DerekPaxton

DerekPaxton

Joined Member # 633504
98 Posts 574 Replies 2,851 Reputation

Please submit the crash info to support. Or, if it is easier for you feel free to PM it to me and I will have a developer check it out. You may want to "Verify the integrity of the game cache" for the game in the steam client to make sure everything downloaded correctly.

16 Replies 15,703 Views

Yes, we changed the lighting system in beta 6, but your save still has all the old xml values in it, so things may look a little off. You may want to start a new game, just to verify that things look right. Then you can always play your old game, even if the lighting isn't optimal.

7 Replies 6,865 Views

Love this save. Your animated whale ships are awesome and the team got a kick out of them. I loaded this up with the public build and saw the issue you mentioned and then verified that it doesn't happen in Beta 6. Thanks for the info!

15 Replies 7,731 Views

Yes you can trade for the specializations you didn't research (assuming the AI is willing to trade it). Which is nice since it puts some power in the diplomacy system.

127 Replies 399,026 Views

[quote who="Wer900" reply="21" id="3539770"] Would there be any way to mod out mutual exclusivity for specializations if we so desired? Or is it hard-coded? Esp. with regard to colonization techs, exclusivity could be a problem. [/quote] Exclusivity does require that the tech tree layout be changed. For example using specializations for the type of extreme worlds you can colonize doesn't work anymore, so that has to be switched. There isn't any moddable switc

127 Replies 399,026 Views

[quote who="Surge72" reply="13" id="3539363"]Love the mutually exclusive specializations![/quote] [quote who="Casorian Emperor" reply="14" id="3539364"]Hate the mutually exclusive specializations![/quote] There is certainly no right answer here. Being mutually exclusive means that there are effectively less techs to research, and less options to the player (since picking 1 pulls 2 other potential techs out of his list for next time). On the other hand it provides 3 big

127 Replies 399,026 Views

–RELEASED 05/1/2015– Galactic Civilizations III Beta 6 is now available! Read the huge patch notes list below for all the shiny details on massive AI and performance improvements, new resource-fueled colony buildings, the high dynamic range lighting update, and much more: Features

127 Replies 399,026 Views

Dumhed is awesome! We got together on steam and figured it out. The batch file that wraps up the mod files can't handle your path if you have a space in your user name. Dumhed has a fixed version that work's for him. But I believe it will have issues on certain OS's. We are looking at a fix that will work on any OS.

39 Replies 55,961 Views

k, I've sent steam friend requests to both of you. Ping me when you get online and we can try to troubleshoot it together. Thanks!

39 Replies 55,961 Views

My debug looks exactly like yours (mine doesn't mention my mod directories either, just the audio directories) even though my mods are loading correctly. I'll be looking for your pm with your steam id. I'm around all the time so I'm sure we will be able to find some time to meet up.

39 Replies 55,961 Views

Yeah, the long loading time was because it was rebuilding the file. Still crashing after reinstall is interesting. Next thing to try, rename your "..\My Documents\My Games\GalCiv3" directory to GalCiv3.old The game will create a new GalCiv3 directory next time it starts. If it doesn't have the crashes anymore then we know it is something in your settings or custom content. If it does fix it I will have you send me the old copy of the directory so we can see

11 Replies 12,594 Views

This happens when you have started the game with a version prior to patch 2. The reason is that prior to patch 2 ideology points were never being subtracted correctly. We fixed that in patch 2 (in that points are spent correctly). But if you are playing a game from before patch 2 you have all of these unspent points hanging around, which is the issue you are seeing. It won't happen with new games.

2 Replies 1,250 Views

[quote who="androshalforc" reply="2" id="3537500"] starbase modules build on the following turn the funny thing is once you click on a module its considered to be built for the purpose of building requirements but it doesent affect your stats till the following turn [/quote] This is correct. This is working as designed (though admitidly a little confusing). You will see "(building)" by the component name when it is in this state.

4 Replies 5,774 Views

Try deleting your "..\steamapps\common\Galactic Civilizations III\Screens\Screens.bin" file. If that doesn't work an uninstall and reinstall may be in order. And you don't need to apologize about posting errors. You are doing us a favor by helping us track this down. Not the other way around.

11 Replies 12,594 Views

Yeah that's true. I'll update the modders post I put out to mention that. In truth the file structure is just there to help keep things organized, the game just looks through all subdirectories to find the file. So yes you will run into the issue you mentioned if they don't have unique names.

2 Replies 2,864 Views

Yeah, thanks for the ticket, we will check it out. It does sound like you are right (that something local is corrupt). It may be worth revalidating your cache to see if anything is off. I blame the Yor.

11 Replies 12,594 Views

If you have a save that is able to reproduce a stall I would love to see it. We both have people playing the game here as well as having computers that play against each other forever, so we have a reasonable system for catching issues like this. But that certainly doesn't mean that there may be something we missed that you are running into.

8 Replies 14,353 Views