I regularly colonise class 14 planets under two circumstances: 1) There are no other systems in a sector with higher class planets. This means I get control of a sector by virtue of having the only colonised planet in that sector. This can be difficult to maintain later in the game if the sector is surrounded by influential aliens, but it's usually worth it. 2) A class 14 planet, or planets, are included in a system with a higher class planet that I've already colonised. As Jac
CaptainBizarre
When I got wind of Elemental, I thought "I wood buy that!". Stardock creates games of the first water and that's got me all fired up (and I'm normally a down-to-earth guy). Considering how much I, and many of my friends, played MoM, I think Stardock would have an instant best-seller on their hands. Maybe "They Who Fund" should be reading this thread. End transmission. ~SDC~
"They may not actually have found the Altarians. If that's the case..." It wasn't the case here. The Altarians and Torians were neighbours and both the Torians and Arceans had already come to me to suggest that the Altarians were a danger to a peaceful galaxy, etc. However, I have run into the snag you're suggesting and hadn't thought about giving away a ship to introduce the two AIs. Thanks for the tip! End transmission.
I restored the game and ran it up to the same point. This time the CTD occurred after the invasion had succeeded. Relevant debug.err lines: Debug Message: Destroying ship Defender 325. Orbiting: 1 Debug Message: Was Orbiting: Patroklos Debug Message: Make Ship Leave Orbit: Brad Version Debug Message: Unable to open file Gfx\TacticImages\Tactics_Flag.pcx ASSERT ERROR in file g:\projects\pear\source\diskdata.cpp at line 119. Debug Message: Unable to open
Items: 1) War Party and Mercantile Party descriptions don't fit and can't be scrolled. Not a problem if you follow the Green Reaper's suggestions concerning these descriptions. Though I seem to remember mention of more parties being added - bigger parties, that would last all night. 2) One of the descriptions for the Drengin Empire on the AI selection screen at the beginning of the game says, "...the Drengin Empire are..." Since there is only one empire, this should read: "...t
Attacking a planet with a combat transport. I got the CTD from trying to colonize a planet from within the planet details screen earlier, but had no problems invading with combat transports up to this point. Stardock SmartException Logging Information 02/15/03 00:37:43 ------------------------------------------------------- Versions: Microsoft Windows 2000 Professional Service Pack 3 (Build 2195) Internet Explorer 6.0.2800.1106 Video Card : RADEON 7200/RADEON
That's an excellent question, Cari. I thought of it myself when I saw the bink messages. Unfortunately, I don't always have my short term memory turned on. Unfortunately, I don't always have my short term memory turned on. Unfortunately, I don't always have my short term memory turned on. This is beginning to sound familiar... Let's just say I can't remember, but it wouldn't have occurred just before the CTD. End transmission.
Beta 5b - crashed when I tried to select my fleet of 2 ships. Stardock SmartException Logging Information 02/12/03 19:05:47 ------------------------------------------------------- Versions: Microsoft Windows 2000 Professional Service Pack 3 (Build 2195) Internet Explorer 6.0.2800.1106 Video Card : RADEON 7200/RADEON Crash Information: Application Exception code: C00000FD STACK_OVERFLOW Crash Addr: 005A00B9 01:0019F0B9 E:\Drengin.net\galciv\g
I guess I was wondering, why have any if they aren't put to use by the culture that gets them? Of course, now I'm wondering other things: Why more than one? Why corvettes? Why not true Precursor ships that aren't available from the standard tech tree? End transmission.
Stardock SmartException Logging Information 02/11/03 18:29:17 ------------------------------------------------------- Versions: Microsoft Windows 2000 Professional Service Pack 3 (Build 2195) Internet Explorer 6.0.2800.1106 Video Card : RADEON 7200/RADEON Crash Information: Application Exception code: C0000005 ACCESS_VIOLATION Crash Addr: 004433E9 01:000423E9 E:\Drengin.net\galciv\galciv.exe Processor Registers (x86): EAX:0B6A0040
No, it's not the title of the most popular song in Drengin space, it's the result of an event that happened to the Arcean AI in my last game. Once the "prison planet breakout" event happened in Arcean space, the 53 Precursor corvettes stayed in place beside the three 45/497 HP Prison battle cruisers. I had to take out the battle cruisers to ensure the safety of a new trade route, but I'm not certain that they would have actually attacked another ship. The corvettes and battle cruisers s
All video is fine on my machine, but the music hiccups almost anytime you're not at the main window. It's particularly noticeable when selecting a new tech. End transmission.
