Zydor
I dont have a save game at the precise point at which it was happening the last time - however the game during which it occured, I sent in another report due to a separate crash - see attachments to my email to gc2bugs tues 21 Nov 0518hrs(its a .co.uk address - wont give full addy here for obvious reasons) In that sav game, which was saved about 5-10 turns after the miner incident due to the crash, look at the very top corner of the map at the Sivil and Antares Star Systems. You will
One thing I did notice about debug.err its not picking up if you have SLI running. I have dual 7800GTX's in SLI mode. In some crash scenarios it might have relevance, particularly in the future as multi-threading becomes more common and more direct programmed use of the sli pipes is made .... just a thought. Regards Zy
This may well be too early in the scheme of things I well, well, appreciate as no doubt its hugely busy in the Dev Teams right now. However if someone could timeout for a bit and compile a list of things that might need looking at/get views on as a result of the early feedback, it might be helpful to many. I am finding now after playing a number of games that until its balanced I am drying up of things to look at and could do with guidence on what to look at next, else I am blindly p
1. Improvement Downgrading[/B]. The new addition of old improvements as a choice has resulted in most of the improvements being able to be "upgraded" to a lower level of improvement. eg click Research Academy, select "Research Center" and it happily beavers away effectively downgrading itself - happens with nearly all types of improvement. Kind of a stupid one I know, but could happen to inexperienced players at 3am or just a mistake in selection. It should be programmed to stop "downg
Another one on auto mining. The miner will happily upgrade stations inside other Areas of Influence. It seems that the programmed behaviour of measuring and comparing time taken to upgrade and distance away before choosing which to do does not take into account Areas of Influence. End result can be the miner build's deep inside another AOI, and after completion the station will flip to the AI controllng that AOI. On the face of it, it would seem the solution would be to exclu
Scenario: Two groups of Mine stations each consisting of two stations per group, the two groups are 13 parsecs apart. Group A has one station with Intermediate completed, and needing upgrading to intermediate on the other. Group B needs intermediate upgrade on both. A miner set on auto is working on the first group station needing a Intermediate upgrade. On turn end (and also the completion of station upgrade) the miner auto shifted to the second station on the first group that di
If I double click on a planet it will say "need High Level espionage", if I use a spy it happily lets me in, and if I use the Spy button on the control panel next to "ships in orbit" it will let me in. All tried on the same planet on the same turn against the Drengin capital. Regards Zy
kryo Had a couple of crashes - reported separately, been flicking back to see if others had the problem of SmartException not reacting to a DA crash - its definitely running in the background on my PC, and reports GalCiv2 crashes ok, but hasnt picked up a DA crash for me yet. Is there anything I may have missed to get it running properly for DA crashes, or has there been an issue DA/SmartException thats come to light during the Beta? Regards Zy
Have to go - need me beauty sleep its 4:26 am here. I have saved copies of the Autosave.sav and PreviousAutosave.sav if you want them, post here I'll send them. I've also left the beast running as is for now in case you need anything else, I will check back later this morning and if nothing posted here will assume you dont need anything, reboot the beast, and keep on trucking. Regards Zy
Do you want any 'strange' values reported for items or they all going to be swept up anyway when you balance it for Beta 1A ? eg build Enhanced Factory reported as 7 turns, Ungrade Factory to Enhanced Factory also reported as 7 turns, when you would expect a small turn value for an upgrade. Regards Zy
Screen shot of the crash Regards Zy
Interesting re old ones available, its a good idea as you dont get blocked out for ages on some production with new planets and only - say - Industrial Sector to choose from, all for it. If the intention is that you can only have one generator per planet, then there is an unintended side effect of showing the old ones, as you can at present get round the restriction as described above by 'upgrading' an older varient to the new varient and it will not stop you even if there is a build re
