Cathryne

Cathryne

Joined Member # 3327293
6 Posts 134 Replies 325 Reputation

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.</

17 Replies 35,624 Views

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?

61 Replies 112,157 Views

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.

6 Replies 36,804 Views

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.

6 Replies 36,804 Views

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...

61 Replies 112,157 Views

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!

37 Replies 18,474 Views

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.

37 Replies 18,474 Views

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!

4 Replies 24,814 Views

[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.

17 Replies 14,478 Views

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!

17 Replies 35,624 Views

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 :-)

5 Replies 2,082 Views

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!

17 Replies 35,624 Views