DMF

DMF

Joined Last seen Member # 378107
2 Posts 412 Replies 3,432 Reputation

No, the bug doesn't appear in DEBUG.ERR. It's a dead crash. I did reproduce it today and sent the save game to support. The autoresponse I got implies that they're not supporting GCII. I guess we'll see. Working on TechTree.xml. The Precursor history write-up seems to have several internal contradictions. This section is a freeking mess! Okay, try this on: </

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I repeated it twice with the game I'm playing. Crashed immediately. But when I tried to gen a DEBUG.ERR with a new game, old game, same game, it acts as it should, which is kinda weird anyway. Why allow a map zoom when you can't select where to zoom to?? I'm still adding issue to my post on the previous page. Guanthor may have thought this version is finished, or "good enough", but it's not.

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With the Galaxy Map displayed (little button in the mini-map control panel), using the scroll wheel causes the program to crash. Is there a place for bug reports?

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In the file TechTrees.xml, there is the phrase "Particle Beams are passé." with an accent acute over the e. The e doesn't display correctly in the game. Do you know if there's an alternative for the extended character set, e.g. the HTML é ?

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No tech stacks, only unique techs. Different mixes, too. I tried Korx again about a month later and he still wanted better than 2:1, but not as bad as before.

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[quote who="Maiden666" reply="15" id="3655430"] If you want just host them somewhere and post a link in the CU thread. [/quote] Suggestions as to where? I don't have public Dropbox. Google drive maybe?

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[quote who="DivineWrath" reply="1898" id="3655496"] I tend to build sensor ships that have a sensor range of 15. Just take a cargo hull and add sensors to it. If thats not enough, then I use survey modules instead (sensor range +2). I find it rather easy to make sensor ships and a bit of work to make sensor starbases. If its much easier to make sensor ships, I'm not motivated to ever use starbase sensor modules. [/quote] Been that route. It kinda wor

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[quote who="Maiden666" reply="1896" id="3655446"] which AIs exactly? [/quote] See above. Korx, Altarian, all the minors. Eyes, sensors Some good thoughts. I have no idea why NanoRecs is in the branch. GGB should be later than Sens II. Only a devious mind would conceive of using a Sensor trade offensively. It would take some arguing before I would agree to make the branch untradeable, though

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[quote who="Maiden666" reply="17" id="3655444"] the major thing that makes a difference is the discrepancy in diplomacy. [/quote] So you say, but that's not what I'm seeing. Just checked running the new CU. Tried a trade with Friendly Korx. Offered double RPs plus 4000 bc and was refused. Offered Eco plus Research Treaty for Eco (my eco and res are both bigger than his). Refused. His Diplomacy is 74, mine 64.

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Not my experience. The AI in 2.20 holds out for trades of 2, 3 or more times the research costs. Unless you 0Wn him. 'Course, The Mighty Flabozz (Drengin ruler) is ugly and smells bad... AI adds credits??? I've never seen that. I always pad out with credits, but never seen the AI demand it (unless it's asking for tribute). How does the conversation go?

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[quote who="DivineWrath" reply="1892" id="3655350"] I do like that the range techs now give bonuses to range once again [/quote] They do? I'm not seeing it. Maybe a square or two, but barely noticeable. Not entirely sure that I disagree with the current implementation, though. Immense; Suicidal; Slow tech; Drengin vs. Korx and Alt AIPs; 8 minors. Weirdness: [Moved to th

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I've finally finished GC2_Conversations and my eyes are spinning. Also done Flavor and English. I'll check the others in that directory tomorrow or so.

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I have to admit that I just noticed this mod. I'll check it out when I'm finished with the text section of Guanthor's latest CU drop. Looks very interesting!

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Many changes in FlavorText.XML so far. I take it that this construct indicates optional values? '[PlanetName] is a beautiful place to live. [EmpireName] really knows how to treat its citizens.' #'I can't imagine a more wonderful planet than [PlanetName]. Living here is a dream come true!' #'It's perfect here on [PlanetName]... I couldn't be happier!' ...</li

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Yes, the tech tree has reverted to much closer to 2.04 and lost some features that I liked, such as requiring Logistics to advance in the Hulls tree. But I'll reserve judgement until I've played a couple of games. The Starbase Fortification changes are subsequent to a long series of discussions on SB defenses. There are loud voices that want to avoid "invincible starbases". IMO if you've put in the research and production to make your SBs competitive with

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Not the smoothest transition, is it? Yes, after 2.04 there is 2.20, which is essentially the Community Update database with a few bug fixes from Stardock, all wrapped up in a full-game release. It changes only Twilight; the others are unchanged. Are your latest Dread Lord (original) and Dark Avatar chapters in the same base directory as Twilight? (E.g. in Program Files\Stardock\GalCiv ?) In the meantime, play Twilight 2.04.&nbs

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When you go to your account page, can you log in successfully? (I'd guess not.) IIRC, there is phone support from Stardock. I think that's your best bet at this point.

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Okay, found a workable solution. Edit PREFS.INI directly to specify a mods folder. This isn't a complete solution because the game engine still doesn't see the available mods folders for its list, even the folder that is currently selected. Further, in many cases it displays ModDescription.xml only for the currently selected mod. That file for the supposedly available mods is just ignored. This may be an issue with Twilight and not with

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Okay, I got it installed, but IMO the thing is still broken . I changed the name of the Autumn Twilight folder in GC2.20\Mods. It's likely that AT was the last mod I actually used. Restart. Suddenly the game is showing me GC2.20\ Twilight \Mods\Default. GC2.20\Twilight\Mods\ doesn't even exist! So I made one, unzipped the CU mod into a Default folder, and now it loads the mod.

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Okay, why can't I install the new version? As per the ReadME with the mod, I created a Mods folder in GC2.20\Twilight. The program doesn't see it. Instead, it shows me the contents of GC2.20\Mods. So I move the mod to GC2.20\Mods. It still doesn't see it. I change a couple things in the mods that it does see (e.g. Autumn Twilight). It doesn't see those changes. Deleted PREF

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