Oh yes - one other thing, I had two CTDs during this lot - first CTDs for a long, long time during the Beta, they have been "Freezes" for the most part not CTDs - SmartException picked them up and they were mailed. Regards Zy
Zydor
I noticed in my current game (Painful Gigantic Seven Races all abundant), that some Races were declaring war and peace almost on alternate turns. The triggering Event was where a Race (Alterians in this case) became too powerful "and all should declare war on them" produced a flurry of activity and battles everywhere. In the middle of the mayhem, some Races would declare peace with the Alterians (despite their losses etc etc ...) and promptly declare war again two or three turns later
What is id=32 ? Just curious as they have appeared in large numbers inside debug.err after Beta 1A was released (one debug.err got to 5mb ), not noticed them during Beta 1 Regards Zy
I find its almost invariably population size - as you start to go above 12bn on a planet the morale starts to suffer ("its way to crowded" to use Civilisation IV terminology). Once you get to around 14/15Bn it starts to be significant, and a real pain. In a wierd way it can be helpful I find with Earth, as it builds faster, and gets to high leavels much quicker - at that point a slow down on Earth whilst the rest "catch up" (and not have to do anything else to help earth) can at times be a go
Whilst I read the comments with interest re the scaling of speed on Gigantic, I have a feeling that may not be feasible. Frogboy's comment was that the sheer mechanics of AI programming and giving them the ability to predict and react diminishes after a turn speed of 8 or 9, as the sheer computing power required to number crunch the vastly increased alternate paths/threats above 8 or 9 turns does not become credible with home PCs. At the end of the day, I personaly dont mind much provi
I think both are principly a balancing issue - DA is still "work in progress" and some parts of the game have not yet been seriously addressed. The plague appears a consistent candidate as it seems too weighted against the AIs as they have a hard time researchng it at the current balance settings, and on the Normal level you can make them history in the interim by hitting them with spies (its early game and they dont have the resource to respond to a major spy attack). The Dread Lords
Just realised - the second was definitely pressing the Quicksave button - the quicksave file is Zero Bytes. Seeing that. I have zipped the last Autosave, and the Zero byte Quicksavefile if you want them as well as the smartexception already mailed yell I'll mail them Regards Zy
Had two CTDs, game shut down totally and instantainiously with no warning, one moment playing, next microsecond staring at the empty desktop. Close together in gameplay terms, separated in real time by a few hours sleep. Smartexception picked them up. Nothing seemingly consistent about them - first I was moving a ship, second one this morning I pressed either turn or quicksave (cant remember which to be honest - CTD was so fast and unexpected I cant remember precise sequence prior to
Been watching/listening to all the chat re spies .... interesting, I have been getting a different reaction from the game. Seen a few, but not many, nullified most, they havent been a hassle for me. Clearly some people been getting Zillions, not disputing or pushing back on that, just an observation from my games - no idea why it should be different. On most I have been the one being a nuisence with spies, on some games mine have crippled one or more opps to cakewalk level. I play G
On its way - got a nice chaotic one - was using it to play around with a few things - ships and 'red planets' starting to sproat everywhere, particularly in the area of the Iconians/Drath/Torians due to a high Terran AOI 4 save files included, Autosave, previous autosave, quicksave, and the original start position Date/time stamp of email is Mon 27 Nov 1625hrs GMT from a .co.uk address Regards Zy
*peeks round the door* Geeez that started a debate Interesting facts on the designed speed re AIs. If the game rebalances to stop mega fast ships, then I have no problem with the 3 move point Yor ability. My original comment was based purely on the flow of the game, and to effectively come to a skidding halt with the current speed abilities did not make sense, and I still believe potent
I get this every time the conditions below exist, but its difficult to screen shot as it depends on a semi-radom event (an AI flipping). However should be easy enough to setup to verify in the Lab environment. Conditions: When the end turn button is pressed, and there is a list of 'GNN Breaking News' ready to come on screen, and an AI(s) has a planet(s) ready to flip at turn end. Reproduce By : 1. Press the end turn button 2. When GNN breaking news appears, select
