After upgrading the design for my "defender Mk 3" (my name for a custom designed ship) I noticed a defender mk 3 that had 0 attack, 0 defense, 1 speed and 1 range (my design was for 10 attack, 28 defense, 6 speed, and 11 range). When I tried to upgrade this ship I got a CTD. SE report and debug file sent to Scott.>BR> ----- SE report-------- Stardock SmartException Logging Information -------------------------------------------
Lucky_Jack
I wonder when multiple yellow tiles will make their first appearance? I have already seen multiple yellow tiles. I don't have any feel for what the basis is for generating them, even after reading the GC2 journals, but so far it looks random, with perhaps a minimum starting PQ to get even one.
The GalCiv (both 1 and 2) developers are the greatest. If the MOO3 development team had employed the same attitudes perhaps it would have been a much better game.
When a U.S. Navy ship is refitted, let's say when the battleships of the late 80's and 90's were refitted with missiles, that wasn't done at sea. I have two reactions to this: 1). Some refits can be done at sea, simpler ones to be sure. It is only a matter of getting the materials to the ship. 2).
I have had a number of ships on autopilot going well past where I had directed them, sometimes even beyond their range before I discovered where they were.
True. I hadn't thought of that one. That should do until a fix is available.
Yes, that is what I do as well, until they fix this bug.
After turning off ship production on a few planets I can no longer turn off ship production. I can change production between the different ships available but clicking on the "nothing" ship is now ineffective.
I just got this one. The behavior of the "results" screen changed from previous invasions I did. Normally the "done" button remains greyed out, but this time it was active. Instead of pressing the space bar I clicked the "done" button and got the aborted attempt to invade. And this was with the traditional invasion, not "tidal waves", so I suspect it doesn't matter what type of invasion is used. With me, this is not a consistant behavior. Usually the "done"
A ship with several move points per turn on autopilot appears get its move points reset to its max move points when it reaches its target tile. At least, that's the way it looks. It is hard to tell whether the ship gets selected because it has reached its target tile or because it is in the new turn. If the latter, then the ship is not coming up for completion of its move points when reaching its target tile.
Well, the consistant failure I pointed out in post #12 has just been proved to be inconsistant. I had a planet selected and after two turns of "0 weeks", it completed the ship and the drop down appeared.
Thanks, Scott.
Garp. I haven't seen it do that. If you are reusing the same transport each time, then it is as if the game thought you had aborted the attack. Hhhmmm. I wonder if that will help me recreate it here? Or, could you have a corrupted copy of GC2? Never hurts to reload just to be on the safe side.
It won't unless you turn it off then on again.
This was a game I had played without reloading it. If I can just get to this point again, I will send you the saved game.
Wydom@ker, I think I know what the problem is, and I can understand your confusion if you had never played GC1. After selecting the invation type and going to the next screen you get a screen that (some future beta if they carry this feature over from GC1) is a randomizer (if you watch long enough, you will see two numbers that change, from 2 to 1 to 3 to 2 to ....). On GC1, This screen includes the text to "Press the space bar". What this d
I have now observed a consistant case with the ship completion drop down failures: If the planet is selected when a ship is completed, there is no drop down for it. But this is not the only case where ship completion drop downs fail to show.
I am now seeing cases where ship completions happen after only one turn of "0 weeks" to go.
On further examination it appears this happens only when you have a planet selected. If you left click on empty space (which deselects eerything) the find key does nothing. Also, if you have more than two ships on autopilot and have a planet selected, the find key will first find one of the ships on autopilot, then does nothing if clicked again.
I have watched over a dozen social completions and have not seen even one that displayed a "0 weeks" in the completion field. Is this a planned change? If so, I welcome it.
Another thing about the UI that is beginning to grate on me is that the spaceport window does not have a "back" key (or something like it) that will return you to the screen from which you went to the spaceport. It is very difficult to traverse the planets using the next/previous buttons on the planet view and also look at the planet's spaceports. Until now I have been reticent in bringing this up, because I know what was available on GC1 and am expecting something s
I am finding it increasingly strange that the find button selects a ship on autopilot when there are no ships with moves left except those on autopilot. GC1 did not do this, and I know I for one am more comfortable with the GC1 behavior. So the question is, is this an error in the code, or is this a planned change in behavior? (For those who never played GalCiv1, if the only ships with moves left were all on autopilot, the find button would not select a ship
Well, I wish this problem was a bit easier to develop some sort of a pattern of when it happens. This time I completed a ship on a planet that had no social projects being built (it had finished building on its last buildable tile several turns ago).
Here is an oddity I just noticed, but whether it relates to the missing ship completion drop downs or not I can't tell. A planet completed the social improvement "basic factory" when the turns to complete a ship changes from one week to 0 weeks, the ship gets completed (as might be expected) but the drop down for the ship does not appear. So far, I have only observed this once that I know of. But then, this is the first time I have been watching closely. <B
Try this: Colonize a large quality planet (e.g., PQ 19) and designate an improvement for all of the buildable tiles. Now select one of the improvements (near the top is good) and click the down arrow. The item is moved down one slot but the original slot for this improvement is unchanged. If you try to delete the item (the one still selected but in the new slot), the improvement originally in this slot gets deleted from the queue. In addition, the tile for the origin