No low memory warning, rest of game was fine but this was previously a prelude to a CTD.
It was early on in the game and I have 16 GB or ram.
Search found 61 matches
- Mon Feb 10, 2014 7:29 am
- Forum: Support
- Topic: Menu screen corruption
- Replies: 2
- Views: 3796
- Sun Feb 09, 2014 4:07 pm
- Forum: Support
- Topic: Menu screen corruption
- Replies: 2
- Views: 3796
Menu screen corruption
I've had the ship design corrupting on a regular basis - all magenta back ground.
https://www.dropbox.com/s/bhwanw43up8vb ... %20bug.jpg
https://www.dropbox.com/s/bhwanw43up8vb ... %20bug.jpg
- Sat Dec 21, 2013 1:04 pm
- Forum: Changelogs
- Topic: December 20 2013 - Beta-2 Hotfix (version 4.60)
- Replies: 12
- Views: 16836
Re: December 20 2013 - Beta-2 Hotfix (version 4.60)
Really like the new planet/colony/fleet menu. Agree with the menu position resetting being annoying. Also the menu sort resets each time. Would be great in the planet menu if it showed owner. When searching for a new planet to colonise I have to check if it is already or I have already colonized. Al...
- Mon Dec 02, 2013 2:31 pm
- Forum: In Testing
- Topic: November 27 2013 - Beta v4.57 - Test branch
- Replies: 15
- Views: 35562
Re: November 27 2013 - Beta v4.57 - Test branch
Star bases currently come with a default of 5 beams in each weapon slot. I immediately change that to 9 in my design and replace all the supply bays (what are they for on a star base?) with fighter bays and later add a shield to buff them. Cost for building and time remains the same. Now that is a b...
- Sun Dec 01, 2013 10:40 am
- Forum: In Testing
- Topic: November 27 2013 - Beta v4.57 - Test branch
- Replies: 15
- Views: 35562
Re: November 27 2013 - Beta v4.57 - Test branch
Some feedback: Fighters don't launch from my star base on auto combat, I have to manually launch. Would be nice if they did. Any plans to allow design of fighters? Would help on the star map if different ship types and fleets had different symbols rather than all using the same, especially colony sh...
- Fri Nov 29, 2013 9:50 am
- Forum: In Testing
- Topic: November 27 2013 - Beta v4.57 - Test branch
- Replies: 15
- Views: 35562
Re: November 27 2013 - Beta v4.57 - Test branch
Bug report: Selecting to play a disabled race causes crash to desktop.
- Wed Nov 27, 2013 2:32 pm
- Forum: In Testing
- Topic: November 27 2013 - Beta v4.57 - Test branch
- Replies: 15
- Views: 35562
Re: November 27 2013 - Beta v4.57 - Test branch
Is there a beta test code to enter? I don't have an opt in option.
- Wed Nov 27, 2013 9:16 am
- Forum: In Testing
- Topic: November 27 2013 - Beta v4.57 - Test branch
- Replies: 15
- Views: 35562
Re: November 27 2013 - Beta v4.57 - Test branch
Looking forward to trying that out and one up on MOO2 where you couldn't design your starbases.Zaimat wrote:* You can now design your starbase before building it
- Tue Oct 29, 2013 7:49 am
- Forum: Main
- Topic: The Horizon Random events contest!
- Replies: 30
- Views: 61132
Re: The Horizon Random events contest!
Title: Rogue Planet Description: A rogue planet is captured by star XXXX Effect: A new planet containing exotic materials or life is added to the system Player/AI action to stop the event (optional): None. Player may colonise new planet to gain a special bonus. Beginning News Report: A planetary-si...
- Mon Oct 28, 2013 7:41 pm
- Forum: Main
- Topic: The Horizon Random events contest!
- Replies: 30
- Views: 61132
Re: The Horizon Random events contest!
Title: Red Giant Description: Star XXXX has exhausted the supply of hydrogen in its core and switched to thermonuclear fusion of hydrogen in its shell, giving it a reddish-orange hue as it rapidly increases in radius. Effect: Quality of inner planets and population decreases as star XXXX incinerate...
- Sat Oct 19, 2013 7:26 am
- Forum: Main
- Topic: The Horizon Random events contest!
- Replies: 30
- Views: 61132
Re: The Horizon Random events contest!
Title: AI Revolution - Enemy within Description: The advanced entertainment complex AI on planet X has gained consciousness and seized control of the minds of the populace whilst wearing artificial reality headsets, enslaving the population (invasion of the mind snatchers) and seizing control of pl...
- Mon Oct 14, 2013 5:41 am
- Forum: Gameplay
- Topic: It's better with a brutal challenge than a gentle nudge
- Replies: 5
- Views: 6006
Re: It's better with a brutal challenge than a gentle nudge
As long as the AI is able to be brutal WITHOUT cheating then I would agree. Nothing spoils the challenge of a game for me more than a cheating AI. It's just lazy coding or lack of time due to the AI being left until last.
- Thu Oct 10, 2013 8:24 am
- Forum: Main
- Topic: Introduction Thread
- Replies: 47
- Views: 92511
Re: Introduction Thread
Snap........46 here too CellNav. Started out with strategy board gaming (pre-PCs) then progressed. Got into PC turn based strategy gaming later when I got a 386 (MS-DOS only), after finishing university. Win95 came out at the right time for multi player MOO2 with a Lan, the best game fun I've had an...
- Wed Sep 25, 2013 5:01 am
- Forum: Gameplay
- Topic: Colony screen information
- Replies: 6
- Views: 7374
Colony screen information
On the colony screen information panel at the top of the screen it would be really helpful for there to be mouse over tips for the various resources, now that specialisation is more important. e.g. for natives it could say "would make an excellent agriculture colony" or for gold it could s...
- Wed Sep 25, 2013 4:51 am
- Forum: Support
- Topic: Ghost Fleets
- Replies: 5
- Views: 6687
Ghost Fleets
When moving fleets I routinely get a second ghost image on the map. More of an annoyance when trying to work out where fleets are but as this is now beta it should be looked at. I don't have the same issue with single ships, just fleets.
- Wed Sep 25, 2013 4:48 am
- Forum: Support
- Topic: Auto combat ignoring threats
- Replies: 3
- Views: 5133
Auto combat ignoring threats
During a combat when my ships started a ways off I hit auto let my ships head off for the enemy while I set back. They made a B line for the largest enemy ship or base which is fine. But along the route they were continuously attacked by small scouts which they ignored when they could have shot back...
- Tue Sep 24, 2013 7:11 pm
- Forum: Support
- Topic: People experiencing video issues
- Replies: 1
- Views: 4054
Re: People experiencing video issues
set to 720p and enabled vsync. Videos working for me now.
Re: Scouts
I guess this is getting into an interesting discussion on movement restriction in game. Do you want a fixed system like MOO2 where cargo bays could extend range a further sector like extra fuel tanks did in the old classic, but no further so you have to colonise in order to expand your range. Or do ...
Re: Scouts
30 scouts sounds a little excessive, 4 or 5 are sufficient for me. Not that I disagree with you that getting out there and grabbing all the techs and booty from digs is the best way to get a big boost at the start of the game. I'm not sure that putting restrictions on that to slow it down is the bes...
- Tue Sep 24, 2013 4:50 am
- Forum: Changelogs
- Topic: 23 September 2013 - Beta version 4.49 (Hotfixes)
- Replies: 1
- Views: 4457
Re: 23 September 2013 - Beta version 4.49 (Hotfixes)
Thanks for the quick fixes. Looking forward to trying them out tonight.