Just had a crash. I was moving a ship onto a planet to colonise, and it instantly went into 'save mode', at the same time 'Breaking News' appeared on screen, and at the same time the graphics went totaly haywire. End result frozen game. I managed to Cntrl-Esc to desktop (game remains in background full screen) to look at Task Manager. Its reporting that the app is still running, physical memory is fine, vertual memory is fine - neither are maxed out, nor any indication that previously
What video card do you currently have ? Would be wise to post that here first to see if its ok before rushing out and buying another when that may not be the problem, he's not going to be a happy bunny shelling out on a new card then you still have the same problem ....... Regards Zy
Only just noticed this as I have been playing around with DA, but all my saved games for GalCiv2 have been zapped, including the default Autosave and Quicksave files. The settings of GalCiv II have been changed to the default values, default five races, default race attributes, small map, default interface settings etc etc as an opening gambit. It looks as though on install of the Beta it emptied the games/GalCiv2 directory of saved files and config information. Not the end of the wor
The game I am currently running you can build as many as you like - just for the hell of it I built three anti-matter on one planet to see what happens. Did it by selecting a Fusion generator, then when built upgrading to anti-matter. Having built the first anti-matter generator, there was no option to build a second it wasnt showing up. However I selected Fusion Generator, then when built the anti-matter generator re-appeared, so I upgraded. Reflecting on this I realised that I could
If thats the case then we have a bug, I have several planets on the current game where an anti-matter power plant has already been developed, and I have started to make a fusion plant on another tile with the intent of upgrading to anti-matter as time goes on Regards Zy
ooooh nice one kidgloves - didnt know there was an automate button for miners - I'll have a look for that, many thanks That kills off a lot of my original post, the only thing left would be a temporary symbol change to say "Hey - all done what next" Regards Zy
I dont think there is a choice - we have to mine them in module order irrespective of the tech level achieved to the maximum point that you have researched. eg Although researched to (say) Advanced level we still have to go through the lower level modules first on actual mining, but would not do Ultimate level until researched. On all stations I have done there has been no choice but to mine upwards through the levels. Therefore for the Auto move option the only thing to code in is wh
I am getting the same impression - so here's the follow up, and the source of why I am confused on this. You can create multiple power stations on the same planet, ultimately therefore you can get to a situation where (say) all tiles on a planet have a power station on them - in that scenario, in theory, its then zero output as its magnifying nothing, all tiles are occupied by a power plant. If the latter is indeed the way they work, then you'd be crazy - obviously - to put o
Got a feeling I am being a bit thick here .... but I have got myself confused on the Utility and Output of the varying Power Stations (Fusion, Anti-Matter, and Quantun). Without a Galactopedia there is no point of reference or help to find out. Would be great for the appropriate education ... The percentage increase in industry output from Power Stations, does this apply only to the output received from a Mining Station, or does it magnify all output on a Planet? If built on
Suggestion for a small tweek to Asteroid Mining behaviour. Moving on a little from a previous post on symbols now that I have used DA a bit more. Mining Stations are grouped in a number varying from 2 to 5 (?). It currently defaults to beaming the resource to the nearest Owning Race Planet, which is fine as there is the easy option on screen of redirecting the output as needed. At the end of a mining session you need to physically move the miner to the next in the group of mining sta
The more I get into Dark Avatar, the more stunned I am by the sheer volume of enhancements and their implications. It is a stunning- and brave - move by Stardock. Its an expansion in the Dictionary sense of the word, and an awsome one. The old industry terminology of "sequel" "expansion pack" etc (beloved of Marketers and Spin Doctors trying to cover up an excuse to squeeze more dosh out of people) has just gone out the window. In value for money terms its incredible - effectively i
Ouch - thats a killer one for the YOR, its too powerful, the move Restriction should not be as harsh. The obvious counter to it is seek out the high influence planets and try to zap the AOE - but nonetheless, restricting it to 3 move points is over the top and should be reconsidered. A - say - 50% value would provide protection in the early game when that Civ is more vulnerable, but its effect would degrade overtime as oppenents fleets became more powerful, but still have a noticeable