Perfect, we are checking them out now. ps. giving out your cell phone to Stardock employees seems sketchy... ;)
DerekPaxton
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.
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.
Please let us know if it resolves if for you.
Fixed for beta 6, thank you.
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!
Fixed in beta 6.
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.
[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
[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
–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
The patch is out as an optin patch.
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.
Zip up the whole folder and post it somewhere or send it to Stardock support and I will check it out. Thanks!
Neither today or tomorrow. sorry. On the positive side I'm getting ready to add more fixes and memory optimization to the list.
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!
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.
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
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.
I havent been able to repro this. Is anyone else seeing it?
[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.
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.
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.
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.
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.