Hu8ng on Breen confederacy. Was able to move around, modify build queus and even exit, not save though, but it would not go past the Breen. I am assuming they were player 13 where it hung in the past. Here is the log file R emoved
Wotan2a
Was not upset about turning the minor just surprised about them getting a precursor world as a homeworld and a toxic one at that. Game is working ok so far after the verify files, one interesting thing is that the Drengin showed up all of a sudden in the game. Not supposed to be in 0.4 so where did they come from? I replaced all "My Games" files as well as all cosmetic files so bizarre. They are pitifully weak too which is funny, kind of threw me off when they showed up in the diploma
Quoting Horemvore: "I would suggest you verify files, if you using Cosmetic changes, its 9 files I change, +2 for Cache is 11, fixing more than 11 means something got corrupted. Or 5 without." Had another hang, decided to verify integrity, once again got 14 files corrupted. I have the cosmetic changes, this is the third time so somehow 3 files keep getting corrupted. This is new behavior since 0.4 so it is either a weird coincidence or related. Couple minor gripes, is it
Not sure what turn, I deleted the saves and loaded the new files for your updated 0.4 :-( Definitely was passed the 150 stage though. I was playing the Dominion and was falling behind the BORG, my neighbors, significantly so restarting was not that big a deal.
CTD, here are some excerpts from error log: Debug Message: Ship Design: The hull shipdesign Tellarite_M_Ranx_AAA07E77D8554724A3B1979CD6751A69 is not marked as template and will not build correctly. Debug Message: Ship Design: The hull shipdesign Tellarite_M_Ranx_AAA07E77D8554724A3B1979CD6751A69 is not marked as template and will not build correctly. Debug Message: Ship Design: The hull shipdesign Tellarite_M_Ranx_AAA07E77D8554724A3B1979CD6751A69 is not marked
here is a new one I just got starting my new game: "The faction The Dominion has failed to validate for the following reason and will not be available Unknown material 1 unknown material 2" Press ok and game starts and I play as The Dominion :-)
Time for a new game :-) Try the Dominion for the first time In this last game the Andorians were second to my UFP just before i pulled the plug at turn 225, they had an isolated start point and were able to build up. They work well it seems. Vulcans finished very poorly, the Romulans and the Breen were lower than some of the minor races which was interesting to see. The Bajorans had 4 planets that were well equipped but their ships were push overs. I flipped them all with the
I got 14 corrupted files. Was able to reload a previous auto save. last save is still toast.
Game will not launch the save at all. Here is the last portion of the .err file if it is of any help. I will launch a new game with the new updates: ebug Message: CInitializationListener::OnSetContinentsPerPixelDataTail Debug Message: CGalCiv3Shell::RequestInitializationState from: LoadingContinentTextures to: CreatingContinentData Debug Message: Popup Manager Update: Unhiding TitleWnd Debug Message: CInitializationGfxListener::OnCreatingContinentsTail Debug Messag
Just had my first CTD on clicking next turn, as opposed to hang, in quite a while. Only errors I can find in the debug script are lines 20 to 110 that keep searching for the same file in different locations and cannot find it and a getTranslation error. Here is line 20: Debug Message: No files found matching mask C:\Users\wotan\Documents\My Games\GalCiv3\Mods\*.gc3wsdata Here is line 80 for comparison Debug Message: No files found matching mask C:\U
Quoting mortili " a 0.2 Multiplier does give 20% Bonus to your Planetary Defense, so if you have 0% you get 0%*1.2=0%, if you have 10% you get 0.1%*1.2=0.12% if you want 10% added to Planetary Defense you need to change the BonusType to Flat (so its the same as with Resistance/Jamming etc)" I never noticed that it was a multiplier and not a flat bonus. It's a bit confusing since the defense stat is also written as a percentage
Quoting Horemvore: "Urm, the Encounters protected Ship Graveyards and Precusor anomolies, not the "Credit" ones. But i can take a look." Understood, the issue is created by not having the ship graveyards protected. The initial survey ship can just charge in and get the ships provided, initially those are survey ships to a great extent. As stated I got 8 in the first 20 turns which means i get a ton of cash from anomalies after that. I now am pegged at 999,999 credit
One interesting side effect of removing the encounters at anomalies and ship graveyards. As stated I got 6 or 7 survey ships early on and those ships went on automatic. As they uncover space junk and anomalies my cash keeps growing, since cash rewards are a percentage of your treasury, I am now getting cash in the range of 9,000 to 25,000 credits per encounter because my treasury has grown to over 500,000. This is by turn 200 with no precursor economic planet and just one planet with a +50% b
Reloaded already, playing ok so far. Was not sure i could verify file integrity with all the changes made. I assume if i do i will have to reload the mod and start over?
Playing same kind of game with all players on an immense with tight clusters. Was lucky to get 4 precursor worlds in the two clusters I basicall own. Have the ferengi, Romulans and Klingons as neighbors so not too bad. Game hung on turn 102 with "Player 13" showing and never advancing to n ext turn. had to exit, will try loading an auto save after dinner to see if I can rescuer the game. BTW, you ended up taking out all units that protect anomalies and ship graveyards not just the pre
Will do thanks LOL
Small issue starting up. Got this error message "Duplicate InternalName found in type ImprovementDef: MinistryOfExploration" was able to continue passed it.
LOL, that's what I get for playing an early alpha. I was not too pleased with my starting position anyway so new game it is. Thanks. BTW after 80 turns the only change I noticed was the new starbase radius rules, too early to see anything else. The recently promoted minors showed up fine. One typo in base game though, the event for colonization "Abandoned Cave System" states "Planetray Defense" Not sure if that can be changed in xml though.
"Some stuff I still need to test/balance. But if you want to play with what I consider to be an un tested patch, that may or may not unbalance the game.... Feel Free ." Got it, I will give it a try playing the Federation. See what the changes do :-)
Ready to start a new game, might as well wait for 0.4A, can you put it up?
I stand corrected :-)
I agree that option 1 may put the AI at a disadvantage if the human always chooses the mass bonus options in order to build "Super Carriers" the same way I tend to build super constructors :-). Option 2 seems to avoid that. One note, in my last game the Federation AI made use of carriers consistently, by the later part of the game dreadnoughts and carriers are all it was sending at me. if it had been capable of using its logistic points competently I would have been in real trouble. N
Just finished a game playing Klingons on immense map, tight clusters, with tech trading turned off, 0.3h Patch 1.1, here are some observations no specific order: 1. Without tech trading the Federation is by far the strongest race, their influence is overwhelming. I see patch 1.2 addressed this 2. The Klingons are about just right, not sure what the latest tweaks do but they play well, those Polaron missiles are absolutely deadly 3. The AI does not build fleets well, th
Playing a game with tech trading turned off to see the impact, interesting results so far. The Federation is by far the strongest faction when the races must rely on the strength of their own tech tree only. They are ahead by a very wide margin which is an interesting result compared to all the other games i played. The Klingons can hold their own, the new building that gives an extra 20% research makes a big difference.
By using the right adjacency bonuses using Elerium shield, anti-matter reactor, pragmatic building and a military resource as well as a couple precursor military improvements, a surrounded Hyperion Shrinker will give you up to 40% mass on all your ships. I would say that is useful. To reinforce Horemvore's statement, if you surround an Elerium shield with a planetary defence and the pragmatic building that gives extra resistance combined with the right defence tech