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91
C# Bug Reports / Re: v2.1.1 Bugs Thread
« Last post by ExChairman on September 14, 2023, 08:40:54 AM »
Something strange, I have downloaded everything, installed it, then I make my own game. productionpoints and researchpoints is about 100 times more than it should, in both conventional and trans-Newtonian start...

Check your decimal separator.

Upgraded to win 11 and totaly forgot about that...
92
C# Bug Reports / Re: v2.1.1 Bugs Thread
« Last post by nuclearslurpee on September 14, 2023, 05:52:25 AM »
Something strange, I have downloaded everything, installed it, then I make my own game. productionpoints and researchpoints is about 100 times more than it should, in both conventional and trans-Newtonian start...

Check your decimal separator.
93
C# Bug Reports / Re: v2.1.1 Bugs Thread
« Last post by ExChairman on September 14, 2023, 05:39:04 AM »
Something strange, I have downloaded everything, installed it, then I make my own game. productionpoints and researchpoints is about 100 times more than it should, in both conventional and trans-Newtonian start...
94
SA Installation / Re: Installation pre-requisites
« Last post by JJPierce on September 13, 2023, 01:35:17 PM »
Quote from: haggis link=topic=12918. msg158629#msg158629 date=1644380703
Quote from: xenoscepter link=topic=12918.  msg158625#msg158625 date=1644347401
Quote from: Kurt link=topic=12918.  msg158618#msg158618 date=1644330178
Quote from: haggis link=topic=12918.  msg158616#msg158616 date=1644321452
many thanks.   .    that may have got me further (I'm not sure).   

after installing the runtimes and doing a re-install of 6.   00, I can get that to work with no errors.   .   .    I even get the graphic splash screen at the start.   

but v7.   00 or 7.   02 exes just give me the same mass errors. 

I have a vague memory of having to install a DLL file at some point, but I can't get any closer than that.    I'll see if I can dig anything up.    I don't think I did anything special when I installed v7 on my current computer.   

 --- By any chance was it a DLL file that you could get from some sort of simple timer / clock program, thing?

and that, for some reason was the issue.  .  .   even though I repeatedly overwrote the database, it was picking the original v6 database up (as I could tell from the test universes I created).  .  .   had to place the v7 mdb in a completely different location and point to it manually. 

Ah well.  .  . 

Anyway.   now to go and conquer the universe.  .  . 

cheers

Dave (formerly the 2nd ed guy.  .  )

Hi Dave,

Could you explain how you manually pointed the program to where you put the v7 database, please? I think this may be the solution to my own mass error message issues.

-- Jeff Pierce
95
C# Bug Reports / Re: v2.1.1 Bugs Thread
« Last post by IceKobold on September 13, 2023, 12:27:36 PM »
Quote from: nuclearslurpee link=topic=13078. msg165809#msg165809 date=1694616027
Quote from: IceKobold link=topic=13078. msg165808#msg165808 date=1694613927
I'm not sure if this is a bug, or just something I don't understand.    But I have a group of hostile contacts which I keep losing contact with each pulse (regardless of length)  and then re-establishing contact with 5 seconds into the next pulse.  .  .  even when they're deep inside my active sensor range.    It's too quick for them to be transiting an unknown warp point and coming back, right?  Let me know if there's anything else that'd be useful.

This is not a bug.  These are Raiders; looks like they are popping into the system through their super-sneaky not-a-jump-point, seeing your active sensor, getting scared, and immediately jumping out.

Oh.   That explains why they first appeared in the Sol system then, I guess.   I thought I had Raiders turned off, though. . . oops, no, I left them on this game.
96
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Kurt on September 13, 2023, 10:06:27 AM »
Thanks all!  I knew it had to be in there someplace. 
97
C# Bug Reports / Re: v2.1.1 Bugs Thread
« Last post by nuclearslurpee on September 13, 2023, 09:40:27 AM »
I'm not sure if this is a bug, or just something I don't understand.   But I have a group of hostile contacts which I keep losing contact with each pulse (regardless of length)  and then re-establishing contact with 5 seconds into the next pulse. . . even when they're deep inside my active sensor range.   It's too quick for them to be transiting an unknown warp point and coming back, right?  Let me know if there's anything else that'd be useful.

This is not a bug. These are Raiders; looks like they are popping into the system through their super-sneaky not-a-jump-point, seeing your active sensor, getting scared, and immediately jumping out.

Steve - It might make sense to change this AI behavior even though it's not a bug. This is the same kind of thing as the AI jumping through a jump gate every 5 seconds and that was changed as it leads to a similarly poor gameplay experience. Maybe this is already fixed in 2.2 though, I recall there is a change so the AI remembers contacts for a while now.
98
C# Bug Reports / Re: v2.1.1 Bugs Thread
« Last post by IceKobold on September 13, 2023, 09:05:27 AM »
I'm not sure if this is a bug, or just something I don't understand.   But I have a group of hostile contacts which I keep losing contact with each pulse (regardless of length)  and then re-establishing contact with 5 seconds into the next pulse. . . even when they're deep inside my active sensor range.   It's too quick for them to be transiting an unknown warp point and coming back, right?  Let me know if there's anything else that'd be useful.
99
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Steve Walmsley on September 13, 2023, 04:27:15 AM »
Okay, probably a stupid question, but is there a way to edit populations to give them mines and factories, and that kind of stuff?

Economics window --> Civilian/Flags tab, in SM mode there should be buttons to edit/add installations.

You can also edit resources if you uncheck "Double-click sets reserve" in the Mining tab, in case you felt a need to do this. I don't know any ways to change fuel, ordnance, and MSP stocks but this is probably not too hard to do with commercial ships, etc. at the beginning of the game before things start happening.

If you won't want to edit the DB, you can just create a dummy basic ship type with the required fuel, MSP and ordnance. Flag it as collier, supply ship and tanker. Create ship of that class with SM and unload to colony, then delete the ship. It's messy, but doesn't require the DB.
100
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Steve Walmsley on September 13, 2023, 04:23:34 AM »
Holy crap, this is a game changer

It's been like that for a long time :)
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