I had a UP treaty get allowed that automaticly retreats ships neutral area during a war declaration. Several times my ships would be relocated by the game upon attacking an enmey ship, but the weopons fire (mine and the enemy) would travel accoss a great distances to hit the enemp ship I had attacked. I can't remember all the details at this point. It even happens when attacking ships at planets. Has anyone else seen similar? Another bug? All my ships qued to auto-attack the enemy took of
Chippoka
Nope, the extra virtual memory didn't solve the problem.
Ok, now I have a problem and don't know what to do. The game, no mods, is refusing to proceed to the next turn. After pressing the "turn" button, it does some stuff, ships move, then it just stops... an hour passes and my turn never comes. I tried this time and time again. I restored to the "previous" save with the same result. I'd put the saved game at my ftp for someone to check to see if the problem remains, but I can't seem to find a folder called "saved games" or whatever. Any ideas? <br/
I haven't encounter much problem except couple two communities issue, but haven't see any for a while. the crash on clicking "turn" issue, I did receive it once on original beta, and never encouter the problem so far. The starbase comment, well, I am not sure, but for small maps gamer like myself, the starbase are crucial to my strategy. Eliminate them will b
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 It is working now. But I swear, the other ones (new, old) weren't earlier.
Custom Players. Got another update for GCII. If the files share to DA, then image thing is fixed, or I missed the selection arrows (woops). On race abilties for creating a new race, these should all reset to zero, and allow the basic 10 points or more (to offset the standard embedded abilties of other standard races).
I like the UP vote set-up. I'd suggest, as others, get more influence by culture OR bribe the minors for it by threatening their existance! I get a decent influence this way (when a evil player).
Sluggish in the mid-game By (Citizen) Wallness Posted November 25, 2006 05:32:16 Just played my first game in Dark Avatar Beta1A. Problem: Extremely slowed down in the mid-game. Huge map. The Dregnin is pumping out tons of fleets engaging eveyone, and then every move/click I make takes several minutes for the program to respond, and even loading a saved game takes about 5 minutes. I know my PC isn't a powerful gamer setup (Anthlon64 3200+, 1GB RAM, 1GB pagefile, N
Auto Build Items: In D.A. these appear on the planet screen, even the old out-of-date items! It takes a little more time now to sift through them in order to set down the desired items on the planet tiles. The new changes on the planet screen for management of such items doesn't seem to work? What am I doing wrong? I would think out-of-date items would not be mixed with the newer more effective items.
Thanks! I hope they show up more often than they have been. Not one planet of mine has them, nor any AI planet I've spied on. Rats. I thought it was a nice feature. Nice pic. You got really lucky on that! Lol.
(Citizen)No118October 15, 2006 06:48:20Reply #1If you start a game and find yourself in a corner, RESTART THE GAME! Cheese. Part of the game is dealing with whatever hand is dealt to you. If you're stuck in a corner, deal with it. ===================== Perhaps, but gigantic map game eats much time. If a person desires to avoid a dud game (it happens), then odds might be better out of the corner. Myself, I like a corner or edge position if there are not too many
Play the campaign? In my version, the campaigns are not yet availsble (blank). You didn't put the old GCII campaigns into the DA folders, did you? That might be a mistake if the asteriods and planet types (radiation, barren, water, etc) are map dependent (embedded in the map).
I thought is was deliberate... wasn't liking it. It'll be nice when it is back to 10. Why not just make the amounts of points available in some kind of pre-game option menu (say 5, 10, 15, 20 with 15 and 20 causing such games to be illegal metaverse submissions)?
Another comment. Troop Ships: The AI is far too sensitive to troop ships deep in my territory near NO enemy planet; sometimes going to war over them as being "too close." This didn't used to happen in G.C.II. I get forced into creating them in order to reduce planet population for better moral. Now I need to give them away or crush (delete) them afterwards to avoid wars I'm not ready for.
On power plants.... I did the fussion... it auto up-graded to anti-matter. On another planet, I did the anti-matter (brought it), then a fussion. I came back latter and found the fussion upgraded to anti-matter; I had two anti-matters... cool. But I'll need to fiddle around some more and try to get more as you did! I normally don't play long enough to reach the quantum power plant (if that is the correct name); I've pretty much won by then (in my own mind - I go for tech and culture)
Ok, I'm getting a lot of time in this one lately. So far, it's great. Mega Events: I'm seeing a pattern with the mega event, Plague, coming up fairly early in the game. The first time this happenned, I had tech trading option turned off. Woops! That destroyed the game. When the player gets the antidote invented, there needs to be an exception to let the player give the AI players the antidote even if tech trading is turned off. Potential problem: The AI don't seem cery interested in re
Ok, great idea; this planet type thing. How do I find out what type the plant is during the game? Colony details don't say, unless I'm missing something. Simply clicking on an uncolonized planet should reveal a pane with the info, but I'm not see such at the monent.
One would think that the creators of the senarios for D.A. used a map editor of sorts and would make it available?
Ok, I put my custom maps in the proper place. The maps work. I noticed the GC2 Builder map editor has not auto-updated yet. Will there be an update to permit adding home planets and ships of the new standard races of Dark Avatar? Is there a simple work-around in the mean time? Will asteroid placement also be in the revised editor? So far so good... back to my current game on an (old) custom map (gigantic, 9 races).
More info: the AI ships get stuck sometime on planets flipping ownership to the player. This happenned to taday. The planet is mine, but it is shown "stacked" with enemy ships! Arg!
Yep, it happens when planet flip ownership the to player... I'm seeing that in my game. If only one core is in use, then it doesn't happen (so far), but otherwise hidden graphics is shown on the screen of the process of taking the enemy ships off the world flipping ownership to the player. However, I often forget to set the affinity to one core. They need to fix this.
I learned in the the 'other thread; that switching to one cpu core (not both) might help if you are using a dual core machine. So far it is helping....
"Dark Avatar?" What's that? Another version of GC to be released this early? I miss using the destabilization feature...
I'll try to watch the influence thing.... and planet captures in relation to the problem... I hadn't yet noticed a connection (I might not have been watching close enough). I do play a 'influece' strategy in my games. Thanks for mentioning the core thing
I'd thought I bump this. I am finding the bug to be a bit irritating... today, I invaded and captured a minor AI planet, but at it's location as "stack ships" is some Korx warships and the planet I just took. Arg! It this jsut me, or anyone else seeing this bug? Heh. I'm going build a ship there next and see how it works out with the Korx ships being there too....