Where did you safe the .galaxy file? You have to move it to the Galaxy folder in the game's directory (default: \Program Files\Stardock Games\Sins of a Solar Empire\ The game will put the map into one of the three categories small, medium or large. No idea how this is determined. There is also a Galaxy folder in \USERNAME\Applicationdata\Local Settings\Ironcladgames\Sins of a Solar Empire\, maybe you can put it there, too. Then the map probably appears in the game under Custom Maps.</
Cathryne
Well, doing a quick calculation in my head there may be some 10 to the 10th power possible combinations of graphic settings [e digicons]:rofl:[/e] Which ones cause a chrash, which ones don't?
Redownloading the whole game again is annoying, since I get only 50kbytes/s downspeed here in middle Europe :-( I usually sync the whole game folder to another drive before updating.
Yes, using lower texture quality settings worked for me, too [e digicons]:thumbsup:[/e]
After turning down every graphic setting, the game now works : - ))) "unicatsins" suggested just not using "highest" for textures, which apparently worked also.
Hm, if you had Sins 1.12 before installing Entrenchment than the only possible problem (to my knowledge) might be that Sins tries to auto-load a mod. Delete or move the "Ironclad Games" folder in [USERNAME]/Application Data/Local Settings. The game will than create a new one, so you start with a new profile.
Save you the trouble, I just did, but there's just an endless stream of warnings: "missing string", ..., etc. And a minidump before I got into the main menu.
Has anyone tried to play Sins with the developer exe from Forge Tools? Another thing I noticed: the "10min crash" can happen even sooner if I build a starbase (observed in online game against one AI). Very strange...
Didn't go away after reinstalling Impulse, Sins and Entrenchment from scratch!
Same problem here. [e digicons]>:([/e]
Cool! [quote]Eh, a scout could detect ambient radio waves that were strong enough to disrupt communications.[/quote] Depending on scout's coffee level he *might* notice : - D
Signal Interference sounds like one of those bonuses that shouldn't be revealed by a scout, only through exploring. I'm not so sure about Industrial Wastelan, might be visible from space [e digicons];P[/e]
Too late... I will got right back into the game and produce some more! Still, thanks for the hint!
OK, I'll try that. And also spam them with 4MB minidump emails, hehe!
I manually changed it to where Sins was installed, no problems or error messages during install. But still: Even the 10 minutes I was able to play it was awesome! The briefing on the loading screen is cute!
Yeah, same problem here. 3x while playing TEC, one time with Advent, timing of the crash is also pretty much the same. :-( First I thought it might be autosave, so I disabled it, but to no awail.
At least the Porous Core (or anything else that affects grav.well size) doesn't need to be explored. Some clever guy in the your scout vessel calculates that upon entering the system!
Jeehaa! Downloaded it allready (90MB ~ 15min). Thats quite an improvement compared to the 1.1 patch :-)
All the standard maps should have been updated. If you created your own, open them in a text editor and change the versionnumber from 1 to 2 (it's the first or second line in the text file). Ciao!
Cool idea! Please let us know how it goes.
[quote]What about sending the ships to the closest operational phase gate from the one destroyed? Though I do think it's fine how it is.[/quote] I like this idea very much. [e digicons]:thumbsup:[/e] Probably because I don't play Vasary too often, hehe. For the other races destroying the pase gate at one planet to have the Vasari reinforcement delayed one jump (providing the neighboring planet also has a phase gate) is cool.
:-) That looks really neat, cool design! But what's that ... Bubble under the main structure? In the third screen it's attached by some energy beam, which isn't there in the first shot. Ah, I can't wait to play it myself [e digicons]:drool:[/e]
Ah, I forgot, you need Microsoft .NET Framework 2.0 for GalaxyForge to work. http://filehippo.com/search?q=framework If that doesn't help, I'm out of ideas. Ciao!
It's surely stated in the first post of every mod thread, just look through them. I can confirm those work with 1.11: Urban Expansion Beta 1 (https://forums.sinsofasolarempire.com/331334) and this one: http://hosted.filefront.com/mystic7x which is basicly Bailknights Graphics Mod and Sins Plus together :-)
I usually use GalaxyForge. You can get it in the download (https://stardock.cachefly.net/GalaxyForge1.1.rar) section and there's a little tutorial here: https://forums.sinsofasolarempire.com/174739 Just play around a bit. If you have any specific questions then, just ask. There is also a way to code maps as text files, but I haven't tried that out. You get the idea if you open one of the galaxy files in the SoaSE program subfolder "galaxy" with a text editor. Ciao!