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LoTeK_83
Edit: wrong post..I made some confusion, sorry please delete.
[quote who="lazerface" reply="3" id="2266763"]The mod looks great so far, but i have a question that kinda has nothing to do with it. Im a fan of ST but still relatively new to it and i always wanted to know how advanced the federation is compared to Romulans, Klingons, Breen, and Cardassians.[/quote] I think that depends on what period of time are we speaking of. In the chronologically early stages (First Contact shows them), when the humans were about to discover warp propulsion the
I think I can confirm with the unfair AI, it usually sends few capital ships (often lvl1) + fleet against my fully upgraded starbases (let's say neutral grav well, so there's just the starbase), once they hit the research also with some anti-structure ships but they go down quick to those 10/14 fighters stationed on the starbase (and the starbase itself). After the 6/7th attempt they are almost about to bring it down (since repairs are not much quick) but..whops..my capitals appear in
Dungeon Keeper, please yes!! [e digicons]:pout:[/e] Syndicate Wars, that one too...
[quote who="Thoumsin" reply="15" id="2245774"] Quoting LoTeK_83, reply 12Sins run on Vista64 however it will use only 2GB of RAM as it runs as a 32bit application. Not fully true... if you have more that 4gb ram, any 32 bits application on XP/Vista x64 will use the WOW64 mode who allow a full 4gb for the application... If have sins running on XP pro x64, Vista home x64, Linux x64 and Solaris x64 ( impulse and online game don't work yet
Just a short bug report about the latest 2.2 beta. The Alliance MC80a and MC80 battleships names (or descriptions) are inverted. The shields graphic effect cut the capital ships hulls in several points (not sure if that's reflected in effective coverage/damage) as it wasn't probably resized or it isn't rezising properly for the new capitals which are bigger from vanilla ones. (already reported) Sometimes ships just va
Sins run on Vista64 however it will use only 2GB of RAM as it runs as a 32bit application. Until 64bit OS will not be the de-facto standard a 64bit version of Sins won't be released. That's the reply I got from the support team when I was experiencing lots of 'out of memory' minidumps, the latest patch which improved memory handling, if I got that right, partially resolved the issue but I still crash if I set all details to highest and it seems theres nothing I can do about it
[quote who="soasertsus" reply="10" id="2194199"]Some constructive critisism... I just played your vanilla version and there were so many problem it ruined the experience. First of all some of the pictures and stuff are missing. Second it is plauged by string not found problems. Third the Sol system planets are messed up big time. They are not textured corectly and just dont feel right. But your Terra is amazing. Also there were varyous other small isues that took away from the mod.
Seems random...and no I'm not playing online but in local with my friends and singleplayer. With Celestial Bodies and Volumetric Explosions mods (tried also with or without bailknight's effects) we got a dump in the first 5 minutes of play. In single is much more stable to me but keeps dumping, crashing and whatnot often..it gave even a bsod pair of times [e digicons]:|[/e]
I keep minidumping but that's probably due to mods, anyway, I couldn't stop laughs for at least five minutes [e digicons]:grin:[/e]
I was able to get them to work together with some other mods some time ago, it is something related to loading order, try moving it up or down and use the following instructions: [quote who="Kingrames" reply="19" id="1703976"]A better way to do it: create a custom mod folder in your mods directory. name it "portraits mod" or something similar. in that folder, create a folder named "Textures" and drop these .tga files in there. Now, you can enable
Sorry but I've read and read again the previous posts and I'm still confused. I have entrenchment with celestial+volumetric+bailknights (activated in this order), which package of volumetric (except 1.12a of course) should I use to get all effects? And what's that "just-splodeys"/"Volumetric stuff and nothing else" option?
[quote who="harpo99999" reply="25" id="2084227"]lotek are you useing vista ro window7? if you are then check the program files galaxy folder for "compatibiliy files" and drag them out of compatibility & paste in the galaxy folder. hope this helps harpo [/quote] Vista64 home premium sp1. What are these compatibility files? I'm looking at the galaxy directories and I can't find nothing else but just...maps.
[quote who="psugar" reply="22" id="2083626"]LoTeK_83: Where are you looking for the maps? They don't show up under custom maps, but in with the rest of the maps of that size. "Custom" means in-game generated. It's a bit confusing, I know.[/quote] Everywhere. I checked all small/medium/large/custom boxes, no sign of the map except when I put it under the user files galaxy folder (but then I have an instant defeat).
Added new entry in galaxy.manifest but still not working for me, instant defeat. If I use the user galaxy directory the map shows (as a custom map) but give an instant defeat. If I don't use the user galaxy directory (and put the map in /Sins/Entrenchment/Galaxy) the map won't show. Tried also by putting the map in both vanilla and entrenchment galaxy directory but it's not showing up.
I've done the above but as I come to play the map I get an instant defeat and if I click "keep playing" I see an empty galaxy. Now I seem to remember there was some edit to do with notepad for a problem of this kind so I've opened the map and noticed VersionNumber says 3 already and the problem persist.
The title seem to fit. I was playing (as host) a multiplayer entrenchment 2.5 game on a LAN with some friends and we noticed there were some issues after saving/loading the game. Synchronisation issues of some sort I think, I was not able to see some of my ally units/bases and viceversa. To me, his fleet (as well as the enemy fleet) was on in one place when to him it was in another. It seem I was suffering delay on the whole game (pirates not synchronized, warnings, etc
I have Entrenchment beta 2.5 and this mod (both merged with bailknight's or not) isn't activating. It freeze screen when enable is pressed.
Bump, definately. This thread should never exit the "recent posts". Besides that, is by chance already available Sins plus 1.11 version for the forge tools? Or the previous ones are still compatible? And great thanks to anyone who have worked/is working for this mod survival. (Please keep a standalone version)
Ahh thank you, they work now.
Custom map not working in 1.09, normal or it's me?
If I would have to do that for every single game I have on 1TB disk space...I would find my computer full of unecessary software. Why I must install something (that I don't really want) more than the beloved game and its patches? It's just...not needed. If the policy chosen is the one declared in some articles I've read on first pages, releasing the patch by secure site or serial check would mean be coerent...a right compromise between customers and companies, otherwise that beatiful wo
[quote]This beta update will be available only through Stardock's new Impulse platform sometime in mid-July. We will no longer be providing standalone patches for future versions of the game.[/quote] Another unsatified customer here... I played HL2, used steam, hated steam, disinstalled it, promised to myself never had to do with steam and every game that uses it (or something similar). Please don't do this for Sins too...please... If everybody would be thinking with this logic
...posting here as the title fits well. Every time I try to play a map made with Galaxy Forge all players are defeated istantly and if I click 'Keep playing' the map is empty. Running Sins 1.05+Sins plus 1.3a patched and Forge Tools+Sins plus 1.3 patch on Vista SP1. .NET is downloadable from microsoft download center for free.