CariElf CariElf

Altarian Prophecy (Beta) Bug Reports

Altarian Prophecy (Beta) Bug Reports

Please specify which version of the beta you are using. You will probably be told to upgrade if you are using an older version.

Please install and run SmartException from the free stuff tab in Stardock Central so that if the beta crashes, it will generate a report that you can send to me with your debug.err files and save games.

Please update the non-expansion part of Gal Civ if you haven't, but please note that your save games will be messed up because of the additional improvements.

I will want any save games that reproduce bugs, particularly crashes.  Save games in Altarian prophecy are only one file, no folders.  Go ahead and e-mail them to me along with a description of how to reproduce the bug.  You can still report the bug here, but I always take save games that reproduce the bug.

Please report typos in the typo thread.  String Not Found bugs are not typos.  When you see a string not found, send me your debug.err file before starting a new game.

Please give as much detail as possible when reporting bugs so that I can reproduce it more easily.

[email protected]

11,346 views 314 replies
Reply #301 Top
racial morale only works if a local morale effect also exists.
End of quote

Not sure: Try to start a game with +40% morale (20 form populist and 20 from picks) and atrat a game with no morale bonus. Using the same PQ in the two case. I am pretty sure that with 40% racial bonus, you could have the taxes rate higher :)

My current theory, after some investigation: racial morale is actually a factor multiplied into local morale bonuses before they're applied. +50% racial morale means that that +20% morale improvement actually provides +30% morale.
End of quote

I think the same. Or, which is roughly the same, racial bonus are applied AFTER that the planetary bonuses has been applied, ie using the result as the base for the bonus.

Having the correct formula would be nice.


[Message Edited]
Reply #302 Top
More info on Auto-Survey problem. It seems like it will only auto-survey to anomolies that are visible when you start the game.
Reply #303 Top
More info on Auto-Survey problem. It seems like it will only auto-survey to anomolies that are visible when you start the game.
End of quote


I don't believe that is accurate. I believe that as long as one of your ships has come upon the anomaly, one of your survey-type ships will go there. I have no idea how the computer decides which one to send. it certainly doesn't appear to be a proximity issue.

I *think* what could be the problem is that you have to stumble upon an anomaly. If a new one pops up within sensor range, that doesn't count. I think that the only way the search algorythm will "notice" it is if a ship passes by and it "senses" it with its own "local" sensors.

Of course, this is just guesswork, which is why I cannot say you are incorrect with any conviction at all. :)

Bill

~SDC~
Reply #304 Top
Cari, for what it's worth I hit the divide by zero problem on AP that I had reported twice before on GC. Once again the saved game wouldn't reproduce the problem. However, I remember that you thought it might be related to an AI offering a trade, and that's the first thing that happened when I loaded up the saved game - the Dregin offered me a trade. So that's another indicator that you might be right.

~SDC~
Reply #305 Top
Hi, Cari:

It's great to see that you fixed the little annoying problem with the "string not found" alignment error. I guess this means that you've squashed most of the major bugs and now you can concentrate on fixing the littler stuff. I supposed that it was just a problem with the english.str files - which you confirmed - and then fixed. (1.49R)

It's a shame, though - I was gonna rename my empire to "String Not Found." ;)

(edited to include version)

Thanks!

Bill :CONGRAT:
~SDC~

[Message Edited]
Reply #306 Top
The "distribution of voting power" area in the U.P. screen is messed up. Although the pie graph correctly shows all 7 AI's plus Terran relative strengths, the list of empires is messed up. The list appears like this:

(name of empire) (name of empire truncated)

(name of empire) (name of empire truncated)

(name of empire) % of votes

(name of empire) % of votes

(name of empire) % of votes

(name of empire) % of votes

and "% of votes" appears in box "for current U.P. resolutions"

It appears that the game is trying to fit 8 names in space that only has six available lines.

Later in game when I've eliminated all but three oppenents, the list appears as follows:

(name of empire) blank where % should appear

(name of empire) blank where % should appear

(name of empire) % of votes

(name of empire) % of votes

This is for 1.49R (6-1-04 version).
Reply #307 Top
Wow! This is the first CTD I've had in quite some time.

