this information is displayed. Would be nice to have it break out the attacks just as you did showing the defenses dropping as the onslaught of the round continues. This certainly goes a long way towards balancing out capital ships vs. l
See.. I knew your long games would be of use GW . As I said before anything that helps track down bugs is a good thing so long as you don't post about something that has already been fixed. Some things just won't show up unless a game goes really really long. Keep it up. Gotta squish as many as we can so that the public release goes out without any serious hiccups
I agree AA those explinations make sense. I'd just prefer to have a bit more control over them. That's all
D'oh! Thx G.W. for pointing that out. I would never have spotted that since the meat of that screen is the bottom. Thx Kryo for the info. I've been avoiding giving away a treaty because I thought I'd then be losing something especially when I'm the larger of the two empires. Any plans on the *out of thin air* part changing or is that just the way it is?
CC: Yeah this is with beta 2. Brand new game from start so not a hold over from the previous release. I emailed in the save but did not include the debug.err. I will add that to the zip and resend. EDIT: I meant to add that I've not played the game since ecountering this error so that debug.err file is from the night I first encountered the issue. The problem arose towards the bottom of the file. When I searched for my save file name I found it surrounded by a bunch of
I sent in the saved game that is causing this. Figured I'd post here to see if anyone else has come across this. I have a mining base on an asteroid field. There is an enemy ship underneath it. No idea how it got there. Now every time I click the Turn button I get the *if you attack you declare war* dialog box. Trouble is the ship is not mine. I can make the dialog box go away by clicking No several dozen times. Needless to say this game is over unless I destroy that ship. <b
I'll chime in on the treaties. I like the idea but think there should be a little more control over them. Even just something as simple as setting the duration of the treaty would be useful. The few games I've played the AI seems to latch onto these things and will not let them go short of manipulating the two sides into war with each other which at times is more difficult then it is worth. Also I haven't quite nailed down the rules for what exactly I'm sending them versus what they are send
Here are a couple of quick things I saw in my latest game with B2: - Planets are listed sometimes in Stacked Ship info box. Occurs typically when a freighter is over the planet. - Not sure if this is intended: Space miner does not start to build a new mining base automatically when sent to an asteroid field more then one space away from its present position. - First Duranthium Armor tech is in the Titanium Armor research group. - When double clicking to launch a ship fr
Thx for the info. Will look forward to the fix because for some reason in my last few games under 1A the AI seems to love those mass drivers .
Ah I thought there was a topic discussing this. Yeah in my current game I've got the *armor does nothing* bug. At first I thought maybe I just did something silly like forget to add the defense. But nope. It behaves as if the armor defense value is zero.
You rock!
I like the idea of espionage level increasing and decreasing. Makes sense from the stand point that if you aren't actively spying then your intel would start to get out of date. I have no idea on the pacing of the gain and loss but I would certainly add something to the spies. I hadn't realized that placing a spy is what increases your intel level. Guess I should read the new manual at some point <img src="http://images.stardock.com/gc2/T_DL/smiles/Wink.gif" border=0 ALIGN="absmiddle
I have this in my current game using the newest beta build. A planet influence flipped to me with a spy on it. Not my spy. No way to nullify the spy. I even demolished the building the spy was on and yet the spy remains on that square.
I suppose if you stay current on what bugs people are seeing in their games there isn't any harm in finishing a game with one version before you go on to the next provided it doesn't take you another week to finish the current game. As has been said any game that helps the devs track down a bug is a good thing whether it came from a short, medium, or long game. You just need to be aware of when something you see may have been fixed in the next release. For us, because we aren't privy
I'm sure the update process will have short stretches and long stretches. My sense is the latest patch we got was well on its way even before the beta had gone live which is why it came out so quickly. As the process continues you'll start to see more time between updates. As Kryo said it is important that you are always playing the latest version even if this means you've got to abandon your current games. However I would think the devs want you to play the same type and style of ga
Cari said that the custom race will indeed probably just get more points to spend rather than having fixed bonuses, once they get the core races rebalanced. Cools thx for the info Kyro. I must have missed that post in another thread. I'll just edit the xml myself for now <img src="http://images.stardock.com/gc2/T_DL/smiles/Smile.gif" border=0 A
I posted about this in the Beta 1A thread as well. So is this a temporary thing while they balance or is this intended to stay? For the named races it sort of makes sense. But the custom race is no longer *custom*. I know the race I normally play can no longer be created with the new rules. I mean I know I can modify the xml to put it the way I want but that seems to defeat the point of it being a custom race. Beyond that I thought that the system would override the default racecon
+ CHANGE: Civilizations now have an inherent ability bonus from raceconfig.xml. You cannot remove this bonus, but you can add to it using ability points in the setup screens. I'm a little confused on this one and am not sure what it implies. When starting a new game with a custom race it has abilities set that I don't want and with only 5 point
I'm in the cut it camp since I doubt I'd ever bother to look at it after the first one generated. I do think if you can salvage some of it to give people a game log of sorts that would make a lot of AARs more interesting. Still it is a unique idea that would be interesting to accomplish if for no other reason than to say *yep SD did that*. Just maybe not now.
Hmmm... maybe something odd happened with your install. I just checked mine and GC2 and DA are in two completely different folders both in terms of saved games and main program. My understanding is they are separate games unlike other expansions that overwrite the original. I do think it would be a little less jarring for players if DA somehow used the preferences set in GC2 if they exist. I know after playing for almost a year now I had forgotten all the things I changed or shut off
Zy: The ability to build the older improvements is a new feature in DA. There are actually selector tabs on top of the planetary improvement selection window for showing Newest, Old, All.
It would be nice to be able to restrict travel through my sphere of influence. However I do have a few questions for those in favor of this. What about planets or star bases in someone else's influence? Would you be allowed to go to your own planet or create ships there? Would you be allowed to add modules to the star base? One of the things that always frustrated me in the Civ series, an example of this sort of border usage, is the AI constantly complaining when my one lone scout h
Mostly positive read as it should be. I, like the others, am a bit confused over the graphical comment. I'm not sure if they bothered to compare GC2 with DA side by side but I'd say the improvements are noticeable. Ah well. For me personally I think DA has far exceeded my expectations for the expansion. As many have said this is what I'd expect from GC3 if another dev were doing the game. I really hope the rest of the industry starts to take notice here. This is quite refreshing a
Number crunching at this point is a waste of time. SD has already mentioned that all the current values we are playing with will be changed. So I'd wait till we are closer to actual release before starting to worry about this sort of thing. From what I can tell it looks like the bonus is added just as a starbase bonus. It augments your base production values.