Is anybody else finding that the thin line between a "Tolerable" game and a "Tough" game is actually a chasm? I've now played 3 VERY SHORT games in Beta 5 at the very threshold of "Tough". (I.e. one Smart AI past "Tolerable"). It could be more frustrating, but I don't know how. (:( By 2186, the Drengin have Gravity Accelerators, Diplomatic Translators, Corvettes, and my home number. I'm still trying to tie my shoes. If I leave the settings on "Tolerable" it's just a matter of
Animations are fine on my machine.
Stardock SmartException Logging Information 02/07/03 16:05:57 ------------------------------------------------------- Versions: Microsoft Windows 2000 Professional Service Pack 3 (Build 2195) Internet Explorer 6.0.2800.1106 Video Card : RADEON 7200/RADEON Crash Information: Application Exception code: C0000005 ACCESS_VIOLATION Crash Addr: 0058B36B 01:0018A36B E:\Drengin.net\galciv\galciv.exe Processor Registers (x86): EAX:00C477E2
Sorry if I wasn't clear. There was nothing to state: no message, no warning beep, no flowers, nada. Just a refusal to move onto the star system and establish a route. I rarely trade anything but lessons on hegemony with the minor races. They're a fallback trading partner when the major races are being difficult. In this case I am trying to trade with the Altarian AI. Cari should have the saved game toute d'suite. End transmission.
Brad, I like to see personality differences. (I think you mentioned that the team was already working on this in another thread.) In this case though, I'm referring to the graphic representations of the various ambassadors. I'd like to see the AI reps exhibit different mannerisms (the Torians might use very fluid movements, especially compared to the Yor). Perhaps aggressive Drengin communiques would only feature a close-up of a sneering Drengin (they wouldn't want you to see w
Has anybody else experienced a problem where a freighter arrives at a destination, but is unable to complete a trade route? I'm currently in the late stages of a Huge game that has bogged down tremendously. I have 10 trade routes available, but only have 3 filled. I've now had three freighters refuse to establish a trade route. I've tried killing routes and sending the freighters to different planets. In between these three freighters, I've had a freighter successfully establish a trade
Yup, I'm in a game right now where the Arceans have a single planet left with a population of zero. The Arceans have just disappeared from the Foreign Policy screen, but the planet still shows itself as Arcean. I only noticed this after I traded several trade goods for the Arceans' other planet. It also had a population of zero, however, I was able to continue production on the planet (and complete a corvette), probably due to my overall production capacity, since the planet should have
"How will this end?" "In fire."
Yes, this is also true of anomalies. Saving a game doesn't always save their "state". They seem to get re-seeded when you reload a game. End transmission.
Typos and such came up in one of the other threads and got me thinking (usually a bad thing). Since Stardock has a library area, would people be interested in being able to upload/download customized descriptions for events, anomalies, ship descriptions, etc? Stardock willing, of course. For example, if you decided to play Evil in a game, you could swap descriptive directories so that all your notifications and such were written from "your" point of view. Just a though
Regarding Steve’s summary - (3) should replace (4). That is, ships guard (and take damage before) star bases. If this is the case, you don't need the docking module to formalise the relationship. (4) However, like Jack, I think of docking modules as dry-dock modules, built to increase repair rates. If you have a ship docked, that ship is out of commission, but being repaired faster. In fact, I would like to have the option to build smaller star bases dedicated to repai
I agree Brad - star bases are already tough enough when they're fully equipped. I agree with Paul - it would be more interesting if attacks destroyed star base modules in a given order (E.g. offense, defense, influence, economics, resources) rather than just generically reducing hit points until the whole thing is gone. Maybe for 1.x? I agree with Steve - ships should be the first line of defense for star bases. I’m being too agreeable. Excuse me while I go slam my fin
My 2 credits: (3.) I think this is happening to many of the AI ships. Steve’s colony ship is a classic example, but often warships seem to be caught in limbo as well. The mini-map in my current game has a very aesthetic diagonal arrow composed of Yor warships that has stayed static throughout the bulk of the game. To be honest I think there are still glitches in the auto-pilot routine(s); I find that the only safe way to ensure a ship reaches its destination in a timely fashion is to mo