Here's the SmartException report:

Stardock SmartException Logging Information
-------------------------------------------

OS Version : Windows XP
Video Card : Intel(R) 82845G/GL/GE/PE/GV Graphics Controller
Application Exception code: C0000094 INT_DIVIDE_BY_ZERO
Crash Addr: 004E7BF2 01:000E6BF2 C:\Program Files\Stardock\Drengin.net\AltarianProphecy\galciv.exe

Processor Registers (x86):
EAX:00003887
EBX:00000000
ECX:00000000
EDX:00000000
ESI:000001F4
EDI:0012DBAC
CS:EIP:001B:004E7BF2
SS:ESP:0023:0C4CFF2C EBP:0C4CFF54
DS:0023 ES:0023 FS:003B GS:0000
Flags:00010246


Current Application Call Stack:

Addr Frame Logical addr Module Name
---------------------------------------------
004E7BF2 0C4CFF54 0001:000E6BF2 C:\Program Files\Stardock\Drengin.net\AltarianProphecy\galciv.exe
004ED021 0C4CFFA0 0001:000EC021 C:\Program Files\Stardock\Drengin.net\AltarianProphecy\galciv.exe
0051FFF9 0C4CFFB4 0001:0011EFF9 C:\Program Files\Stardock\Drengin.net\AltarianProphecy\galciv.exe
77E7D33B 0C4CFFEC 0001:0001C33B C:\WINNT\system32\kernel32.dll


Debug information for each stardock app follows ....

Reply #308 Top
#306 by Citizen Bromoser - 6/2/2004 3:32:03 PM The "distribution of voting power" area in the U.P. screen is messed up. Although the pie graph correctly shows all 7 AI's plus Terran relative strengths, the list of empires is messed up. The list appears like this
End of quote


I just had this, combined with not being able to put any starbase modules onto an existing starbase. The build screen comes up, but empty - almost like a law had been passed to allow 0 extra modules.

~SDC~
Reply #309 Top
I hit the divide by zero again:

Stardock SmartException Logging Information
-------------------------------------------

OS Version : Windows XP
Video Card : RADEON 9200
Application Exception code: C0000094 INT_DIVIDE_BY_ZERO
Crash Addr: 004E7BF2 01:000E6BF2 D:\Stardock\Drengin.net\AltarianProphecy\galciv.exe

Processor Registers (x86):
EAX:00002CED
EBX:00000000
ECX:00000000
EDX:00000000
ESI:000000C8
EDI:0012DB68
CS:EIP:001B:004E7BF2
SS:ESP:0023:136EFF2C EBP:136EFF54
DS:0023 ES:0023 FS:003B GS:0000
Flags:00010246


Current Application Call Stack:

Addr Frame Logical addr Module Name
---------------------------------------------
004E7BF2 136EFF54 0001:000E6BF2 D:\Stardock\Drengin.net\AltarianProphecy\galciv.exe
004ED021 136EFFA0 0001:000EC021 D:\Stardock\Drengin.net\AltarianProphecy\galciv.exe
0051FFF9 136EFFB4 0001:0011EFF9 D:\Stardock\Drengin.net\AltarianProphecy\galciv.exe
77E7D33B 136EFFEC 0001:0001C33B C:\WINDOWS\system32\kernel32.dll


Debug information for each stardock app follows ....

~SDC~
Reply #310 Top
When I have Mods enabled, I find that if I do a Control-N to redo the "Galaxy" at the start, the came now crashes and goes back to the launcher app. If I then disable mods (and thus take out a lot of the fun, + my own ship mods that I am testing) this stops happening.

It all worked before, so something has changed either since the last stardock version release, or my inclusion of some mod or other. There is no clue, just a complete crash.

~SDC~
Reply #311 Top
When I have Mods enabled, I find that if I do a Control-N to redo the "Galaxy" at the start, the came now crashes and goes back to the launcher app.
End of quote


I'm using 4 mods, all "Stardock Certified", and have not seen this problem. I've got the latest AP from Stardock Central, and have done Control-N on 2 of the 3 AP games I've played recently.

Which mods are you using?

~SDC~
Reply #312 Top
Ack, its not doing it now. Perhaps the intervening reboot sorted something out in my machine.

Anyway lots of up issues, anomolies, some ships, sneaky diplomats, the breed your own monsters as ships mod.

John..

~SDC~
Reply #313 Top
Not a bug, but a little cheesy:

The two new races have dialog from two existing races. Could we give them their own dialog before releasing it? That's the kind of thing that says, "We were a bit lazy," and I know that you guys obviously aren't. What I hope it means is: "We were running around trying to fix bugs, but now that we've squashed the major ones, we have time for cosmetic touchups like this one. Like how you fixed the "string not found" alignment problem. It wasn't a showstopper, so it had to wait until the big bugs were squashed.

Bill

~SDC~
Reply #314 Top
It does not appear the moving capitol bug has been repaired. Everytime I colonize more than one system in a sector my capitol moves. The second system doesn't even have to be in the same sector as my capitol. My capitol moves if I colonize two systems in any one sector. To me this ruins the editor.