After playing for a couple of hours, it ran out of memory again. The crash dump is 0 bytes (I'm guessing it didnt manage to write to it correctly due to running out of memory), but I've posted the log to the pastebin link. I now have 3 different 0-byte DMP files from elemental running out of memory. I've had two tonight (with the 1.05.016), and one with a previous build. I've been able to continue my game with the auto save each time, so this game has been played with
ben_sphynx
Can you write an AI that ignores diplomatic capital (either trading it away, or ignoring the relative values of things as weighted by the diplomatic capital), that does better as a result? If so, it is broken.
[quote] Players set a threshold of how many units need to be involved on both sides in order to bring up the tactical battle screen. So it’s quick battle automatically until that threshold is met. [/quote] I would much prefer a different method of Auto Resolving. With strategy games in the past, I have always given up on auto resolved battles, as about the most anoying thing is taking casualties in a fight you could have won better yourself. If there is a
Should essence be gainable in ways that dont involve adventuring, but instead might require civilisation? Eg: Trade - buying valuable objects that have magical essence? Sacrifice - blood of 1000 virgins, or legions of sheep? Nature - get to the volcano for the eruption, or the eye of the huricane, or the epicentre of an earthquake. Biology - increase the sise of ones family. Science or engineering - build huge engines of magic, or pyramids,
Smith - fire resistance, benefits to making weapons or armour Engineer - understanding of siege equipment Scribe/scholer - better spellbooks? Mother/Father - already have several heirs Undertaker - bonuses to death magic effects? Doctor - Bonuses to healing effects
Another way to help the instant resolve work well: Emulate the battle first, and then have the hero or general say what he expects the results to be (and be mostly correct) something like: We've got some good intel on this group, we expect to be able to crush them with no casulties. or They look quite strong, but we should only have light losses if you provide magical support. or This is a close one, my lord. Possibly you should lead it?
One thing that can work well with simultaneous turns is separating movement+city management from combat. Both players can do movement and city management at the same time, and once everyone has decided on their moves, the moves are processed, and combat may result. All combat is dealt with before people are allowed into the next turn to do movement and city management again. One needs sets of rules for how things move when units try to move past each other, setting up ambushes, or def
I've recently recieved an email from stardock saying that this game now has a 1.0.5 patch. I cant see any patch notes on the forums; can anyone link me to them please? And yes, I did try the search function. Unsucessfully, and got irritated with it, as you cant try a new search without waiting 30 seconds after ones previous search fails to return anything helpful.
Surely there are more strategies than entirely focus firing, or entirely spread firing. For example, in the 4v4 situation, how does a side perform if instead of spread or focus firing, it has two pairs doing 2v1, or a 3v1 and a 1v1?
The Vasari Capital Planet Killer has it's second special ability to place a turret which bombs a planet; if it is activated from a distance away from the planet, the capital ship will fly towards the planet to get to it's maximum bombing range, then drop the turret. Unfortunatly the turret is then outside it's maximum bombing range; I suspect the range is calculated from the nose of the ship, and the capital ship is larger than the turrets that it places beside it. The tu
After downloading the tech tree, it is somewhat disapointing, as there are just names for the different technologies, rather than the chart including discriptions. I seem to remember being similarly disapointed with the Gal Civ 2 tech tree, actually.
Good online multiplayer can be frustrating when playing with random idiots. Get a good guild, or a good group of friends, and it becomes a much more rewarding experience. Multiplayer is basically social interaction - one needs someone one likes for that to be fun. Many a game is still being played because of the social interactions with friends dispite the game having got a little old. I would much rather be playing Gal
I dont realy care how it's done, as long as it has multiplayer. Please....
One can ignore them, and then buy galactic wonders or trade goods on them.
Did you have a european version and fail to click on the 'have a euro version?' link on the downloads page to get your alternate serial number?
The random bit appears to be when you press space to stop the numbers changing.
I too have noticed that the audio stutters in a way that it didnt previously do. My impression is that too many audio channels are being used at once - are they being released when they are not being used anymore?
The question should not be 'why didnt they surrender to me?' but 'why do they sometimes surrender to someone who isnt attacking them?'.
Must EVERY user suggestion be wrapped as a "bug report". You don't agree with their economic system. That's your right. But it's not a bug. The game may be behaving as intended, but the discriptions are wrong (ie buggy). If you have something that allows you to operate at 100% industrial capacit
You can just change the resolution in the .ini file found in my documents/my games/galciv2 or something. It will keep reseting it, though; I've made my ini file there read only so it doesnt.
It doesnt help that the 'max' value displayed for a traderoute isnt actually its max value, but its current value.
'Fuck' is spelt with a 'u'. If you want to swear at people for bad spelling, at least spell 'fuck' right.
I'm still not convinced that the AI is any good at making good economic starbases to boost production and research, AND protecting them sufficently. It has problems with evaluating relative ship values - ie which side is going to win, and doesnt properly use mixed defences, or just undervalues defences. It doesnt seem to properly appriciate the value of being the attacker (and the importance of speed and sensors). It doesnt appear to coordinate its att
Its strange that you think the game is too easy when you turn OFF the tech trading; while I agree it is too easy, it is far far easier with tech trading turned on, because one can maintain an automatic tech lead and make stacks and stacks of free money - which one cant do without tech trading.
OK, a possible version problem: Stardock centrad just did an update: says galciv2 is on version 1.10[b4].016 Running the game, though, says v1.1 BETA-3A