Thanks :-)
Dani2250
Sigh. [quote quoting="post"]So I went on and tried mod xmls with and which both worked immediately as expected.[/quote] Back on topic, can I please get a reply on this issue Stardock?
Hi there, I modified a few things and stumbled over a strange obstacle. The game does not seem to read any xml that defines from the mod folder. So I went on and tried mod xmls with and which both worked immediately as expected. I first checked syntax, no errors found, checked encoding, same as original, checked using original filename "CoreImprovements.xml", still no joy, checked putting "CoreImprovements.xml" into
I also cannot access the private founders forums. I re-checked the email I got yesterday with my founder key and info and there is no word in there about being restricted to elite founders. It basically just says: here is your game key, please respect the NDA rules and provide feedback at the private founder forums -> clicking the link -> access denied.
[quote who="Frogboy" reply="4" id="3508086"] BTW, is the highDPI UI in the public build? This is what it looks like at 2560x1440: http://screencast.com/t/bmxZVQQbbkp [/quote] It seems to be in, playing at 2560x1440 too, and everything is larger! http://www.screencast.com/t/F1v2mBwrH <a href="http://www.screencast.
[quote quoting="post"] The timed nature of the game intrigues me, but I tend to be a slow and methodical 4x player (Galciv) and don't want to feel overly rushed. [/quote] I must also add that you can also freely modify the game to influence the doomsday counter and / or the countermeasures you as a player have in the game.
[quote who="Frogboy" reply="11" id="3508632"] The algorithm was about 2,500 lines and as soon as it left that function, it would throw out its result and use the closest guy. My head exploded. [/quote] Oh I once spent the better part of a day with good music and good coffee on creating the perfect macro script with image recognition and whatnot - which only purpose was to move the mouse cursor like five centimeters across the screen and click an icon in a sp
Hi there! TL;DR: Just like we counter the doomsday counter with magic, we should be able to reduce our threat level actively by diplomacy, quest - or passively by losing battles, units, cities, outposts, shards and so on. Is the SK storming your last city like it was built out of shard bricks? Why not offer the SK a cookie along with an apology and tons of promises to be better in the near future :D Of course this should be design
Hi there, at least since the last opt-in update, I can hardly play tactical battles on auto-play because my units eradicate their own team with AoE spells like Blizzard and so on. The pinnacle of suicide technology was reached when kemplin the mage gloriously took out the single darkling next to him with a huge fireball, letting both of them burst into a cloud of dust and ashes.
"In Sorcerer King, this is where the Dungeon Master comes in. However, as a player, I’d like to see more levers for the player to control how the Dungeon Master is going to affect the world (i.e. I don’t want it all quest based). " I would like to have control in the game setup over the dungeon master settings! absolutely! Also another idea: I would like to see at least the option to have uh - "major minor sidequests". For example, The Frozen Realm re
Thanks Derek, thats great to hear :-)
Hi Stardock, since this is early access for some time to come, I have hope to get something else in GC3 changed, maybe even in other future SD games *cough-SK-cough*. I suggest to take a different approach at the UI design. Not talking about the graphical design, the ergonomical part. What I would totally love would be an (modular) UI, that can be freely customized in shape, size (scale) and position, most prominent example for this I can think of right now is World of
RobTzu, they spoke about setting up filters and the like for templates in the october 31st dev talk, check it out on youtube if you like. I think thats on the list already for sure.
I´m less interested in new content, but more into stability fixes. Will you fix the remaining crash issues also?
Hi there. Can you please change shipyards to a smarter automatic function? Right now it is a little annoying to have to switch it on and off manually. It would be nice if the shipyards would be smart enough to go into standby automatically if the building queue is empty, without interrupting the game flow in any way. Thanks for listening and virtual hugs in case you will do this :D Edit: Since there are people who value the function as it
Hello Stardock Support, I had given up playing LH for awhile due to crashing issues, altough I really love the game, until recently when I saw a new patch 1.7b came out. Steam did not update my LH to the new build, so I reinstalled it to get it up to date. However I still experience crashes. The debug.err is here: http://pastebin.com/syFD6aRH I dont see a zip file in my FE directory, but there is a memory dump there, which I uploaded here: <a href="http:
Alright! Thanks :)
Ok, so a 30 dmg laser shot to a 12 armor gauss defense would make 18.75 dmg. Does the game apply that as 18.75, 18 or 19 dmg then?
Debug Message: Version v1.30 last updated on: Thu Sep 7 14:01:25 2006 Debug Message: GalCiv2 is activated. Debug Message: Checking DX Version. Debug Message: *********DXDiag info follows.********* System Info Time: 9/10/2006, 09:30:35 DirectX Version: DirectX 9.0c (4.09.0000.0904) Machine Name: DANIEL Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 2 (2600.xpsp_sp2_gdr.050301-1519) Languages: German (Regional Setting: English)<br/
no success with reinstalling
Ok, will try and keep you posted, but it needs to wait (bloody job Thanks, Daniel
Sorry, the problem persists with the US regional settings
will do and post the result asap
Hi, my browser hangs on submitting that much text when I try to post my debug.err, so I zipped and uploaded it for you here: WWW Link and I also put up a picture of the invasion thing: WWW Link
Hi. Since 1.20 builds Starbases turn invisible after they´ve been attacked and it was in the combat viewer. I think this does not happen if they get attacked on the main screen without using the combat viewer. Problem persists in 1.30 final. Since 1.2 final I have a graphical corruption in the planetary invasion combat screen. The planet graphic is just white, and sometimes the whole screen turns black and only the region around the mousepointer reveals the game graphic.<