http://www.youtube.com/watch?v=92h2wJLWEE0 or http://www.youtube.com/watch?v=mPsGTy_fyvI :) evil roy
Evil Roy
In the training units screen, training turn times are showing up as 114, 110, 110 when they should be (something like) 13, 9, 9. These times are correct in the city build screen.
When you get 2 gold coins on the city card, it creates a visual problem with the proceeding numbers.
If you try and set your sovereign to autoexplore, it will not work unless you 'unclick' your programmed manual move. I have also had issues where autoexplore simply stops. can't ascertain the reason as yet, but it might be when autoexplore has to program a move over previously explored areas (greyed out) to unexplored areas (black)? Autoexplore doesn't seem to target discovered objects? This would be good.
sorry about that [e digicons]:blush:[/e]
Thanks to the majestic carielf my crash issue/hang on startup has been resolved, but I will detail it below in case other users have the same problem: Hang/crash 1: The hang relates to going offline after the initial download. The game still 'dials home', creating an increasingly large Impulse Reactor Folder (in Prog Data/Stardock/Elemental) which at some point can go out of memory and crash the game. Even without crashing the game, subsequent loading of the game will see th
I'll just add that I too have the same crash with 2.55 as previous versions (2.4 - 2.5). Same debug as previously reported Evil
apologies if already mentioned, but one of the best and simplest tbs combat systems IMHO was SSI's Fantasy General - there were 3 things that made it spesh for me: Formation: making the long range units weak but powerful support units, encouraged moving in formation, as formations, like real life, are stronger. Morale: Making units retreat into an adjacent empty space if hit hard (or be completely detroyed if nowhere too retreat) was a neat solution to breaking
Same crash. I've posted the debug.err here as it's small. There's no zip file, but let me know if you want a dxdiag. The program was run multiple times as administrator in full screen - first one hangs on title screen, second + fails to initialise. Program then run windowed mutiple times as administrator, all just hang on title screen. Might be the data download that's been mentioned? I iz a sad sack wiv no beta testin powers..... DebugMessage: Version 0.25 last updated
Have attempted multiple reinstalls on this issue - some with 2005 c++ and 2008 c++ uninstalled prior to reinstalling elemental (as a message came up to 'repair' or uninstall 2008 c++), but all with no luck. Beta .23 still hangs on startup. Up to this point the beta worked well on this machine. Evil Roy
Upgraded to 0.23 via Impulse. Beta hangs on startup. Previous beta played fine. Suggestions gratefully received DebugMessage: Version 0.23 last updated on: Thu Sep 24 11:49:23 2009 DebugMessage: *********DXDiag info follows.********* System Info Time: 9/28/2009, 11:19:42 DirectX Version: DirectX 10 Machine Name: FISHEYE-PC Operating System: Windows Vista™ Home Premium (6.0, Build 6002) Service Pack 2 (6002.lh_sp2rtm.090410
please ignore - reinstallation fixed up
I think this is a c++ prob, but any tips on how to resolve it? Apologies in advance if there is a post on this already. Evil Roy
[quote]Only loosing 4 spies to get up to Advanced intel for each race is too expensive? I'm sure that if you had 8 opponents under the pre-2.0 system, you'd loose more than 32 spies in the process of gaining Advanced with all 8 races.[/quote] Depends on game style - i don't think i've even produced 32 spies in any game i've played. I think the beta does something for playing on immense, but it shouldn't 'penalise' what is likely to be 99% of games which will be on smal
beta feedback: 1. New spy system isn't doing it for me. Seems now to be more complicated without improving gameplay. Information spying now requires anything fron 4-32 spies which is too expensive for what you get, and, at present, these spies have no mobility. I think the same thing could be achieved with much more simplicity, like simply placing a spy on a civ's capital will access civ info over time, placing a spy on a starport will access orbital fleet info etc etc.
[quote]No as a fellow aussie I had a few problems but the following seemed to work for me: * Open the twighlight install folder * Rename the executable * Select the 'verify installation' item (results the verify error) * Select the DA icon (results in '!' next to twighlight icon) * Do update Hope this helps[/quote] thanks for this. evil (another aussie)
look at the first tech and see if the prerequisite tech is set to the future tech. this causes the crash normally
this is a known bug with creating new tech trees - when you save the new tech file for some reason it resets the first tech (usually admantium or some such) so that it's prerequsite tech is admantium II, creating an insoluble loop. simply check the first tech, and make the prerequisite tech the right one, and resave evil
mmm, i wish the powers would sticky this one: it's likely that your modded tech tree has the first tech admantium (sp?) set to having as a precursor tech admantium 2. this crashes the game on start up. don't know why, but that's what happens hope this help evil
have a look at the first tech - admantium. check whether it's preceding tech is admantium II. for some reason, resaving a tech tree can cause this to happen, and this definitely crashes the game on startup. evil
i tend to agree. singularity drivers is another weapon that seems out of step with it's place in the tree. i've been having a good look at the weapons/defence costs with a view to making a more compressed tech tree, and ion beams stand out in terms of research cost. it's interesting - the cost weighting of weapons techs is slanted quite heavily in favour of beam weapons, particularly for the evil races. mass drivers and missiles don't have anywhere near the same ethical attention, bein
ignore this - looks like it's deliberate, though the longer i examine weapons in the tech tree for each race, the more confused i get about the intent.
fyi - here's the debug. any thoughts? Debug Message: Version v1.91 Twilight of the Arnor last updated on: Thu May 1 12:15:51 2008 Debug Message: Checking DX Version. Debug Message: *********DXDiag info follows.********* System Info Time: 5/15/2008, 16:08:00 DirectX Version: DirectX 9.0c (4.09.0000.0904) Machine Name: EVIL_STEVE Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 2 (2600.xpsp_sp2_gdr.070227-2254) Languages: En
[quote]Rename the originals with a .BAK extension[/quote] this is sorta what i did with the terran tech tree -renamed it Terran_TechTree_Original, then changed it back to Terran_TechTree - the only thing that changed was the date of the file.... anyhow thanks for all your help. i'll see if i can find a Terran_TechTree somewhere :)
so there i am fiddling around with the Terran Tech Tree in the Tech Editor. I save the orginal Terran Tech Tree under a different name in case i accidentally replace it (this is probably mistake number one), and then resave it under it's original name after i've futzed around with a new terran tech tree. outcome: can't play a new game as Terran. Can load a save game of Terran, and can have the AI play Terran, but me no play Terran no more, as it CTD's on startup. any suggestions? i'm thinking re