Did you have ALL of your units inside towns? If so this has been reported and I expect a fix will be soon. The work around is to make sure at least 1 unit is always out of your towns. If that's not your issue I'm sure someone more knowledgeable will be along shortly. Hope this helps.
Nomikos
If you installed via CD then upgraded you may want to check: https://forums.elementalgame.com/392266 If you installed entirely via impulse (which was the solution to the issue) you may want to check https://forums.elementalgame.com/391297 which walks you through troubleshooting and uploading your debug.err Hope this helps.
[quote who="Frogboy" reply="4" id="2729578"]This is probably a brute force solution but try uninstalling and purely reinstalling from Impulse.[/quote] That works! Thank you! Uninstalling and installing solely via Impulse actually lets me build a settlement. FWIW the new downloaded version is 1.05.016 and not the 1.05.014 or even earlier version I previously upgraded with. Odd that it worked with no patches, but not after patching. Enough of this "talk". Whate
[quote who="kryo" reply="8" id="2730857"]The ProgramData folder is one made by windows, it'll use that location for temporary stuff regardless where the game is installed.[/quote] Doh! "Program Data" vs "Program Files". I must have failed my [-4:40 modified] reading comprehension roll. Sorry. :-)
[quote who="Frogboy" reply="4" id="2729578"]DebugMessage: Error parsing file C:\ProgramData\Stardock\Elemental - War of Magic\screens\TacticalTrayWnd.dxscreen. Object of type StatusBar with OBJID MainUI_Spell_Bar_Mask has wrong size before parsing scripts 160 x 0[/quote] Actually that may be a hint as I had installed to "m:\games\elemental" [and not to the "C" partition at all]. Odd that the CD version works, but not after updating to 1.05. Perhaps a hard coded file path
Thank you. I will uninstall and install solely via impulse (and hope to play tomorrow). Curse my slow internet connection. Thanks. PS> Aren't you supposed to be sleeping? [e classic]:lol:[/e]
UPDATE: To check against a corrupted install I uninstalled [Including "My Documents\My Games\Elemental"] then did a fresh install via CD and did NOT have crashes when founding a city. Updated via Impulse to 1.05 and again the game crashes when founding a city. Any suggestions?
Thank you for your response but memtest [easier for me to run at boot via GRUB] looks fine after 1 pass, and I really think a memory error would be a bit more [pun] random [/pun] than only when founding a city. Is there a cut-scene or screen change when founding a city; I'm guessing it's a video issue but after updating my drivers I'm not sure what else to check. Edit: FWIW opening cut-scene works find and "Cloth Map Only" option does not stop the CTD when founding a city.
Issue: Whenever attempting to found a city complete I get a crash to desktop. Installed from CD [was not in beta], then used Stardock to upgrade to 1.05. Repeatable crash [100% over ~8 tries] and occurs in in both full-screen & windowed modes, random and campaign modes, with and multiple starting characters. Updated graphics drivers (Nvidia 9800GT with Vista 32) and restarted but still can't get past founding a city in either campaign or random. Debug.err -
[quote who="endofdayz" reply="9" id="2722574"]They just got lazy and needed to push it out the door.[/quote] 60 spells sounds great to start, although I too like the idea of more 'differencing' between different elemental/shard schools of effect [water vs fire vs air vs earth]. I'm sure there will be other features that didn't make base that we wish had [as in other games] - perhaps some even due to their attempt to push
re: " Received not one, but two email with Serial Numbers" Oops sorry! One of those was mine. Feel free to forward it to me. [e digicons]*_*[/e] - Nomikos [who otherwise won't receive his copy until Tuesday]
Speaking of AI advantages/disadvantages... Can someone please confirm of deny that the AIs can allocate spending (social, military, tech) per *planet* (and aren't limited to one set of empire wide spending sliders). I thought I read this in one of the "how the AI micromanages better than humans" threads back near the beginning (now lost off the bottom). Sorry to ask again, but to my knowledge my previous question went unanswered. Thanks! ~SDC~