Oh burble ...... just worked it out - the mining station had already been mined by the iconians, hence mine will not get in at the moment until I zap the iconians or the mine flips. The iconian "colour" is white, and when it was mined it showed a white colour, I was on the zoomed out screen and didnt reaslise mistaking the white for unmined .... Duuuh - soowwy Regards<br/
Screen shot below. I have a miner operating within my AOI but will not mine. Its within the old Iconian AOI whichj is slowly being eaten away by mine. Look center of screen shot Planet Tydeus V, there is a miner there with focus and one move left, it will not go onto the mining station. I assume it has something to do with the fact that I have recently split the Iconian AOI and the miner is not "aware" that at this point in time the AOI and mining station area are mine. Scree
I've found that with SmartException - it defaults to showing .net not .com. Got caught a couple of times with bounced crash reports "email address unknown" until I realised. That leads into another suggestion - if not already done so, Stardock should buy up their "near-too" Domains, dirt cheap these days (stops wannabe clown sites, minor hassle on unknown mistypes etc), and code in redirects on the mailserver eg a catch all *@stardock.net to whatever mailbox - its an easy redirect
But thats why they want people on Betas - to play through on Gigantic games as well as small games - some issues will only show up on Gigantic games. Betas are there to help find bugs, not stop playing to avoid them. I hear the problem on a game being wrecked with a large bug, in those instances I try to play another Gigantic game in a different way, that either verifies some bugs or enables progress further into a game. In effect we are testing a "work in progess" thats not yet finish
Not wholely true - they do accumulate influence, and will often dump influence starbases in other AOIs, but the latter usually - not always - have no modules attached so are useless anyway and only serve to extend range/annoy. Its often useful to take out a minor race as part of a takeover strategy of another Race as the minors accumulate substantial influence points to prevent cultural takeover. When you grab them its like a Culture Bomb that rips apart the opposing Race AOI. A recen
I hadnt thought of it from that angle - but now you point it out - yup it would be a lot better to have slightly smaller graphics for them - nice one ( and being smaller we might not run em down and get hung up on em so much ) Regards Zy
Build Items - Look at the top of the list of items in the planet screen - you'll see three tabs, you are probably seeing the "all" tab by default - select one of the other two as appropriate. Regards Zy
Not worth a thread for each - just minor ones Asteroid Hang Ups[/B] No ship in DA is safe All will hang up on an asteroid belt, thats either by design (and I can understand the surface logic) or its a 'partial' bug. Your own ships - even the miners - will hang up on a completed mining station. If its manually guided by the player, thats the players problem, no sympathy. However it doe
.sav files, debug.err, and screenshot attached in zip file and mailed. Screen shot may look a little fuzzy, I compressed it for mailing, but the game screen is fine. There is also a quicksav file - reason is explained below. Debugg.err not posted on the forum as its massive - around 5mb for some reason. I had pressed the turn button, and it changed to the recessed grey button, then hung. No movement on screen occured, and it appears as if it crashed right at the start of the turn routine.
Re miners, its the opposite in DA - the factories have been nerfed to provide incentive to mine, and to use a new Industrial Production Improvement - the Power generators (three levels - Fusion (+10%), Anti-Matter (+20%) and Quantum (+30%). They are still balancing everything - a tricky job due to the huge number of new features, but so far the miners are shaping up nicely. There have been a few crashes - one notable type they are beavering away try to track down at the mo
Its by design but needs balancing. See: Drengin Issue Thread There's also a comment there from Kryo about it Regards Zy
Debug.Err Debug Message: Version beta 1a last updated on: Tue Nov 21 16:26:52 2006 Debug Message: Checking DX Version. Debug Message: *********DXDiag info follows.********* System Info Time: 11/24/2006, 13:52:38 DirectX Version: DirectX 9.0c (4.09.0000.0904) Machine Name: DAVID-50DE7CA99 Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 2 (2600.xpsp_sp2_gdr.050301-1519) Languages: English (Regional Setting: English) System Ma
.sav files, debug.err, and screenshot attached in zip file and mailed. Screen shot may look a little fuzzy, I compressed it for mailing, but the game screen is fine. Screen Shot Pressed Cntrl-S to quick save, that went fine, then pressed turn button. The Terran colony ship center left started to move but had not completed its 'path' when it went bang. Classic game freeze that we have been gettin