Jaga Telesin

Jaga Telesin

Joined Member # 3080567
0 Posts 0 Replies 927 Reputation

Purchased FE via Stardock website. Took serial number and activated on Steam. Installed game. Launched, and was presented with an activation screen for FE (2nd level DRM?). Enter in valid Stardock account information and the serial number from the Stardock account products page, and.. it tells me the serial number is invalid. Attempted with the same serial as presented in the purchase email.. still invalid. Started a support tick

13 Replies 61,588 Views

I'd like to see them spend time on fixing bugs that have been reported before attempting to add yet more features. I can't even recommend the software to clients of mine due to the impact of certain known issues.

6 Replies 4,358 Views

I'd like to put out a formal request for a changelog page (or pages) for the Fences product. Trying to decide whether or not to recommend the software to clients and I have some unresolved bugs still lurking (I think) in the software. I spent enough time reporting them as it was and don't care to lose more time re-testing for them. Posting a changelog for all to see is a much more efficient use of everyone's time. Hence my request for it. Thank you.

6 Replies 11,562 Views

[quote who="Wizard1956" reply="1" id="3316321"] It would be best if that feature was able to download & install the latest Fences 2.x upgrade. Uh........ Reduced 75%Original 800 x 133[/quote] So you're suggesting we install yet another piece of software to help keep stardock stuff upgraded, when most other developers build that functionality right into each package? This is why I tend to avoid devs with that mindset. It eventually turns

6 Replies 8,278 Views

[quote who="hexfield" reply="10" id="3288135"]jjbjolicoeur, just curious, do you by chance have any shortcuts on your desktop to network shared folders? I noticed that I started getting more explorer lockups when I tried to move a network folder. At the time I wasn't signed into my company's VPN so those folders wouldn't be accessible (though I wasn't trying to open them). I signed into VPN and it seemed like the problems went away. Now I've deleted those shortcuts and am

22 Replies 15,165 Views

Found a bug in Fences 2.0 around 70 days ago and reported it in the Fences 2.0 Beta topic. Finally got it recognized as an actual bug and was told to submit an official ticket on it. I did so and ran the supplied system analyzer tool, sending in bug info and system info the same day. I believe it has now fallen into the pit of "maybe we'll get to it if we ever get time" from support's perspective. Does Stardock keep a bugtracker for products like Fences?&nb

1 Replies 6,237 Views

[quote who="Zubaz" reply="69" id="3257422"] Quoting Jaga Telesin, reply 67 Note: this problem persists in Fences 2.0. Icons that are continually re-created are eventually (and seemingly randomly) deleted from their assigned fence. On one occasion they were moved to the default fence for new icons. All other times they have been forcibly removed (an actual delete of a file by Fences 2.0). It worries me that Fences would be removing icons permanently from

72 Replies 61,047 Views

[quote who="Jaga Telesin" reply="49" id="3238637"] Quoting Zubaz, reply 48This is really intended behaviour: If a shortcut doesn't exist, don't show it. Try loading the last snapshot after you mount the drive. That should restore the shortcuts. Drive mounted, shortcuts created and fenced. Snapshot taken, drive dismounted, right-click desktop and Refresh - shortcuts disappear from fence. Re-mounted drive, restored snapshot, shortcuts remain

72 Replies 61,047 Views

[quote who="Zubaz" reply="48" id="3237717"]This is really intended behaviour: If a shortcut doesn't exist, don't show it. Try loading the last snapshot after you mount the drive. That should restore the shortcuts.[/quote] Drive mounted, shortcuts created and fenced. Snapshot taken, drive dismounted, right-click desktop and Refresh - shortcuts disappear from fence. Re-mounted drive, restored snapshot, shortcuts remain gone even after right-clicking

72 Replies 61,047 Views

Wanted to report a bug with v2.00 Beta 1 that I've encountered. I use TrueCrypt with a sensitive data drive. The volume/drive never auto-mounts, I do that manually after Windows login. If I create a shortcut to a file/folder on that drive and stick it in a fence, the shortcut will disappear randomly after rebooting x number of times. It happened to my two primary folder shortcuts on the drive, who's fence still exists (and is currently empty). No idea

72 Replies 61,047 Views

Wanted to report a bug with v2.00 Beta 1 that I've encountered. I use TrueCrypt with a sensitive data drive. The volume/drive never auto-mounts, I do that manually after Windows login. If I create a shortcut to a file/folder on that drive and stick it in a fence, the shortcut will disappear randomly after rebooting x number of times. It happened to my two primary folder shortcuts on the drive, who's fence still exists (and is currently empty). No idea

2 Replies 7,739 Views

[quote who="Sinperium" reply="123" id="2948358"]Yeah--DS, Maelstrom and Stars all have some highly desirable features. Each one has areas where they stand out. Stars is the most like an actual board game of old though--hands down. You should collaborate on a merged mod release--which would probably melt the game.[/quote] I too would very much like to see this.

