JKT

JKT

Joined Member # 643163
0 Posts 4 Replies 61 Reputation

I don't know how to help with the real problem you mentioned, but I noticed in debugging another mod myself that the lines you referenced in debug.err are there even with vanilla unmodified DA, so I really doubt they're related: Debug Message: Parsing screens\CustomShipStyleWnd.dxpack *DEBUG ERROR: ***CustomShipStyleWnd: Unknown edit field ShipList_List_Entry type: CustomListEntry *** *DEBUG ERROR: ***CustomShipStyleWnd: Unknown edit field ShipList_Avalible_List_Entry type: Cust

2 Replies 2,937 Views

Thought of a very simple fix that would make designing new ships less painful: When upgrading an existing ship design, let all the components of the old version carry over into the design screen, not just the hull and jewelry, so you don't have to rebuild everything just to make a minor change...

437 Replies 241,088 Views

Rav8, I've been having the same issue with DA (Gold/Non-beta), but I'm afraid that didn't do the trick. Quick question, to check if it's my config/system versus a systemic issue: Has *anyone* made this work successfully with non-beta DA, esp. the latest version? I'm wondering if perhaps there are deeper differences between the structure of the relevant files in DA vs. the DA beta... given the debug.err messages I get when I try to run it and it crashes: <f

75 Replies 40,848 Views

Hmm... Really great game, but a few tweaks would be nice: 1) Make your home star/planet stand out on the mini-map. Please. I often waste a lot of time hunting for mid to late-game it if I'm playing on a big enough galaxy and have settled enough area. 2) More options to help adjust the speed/length of a game. E.g., an "extremely fast" research option; a tweak to adjust how frequently the UP meets; a tweak to control how frequently mega-events are likely to occur

437 Replies 241,088 Views