Please upgrade to version 1.11 and see if you experience this problem. You may need to start a new game.
CodeCritter
If you are installing from Stardock Central: Have you installed the multimedia and music modules? Please post the contents of your debug.err file (in same folder as galciv2.exe). This will help us to determine why your sound is not working.
Please update to version 1.11. This new version includes a confirmation prompt for reitrement among other improvements.
You mention mods are enabled. Have you modified any xml files? Do you have this problem when you disable mods?
Please save that game and send it to us at gc2bugs@stardock.com. Please include a link back to this thread in your message. Also, include your debug.err file which also may provide us with information as to why this happened.
And I thusly have to go through the NOW SUPER SLOW Civ Management screen (since 1.1), click a planet, make it build something, then wait another 2 minutes for it to re-load the Civ Management screen and repeat this 50 times. I have made some tweaks to the Civ Manager screen to make it respond a lot faster when switching from planet screen and
Oh and the 1.11 actually is slower for me when saving and loading that with the Mememory test build 13. But that may be because i am using a savegame from the Memory test Build 13. Yes, you will need to start a fresh new game with 1.11 to see most of the benefits of the new memory management changes.
1. Please provide your debug.err file. This can be found in your galciv2 program folder. ( Usually c:\program files\stardock\totalgaming\galciv2 ) 2. Yes, your autosave will still allow you to submit to metaverse. You will be prompted to log in to the metaverse after clicking Done on the summary screen at the end of the game.
Great. Glad to hear it is working well for you now Thank you.
Did you ever get the message like "You will win cultural victory in 10 turns?" If you still have a saved game and/or debug.err file from that game, please send it to gc2bugs@stardock.com and include a link to this forum thread in your message. Thanks.
You need to build Constructor ships. You can use the stock Constructor or use your own custom designed ship with a Construction Module on it. Bring the ship onto the same tile as the starbase and you will be prompted to pick an upgrade.
You are using version 1.0 of the game. Please download the newest update: version 1.11. You can get this through Stardock Central or download it in the "Downloads" section of this website. Thank you.
You need to build constructor ships (Any ship with a Constructor Module will do). Send these ships to the same tile as the starbase and you will be prompted to add a module.
[quote+ Double clicking on a a ship in the stacked ships list will now open the planet screen] That should read: + Double clicking on a a ship in the stacked ships list will now open the ship details screen Also, double clicking a fleet in the stacked list will open the fleet manager screen.
Please note: When testing Build 13, you will need to start a new game. Loading a saved game will still encounter the same memory problems.
Your graphics drivers are dated: Driver Date: 5/12/2005 Please try upgrading your video drivers. Thank you.
Wow. Those are cool
There is a max sensor range limit at 15.
The population is not displaying properly. Your population is 1,072,560 million, which is 1.072 T. This has been fixed for the next update. Thanks for the screenshot.
There is a workaround for this. Look in your /galciv2/gfx/thumbnails folder for a file called S0_DoomRay.png. Delete this file and the game will generate a new thumbnail for the Doom Ray.
Damiun, I got your email and will work on it as soon as I can. Thanks
Combat system has been changed back to what it was before for now. I'll be working this week on getting the new system working properly.
Please post your debug.err file. This file is located in your galciv2 program folder. ( usually c:\program files\stardock\]totalgaming\galciv2 )
There was a bug in the fleet movement point calculation code. It will be fixed in the next update.
B2 attacks B2 Sorry, that was a type-o. Don't worry your ships won't fire on themselves I've fixed the problem that was bouncing out of the battles too early.