263 Replies 839,554 Views

[quote]Will you have different links for the vanilla Sins and the Sins Plus mod?[/quote] Nope, distributed in the same package, different folders. You just copy whichever maps you have mods for, and that have the options you want to play with.

66 Replies 43,269 Views

[quote]lmao some of my teachers in school told me that the history channel was a lie.yes it is a theory, but thats why i said supposedly. they say that we know the size of planets orbiting other stars by using a star bypass.. thats something like the planet goes in front of the star and a shadow appears..right.[/quote] Which is absolutely true. By measuring the exact brightness of the star before the planet passes in front, and the brightness when the planet passes in front, we can me

1,334 Replies 3,520,834 Views

[quote]Hath thee ever heard of Mustafar from star wars?well in case you havnt that planet is 30% surface lava. and its between two gas giants no where near its star. im not sure if you could incorporate that, but if you wanted to try that would also add some detail to the solar system.(It is a volcanic planet because the two gas giants gravity wells rock the planets insides back and forth constantly, both trying to capture it as a moon.)[/quote] Actually in my talks with Uzii I already

66 Replies 43,269 Views

[quote]Will this mod work in conjunction with most other mods?[/quote] Yep! Since this isn't truly a mod (more a set of maps with a standardized method behind them), they should work with virtually any mod, and those that encorporate Sins Plus planets. Initially I am doing two versions of all maps: vanilla ones for non-SinsPlus, and SinsPlus versions. [quote]Outstanding!I will definitely be watching this and, if you allow, use it in my personal merge of mods.My guess is it w

66 Replies 43,269 Views

[quote]Stars are now key strategic points, you can't just run through them any more[/quote] Cheers on an excellent mod addition for gameplay. This will make multi-system maps much more interesting in that you can defend your star's gravity well as a single choke point. That will also lend itself very well to working with the TrueSpace map system. :CONGRAT:

9 Replies 7,244 Views

[quote]Only thing I'd like to see, is that you completely remove the 'clouds' around stars when at max view, so all that's left are the colored dots of the suns.[/quote] Not sure that's something that can be done within a .galaxy file. Essentially it's just map changes to the randomizer. What you are asking for sounds more to me like a mod change. Incidentally, those clouds are there when you start a new game in a random map (even a vanilla one), with just the sun as the center point. So

66 Replies 43,269 Views

[quote]I think overall the fact that a system would look better with more lanes (aka "open") is overridden by the difficulty factor that presents itself when defense goes from 2 lanes to 4+. But I'm open to commentary and suggestions with regard to this.After giving the pics posted a more in depth review I do agree that more phase lanes would be a definate improvement.Perhaps if you make it branch out with more phase lanes the further away you are from the sun it would work better?This way only

66 Replies 43,269 Views

[quote]you only have a 50% chance of finding a Gas Giant (for example) in your system, and even then you would only see one.Umm, Jupiter, check, that's one. Saturn, that's a second one. I suppose this means that you're counting Uranus and Neptune as ice planets and not gas giants? Isn't 50% with a max of 1 quite a bit on the low side for gas giants?[/quote] The reason I rarified the gas giants, was that Uzii currently has some decent resources that go along with that type. Being so ric

66 Replies 43,269 Views

[quote]Not to rain on the parade, but why is every system a linear slog of trade routes, with almost no branching at all, if you want to avoid chokepoints? If you want them to be somewhat reduced in terms of access, by all means restrict trade routes, but the situation is the same - you can still pile defenses at one or two planets and have a star system completely secured, since there's no phase lanes whatsoever...[/quote] Actually, when I increase the distance and chances of a phase lane i

66 Replies 43,269 Views

As a bit of a side note for people interested in TrueSpace: It will make you think, and actually use real strategy when playing. No more can you bunch up defenses at one choke point and create an "uber fleet" to crush everyone else. Now you actually have to plan ahead, design good defenses on multiple fronts in your star system, gather multiple capital ships each with a balanced support group and attack multiple enemy targets. Due to the nature of the galaxy, capturing anothe

66 Replies 43,269 Views

[quote]A simple and harsh answer; No.The final mod tools may say otherwise, but at the present, I don't see a way to do it. And I'm not aware of a way to control the distance between gravity wells outside of the Galaxy Forge. Although, when they do spawn right next to each other randomly, it can get confusing and annoying.[/quote] I haven't found a way in the random generator for this either. All you can do is make the star system sizes smaller (like 100 or less), and the galaxy size l

7 Replies 5,852 Views