Although not my ideal solution, even having "over builds" roll over to the next turn would be a most welcome change - particularly research projects. It would certainly cut down on the administration of changing sliders each turn. I seem to recall someone saying that the AI tweaks spending on a planetary level (as opposed to our empire wide sliders) - can anyone either confirm or deny this? Thanks - Don ~SDC~
Sorry, I don't know why, but the second link didn't format correctly, perhaps one of the following: or or if not, it's at www.computerworld.com/securitytopics/security/story/0,10801,64480,00.html Here is to hoping for an edit function :-) ~SDC~
Not sure what any of this has to do with Mods, but that said here are a few links to some tips. Remember that three lefts make a right, so perhaps try all of the following: http://www.meyerweb.com/other/humor/interview.html http://www.computerworld.com/securitytopics/security/story/0,10801,64480,00.html http://www.thesite.org/magazine/work_and_home/how_not_to_get_a_job.html ~SDC~
re: An estimated eta based on the current situation would be good enough for me. Same here. E != Exact. E = estimated. An(e)eta would be a nice feature - even if it dosen't compute life, the universe, and everything. Thanks ~SDC~
Seek and ye shall find. Thanks all! ~SDC~
PontiusBruinPilot: My thought is that "unused" planetary spending should be allocated to any other active categories on the same planet. This eliminates using multiple planet's empty queues to rush build wonders, etc. And since production types already have diminishing return capacities, having empty queues on a given planet doesn’t seem (to me) like an unbalancing effect. Worse case: you get 100% of a planets spending going into a single "category", something you ca
Speaking of AI advantages/disadvantages... Can someone please confirm of deny that the AIs can allocate spending (social, military, tech) per *planet* (and aren't limited to one set of empire wide spending sliders). I thought I read this in one of the "how the AI micromanages better than humans" threads back near the begining (now lost off the bottom). Thanks! ~SDC~
Actually I just found just such a list in the "Pol Parties Number References" thread ( http://www.galciv.com/forum.asp?BID=GM&id=53806 ). Two paths to the same question. Thanks! ~SDC~
Can someone point me to a published "ability lists" for modding wonders? On the off chance nobody has done so yet, the following is my (incomplete and possibly incorrect list): 0 economy 1 ship attack 2 ship defence 3 ship speed 4 morale 5 ? 6 social production 7 military production 8 research bonus 9 influence 10 research production 11 ? 12 ship hp 13 ? 14 sensors 15 ? 16 soldiering 17 ? 18 Planet Quality ,
I hit this once. Try saving the game and reloading it. This worked for me - the rest of the game went fine. Saving & reloading has also fixed a similar bug I've had when you press "end turn", then "space" past unmoved ships, but still can't end the turn - it just sits there (with a planet selected). Hope this helps! ~SDC~
I understand the view that “cash back” can cause game balance issues. My question is do you feel that per planet “redirection” (i.e. from social to military or tech)(perhaps from the build queues) would cause a game imbalance? It simply doesn’t seem either reasonable or realistic that because I want to build a social improvement on *one* planet, all planets must “waste” social spending. Likewise for military building on non ‘front line” (and adequately garrisoned) “core” planet
I understand that good empires are more likely to attack evil empires, but do "evil" empires really attack good empires more than evil ones? My (limited) experience suggests that evil empires are more mercenary/opportunistic that anything. And playing as the "evil terrans" in an "all good universe" can be lots of fun. Just try it at a lower diff level than you normally play. :-) ~SDC~
re: Does that mean the game developers are biased towards evil? Of course the developers are *pure evil*. The release of such a highly addictive productivity destroyer (Galciv) can only be a prelude to our total annihilation (and probably our subsequent "jam-ification"). No form of invasion or attack is necessary. The mere loss of productivity and shift of focus - will, by my calculations, cause the entire "fabric of our society" to collapse in a mere.... Hope this helps.