I think the coders have determined the problem has to do with certain video cards...some on-board and (it appears) all NVidia cards, so we'll be coming up with another solution for those computers that hopefully looks as good as the current point-sprite meathod
ScottTykoski
Weird...we'll look into this and try to get it fixed
There are 3 things I think could be at fault (from looking at the Debug.err file)... 1. Languages: Swedish - Political Machine had troubles running on Swedish PC's IIRC. We'll dig up the solution and see if that fixes your crash. 2. Driver Date: 11/13/2004 23:03:44 - I'm not an expert on Video Card drivers, but I have a feeling ATI may have released an update since this date.&nb
Yeah, I definatly aggree that the moon and rings should do something other than look pretty on the screen. We have a couple of ideas on the table, and the moon lazer improvements is definatly one of them As for tiles that arent normally useful, but can be at times....I was thinking it'd be cool to have a very random Planet Tile Bonus (the little white icons) that indicated a "galactic landmark"
Starport Build queue: This Screen is being revamped to better display that info. Shipyard- We still need to implement Ship Refitting. And the scrolling of those components will be fixed when the screen is touched up. Ship Facing - I thought this was fixed Oh well, we'll put it back on the list. <img src="http://images.stardock.com/gc2/smiles/Wink.gif" border=0 ALIGN="ab
Did you try restarting your computer? I head someone else had the smae problem, but fixed it with a simple reboot Keep us posted to wether or not that fixes the problem
We're actually changing the way range is done. Like StarPilot said...at the moment, ship Range is directly tied to your Empires Influence. In GalCiv1, however, it was tied to the locations of friendly Systems, meening you could leap-frog to further Systems easier than in the current version of GC2. For Beta2, we'll be changing the Range calculation back to the old method, but it sounds like the influence bug (when loading a saved game) still needs to be addressed.
Yeah, we've seen others with this problem too It's topiing our list for fixes in the next beta build
I agree, the moons and rings should definatly have some sort of effect on the game, and not just be something pretty to look at. There are several ideas on the table right now, so we'll see what emerges as the one we'll use. As for the rings rotating, we actually had that in before the Beta, but there was some shadow flickering (you'll notice the planet casts a shadow on the ring) so we took it out. For some reason ideas that are good on paper jsut don't look how you'd e
Fixed the 3x posts As for the Colony Bug, that's something that will take more work. We'll definatly get it fixed, though
Hehe Enjoy that one while it lasts We'll be removing that cheese for the next beta release.
One of the other items on the list is to add a legend to that screen so bonuses from all those icons are spelled out. That should make it easier to decide what to place in special tiles.
I know the original crash occured when the Colony Ship was selected as it colonized. The "Ship Info Context WIndow", at the bottom of the main screen, would try and update the ships data even though, upon colonization, the ship would be deleted. I don't know what the most recient crash was caused from, but it soulds like they got those fixed for tomorrows build.
Illvatar: Concerning the colony screen - Yes, we should definatly keep the current item selected for players using the build button. As for the Starport screen, that is being tweaked for Beta 2, so you'll have a much more functional and friendly UI in a couple of weeks
Hey Jack! Glad you're liking the new look of GC2. We still have a long way to go, so don't worry too much about some of the pecularities of certain screens and crashes and such...they'll all get worked out over time Good to have you back aboard!
SmartException is a Stardock App that runs in the background and catches any crashes that occour. Here's a post that talks about it more: https://www.galciv2.com/Forums.aspx?ForumID=274&AID=69841#539296
DH: You're welcome to send anything you want...suggestions, feedback, and crashes all help make the game better
1. No prob! It's fun to see the game work its way from these eraly stages to the final game that'll be released in the months ahead (9 months, I beleive). Keep the feedback coming and we're bound to have a game that pleases as many players as possible! 2b. This would probably work, or perhaps have an X button next to all filled slots..or something more intuitive than what's th
Dr.Nick: Let us know if the multimedia update fixes this problem. If it dosen't we'll look into it further.
Yeah, I got a few err files from players still getting crashes when colonizing. We'll see what's going on now and try to get it fixed for the next Beta.
Our new parser needs to be fixed to convert those to carrage returns. You'll see that fixed around Beta 2
I think the Beta Schedule refers to what you should expect to see us prioritize. You can comment on any aspect of the game, just don't start a flame war if the spelling of some obscure message text dosen't get changed immediatly But yes, we are organizing all suggestions, and will probably get to most sooner than expected, but in most cases, crashes and system compatability issues will to
News Icons: I had a problem with them stacking as well. We'll have a death-rate for them eventually, but for now you can Right-Click to delete without activating. Anomalys: Yes, we've noticed that they're hard to see. We'll definatly get that fixed.
We've turned off this game mechanic (v0.11) until it can be properly fixed for the new engine.
I suggest playing in Windowed mode if you're looking to multi-task. When you run a fullscreen DirectX app it will always lock the focus.