BehroozWolf

BehroozWolf

Joined Member # 2427371
1 Posts 1 Replies 117 Reputation

Fixed, had to manually kill the temp files for my video drivers before installing. Error on loading: "Unable to start: Unable to create Direct3D Please ensure the system has current video drivers" Tried standard troubleshooting plans. Deleted prefs, deleted sig.bin, cleared out everything from impulse, killed all non-essential processes. Updated to most-recent NVidia WHQL drivers. DxDiag follows: ------------------

4 Replies 887 Views

Had a CTD when I double-clicked on an (enemy) ship in the same grid as my asteroid belt mining mining base while trying to select the base to change the planet recieving the prod bonus. Debug message is as follows: Debug Message: Version v1.50 Dark Avatar last updated on: Fri Feb 9 14:05:57 2007 Debug Message: Checking DX Version. Debug Message: *********DXDiag info follows.********* System Info Time: 2/10/2007, 13:05:20 DirectX Version: DirectX 9.0

2 Replies 1,115 Views

Going beyond the scope of this plan, the overall interface could be improved even more by the addition of a global "Transport Queue". As envisioned here, a Transport Queue would involve significantly more complexity in implementation, but would allow transports to be placed in the auto-transport queue and then completely forgotten about. Ideally, a TransportQ would have the following characteristics: Individual ships/fleets assig

6 Replies 4,261 Views

With the new population growth algorithms in 1.1, transporting population between planets will become an even more important task of any large empire. Unfortunately, the current implementation of transport in GalCiv2 with transports is a micromanagement-heavy task, requiring several steps of user input across multiple turns for each round-trip shipment. I think this problem could be addressed by the creation of a new subset of ship/fleet orders, "Auto-transport", accessible for transport

6 Replies 4,261 Views