GamerZX51

GamerZX51

Joined Member # 2814414
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Thanks for the swift reply, Star Adder! And it turns out that you were right; it was one of the planet-related XML files that was causing the conflict (Although I can't remember which one it was). I've decided not to install the artificial planets mod after all; building artificial planets just doesn't seem to be worth the hassle of altering all those XML files! <img src="http://images.stardock.com/gc2

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KHSM and HRGM should get along just fine--just install them both as the directions instruct, then copy everything from the KHSM-DA folder into HRGM's folder, and select HRGM in the game. I forgot to mention that I tried to get Macmatt's artificial planets mod, and the imperialist and isolationist party mods to work with it too. Are there any files in either one of those mods that may have caused a conflict? Unfortunate

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I'm trying to get The high resolution mod and Kryo's Hull System mod to work together, but I must be doing something really wrong, because whenever I try to start a map with the combined mod enabled, the game freezes, and I'm forced to alt-tab out of the program and shut it down with the windows task manager! Can anyone tell me exactly what steps I need to take to combine the two mo

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Ok, so I got this really great idea to expand on the whole "Arnorian technology" thing by creating some Arnorian-based weapons and defenses - three new weapons (Beam, MD, and Missle) and three new defenses (Shield, armor, and PD). I got all of the Beam and MD related techs to work just fine in-game, but for some reason, I can't get the missle related techs working to save my life! The problem is that the final level of the missle techs are either separated from the main branch, or miss

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