Debug Message: Set mouse. Debug Message: Set update timer. Debug Message: No files found matching mask. Debug Message: Kiling civs. Debug Message: Killing ships. Debug Message: Killing rallypoints. Debug Message: Killing misc objects. Debug Message: Killing stars. Debug Message: Killing anomalies. Debug Message: Killing asteroid fields. Debug Message: Killing asteroid field mining bases. Debug Message: Killing space resources.
Debug Message: Killing ascension crystals. Debug Message: Killing colonies and planets. Debug Message: killing scenario. Debug Message: Using mod Generic Debug Message: Mod description: v1 released v2 released v3 released v1 Fixes numerous issues throughout all tech trees that prevented certain techs from being researched.
Also fixes some planetary improvements and UP issues. Also includes a conversation mod kindly contributed by qrtxian. Now you can see all the special dialogue that was intended to be in the game. Thanks for downloading. Hope you enjoy it! Debug Message: Number of Unplaced Stars: 0. Debug Message: Creating Random Map Done Debug Message: Distributing bonuses on planets Debug Message: Clear data definitions.
Debug Message: Clearing sound and music handles. Debug Message: D3D not cleared. Debug Message: Destroying Window. Debug Message: Main Shell terminating normally. MarvinKosh was right, there is definitely something wrong with the custom races. Move all of the. If it doesn't, remove the RaceConfig. As soon as the game runs normally, move one file after the other back in place, until the game keeps crashing again. That way we can find out which file is bugged and possibly fix it.
It already runs normally, it's only when I use an edited TechTree that it crashes. No disrespect, you're trying to help and all, but where you guys reading what I wrote earlier? My custom race, and the custom races I have the AI use, run fine even with the mod active, it's when I apply an edited TechTree to anything that causes it to crash. I even took an existing TechTree and simply renamed it, and it still crashed the game when I tried to use it.
It seems that merely attempting to use an edited Tech Tree is causing the crash, and it only happens with this mod. Sorry, I'm not that good at diagnosing problems from afar or dealing with people. I also have a lot on my mind currently, so I may not have been as attentive as I should. If the edited tech tree is the cause of the crash, then it is likely, that something went wrong during the editing.
There is also a possibility that the editor made some changes while saving the file, and you can't fix those using the editor. It is probably best, if you just upload the file and I will take a look at it myself. Simply renaming the file doesn't turn it into a new tech tree. Without this change, the game still thinks, that it is the same tech tree as before. It doesn't lead to a crash, however, so that isn't the cause. I agree with the assessment above because if you look closely there are five debug messages related to race creation - specifically, looking to see if there are any custom races to throw into the game.
But at the point where you would usually see this There also the often-repeated message Debug Message: Tried to enter unprintable character: 8 to consider. I think this means that the game is trying to read characters that shouldn't be used in the XML files. So a look at your custom race XML file would be handy too. After trying multiple mods, I decided to switch back to the merged mod which was previously working perfectly even with my custom Tech's but to my surprise I now find the Tech Tree is filled with bizzare entries that should not be there.
I feel my switching between mods may be somehow causing havoc to the tech tree's, so im considering reinstalling the game for a blank slate before trying again to see if that lets me use my custom Tech's without errors. Most of the mods are just xml files. They are just read by the game and can't change other files.
Only an error in the file itself could cause such problems. All you need to do is deleting the old raceconfigxml files in the My Docs folder and start a new game. Well before you go uninstalling GC2, check to see if the game runs fine without mods on. Save yourself quite a bit of time. Switching between mods without starting a new game might cause weirdness. I already did, and somehow an edited Tech Tree is now working with the Weapons Fix mod. However, the thing with the two ranks of Advanced Extreme Planet colonization have divided again, despite this not happening when I used the Weapon Fix mod before.
I will continue to try to take it further to see anything happens again, though I'd still like to know how to merge the two Extreme Planet Colonization Tech's again. Can this be fixed in my custom races own TechTree file? The campaign went fine until they showed up. The If you're playing the dreadlods campaign in the Ultimate Edition you might want to consider playing it with Galactic Civilizations 2: Dread Lords which is part of the Ultimate Edition.
This is the game in which the campaign was designed to run. After trying to beat the "Apocalypse" mission over and over, only to be overrun by a ridiculous amount of unbeatable ships with ultimate weapons that come out of their home planets stomping everything on their path each time I dare to build a starbase on the other corner of the galaxy, I am hesitant to waste more time in a campaign that seems to be broken.
Like I said, it doesn't work properly in Ultimate Edition. Play each campaign in the game it was designed for. Alright, so I followed your advice, got to the Apocalypse mission again, and boy, do things change this time around, the mission was a breeze while playing on the same difficulty level as before. What did go wrong with the Ultimate edition for things to get screwed like this.
While playing with the new. Last edited by AL ; 24 Feb, am. I've never had them show up in a custom non-story game about 76 hours of gameplay. I kinda wish they DID show up Most of my games eventually either become a gigantic alliance stalemate at which point I tend to get bored and go the Tech Victory route or Ascension Victory route , or I become the dominant superpower and steamroll anything that comes my way.
Having the dread lords show up would spice things up a bit. Dont play the 1st campaign until you you know some tricks. The 1st campaign was made when the game had a different battle system, it is now VERY hard to beat it and requires a lot of patience.
The other campaigns start easy and fresh as well, try those. The bit engine boosts the maximum number of empires on a map from 16 to , with a similarly dramatic explosion in possible galaxy size. The ship designer gives players total control over how they function as well as how they look. Each race has its own technology tree, which unlock unique powers like self-healing starship hulls and superpowered terraforming. Finally, online multiplayer is a franchise first. Challenge your friends, or team up to see if your allied civilizations can dominate a hostile galaxy.
Stardock is incredibly proud to present Galactic Civilizations III, and we look forward to supporting the game with free patches, DLC, and major expansions for years to come. Thanks for your support, and happy conquering! Get the game and exclusive launch weekend ship parts now! You can find the discussion here. So being able to integrate the ideas, fixes, and improvements into the official game made by the fans is quite a joy.
Some of the changes necessary are requiring some code changes. To all of our Founders, thank you so much for your early support. Elite Founders, your feedback and bug reporting has been invaluable in getting Galactic Civilizations III ready for a wider audience.
Fire up your Steam client, and it should patch your install to the beta automatically. We beg your forgiveness. Follow the development of Galactic Civilizations III throughout the beta, ask the team your questions live, and get sneak peeks of upcoming builds every Friday on the official Stardock Twitch channel. Race-specific tech trees — Each race discovers the secrets of creation in its own way.
Look out for Drengin invasions a whole age before anyone else can pull one off. Ideology rework — Get an entire invasion fleet for free, take control of all planets inside your sphere of influence, and more! Huge hulls — For when you absolutely, positively, have to kill every last filthy alien in the quadrant. New colonization events — Thirty more events will challenge your ideology whenever you bring the light of civilization to a new world.
Map features — Durantium, Elerium, and Antimatter are now on the map, waiting to be harvested by your starbases. Watch out for black holes! So much more — reworked planet traits, shipyard queues, automatic improvement upgrading, tons of new art, vastly improved rendering ships are so shiny now!
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