I run a game server on my home network, and it still hosts freelancer. Including myself, 12 of us still regularly connect to the host. I've been a harcore fan for several years, and I fully support any Freelancer Mod for Sins. [B]If there's anything I can do to assist in freelancer modding efforts, please let me know.[/B] Just to let everyone know, I'm an avid modder. I've created my own 28 MB Galactic Civ 2: Dark Avatar mod which includes: 42 new starship designs, 61 new planetary im
Kamakasi 5000
When I say "I got the same thing", I mean the same as redrum6114 - nothing but a blank screen. When i say "fil to believe" I mean FAIL to believe. I just can't seem to type worth crap.
I'm having the same issue. I installed the game, and allowed it to launch upon install completion. It ran fine. Played for about 2 hrs. less than 16 hours later, when I went to play it again, I got the same thing. Now I always get nothing but a blank screen. Pressing the windows key calls up the taskbar. But when I select "close" I get a crash message saying that sins needs to close. Since it worked initially, I fil to believe this is a hardware or driver issue. any other ideas?
I don't know about everyone else, but I've ALWAYS seen that "issue". Whenever I highlight (single-click) an improvement (any given one) it always says "Build Time: Never" in the details box. But when I add it to the build queue with a double-click, it's given an actual build time value. I have always ignored it, and dismissed it as a tiny in-game flaw with no subsequent impact on gameplay. If I need to truly find out the build time for an improvement on a particular planet, I just ad
Damn, I almost forgot.... I have also designed 12 new starbase modules, which includes a new multi-tier tech branch with 25 new techs. Is it possible to add in new starbase modules? If so, how?
Thanks for the info Valakov. I'll remember that next time it disappears on me. Got a couple more modding questions for this post... 1) Can I mod the improvements? To put them in line with the rest of my harsh economic settings, I want to rescale improvement costs. I also want to include Super Projects and Galactic Achievements in the price spiking, if at all possible. 2) On a related matter, I have designed 27 new improvements. 18 of which have their own newly designed
[quote]GalaxyCreator right,.. mod cost price to make them cost more another way to try is using one of the editors and make a Scenarios and make ship cost more in it,... have you tried to use the lowest tech setting on the game before you start it ??? that should make the game longer. [/quote] Actually, I still found tech prices to be way, way to cheap. Even after selecting "Very Slow" tech rate. That's why I re-scaled them. But since I've so heavily up-scaled tech prices, nothing
Thanks you all very much for the input. Special thanks to GalaxyCreator for that advanced info you posted. To thehandofzarquon: As for the turn button thing, I'm running DA V1.61 with all available non-beta updates. Also, you are correct, I am actually looking to re-scale all ship prices. I don't just want colony ships expensive, I want everything scaled much as I stated in my initial posting. Let me make sure I got this right...So in order to more aggressively scale ALL
Greetings. I have mod questions... First, lemme say that I'm an avid GC2:DA Modder. I've integrated KHSM V1.9, 2 Invasion Tactics Mods (one with 5 new techs), 40 Techs & 8 Modules (spanning across 4 other downloaded mods), 35 ship design mods (also downloaded), and designed/integrated an expansive tech tree consisting of 85 techs I created myself. During all my work and play testing, I've taken careful (and lengthy) measures to maintain game balance. I've completely re-balanced tec
Things I'd love to see in the game.... Well, I can certainly live without them, but these, IMO, would really add some fun variety to an already rockin' game: 1) Commercial Starbase: Best placed near influential borders, it would serve as a trade point for other races. In much the same way they currently travel to your planets, these Sbs could increase economic income, improve diplomatic relations with neighbors, lightly increase influence, and serve as an alternat
Another thing I'd pay good money for in an expansion: 1) Orbital Weapon Platforms (capable of protecting a planet to some modest extent. Here's my idea for the tech tree branches. Main Tech: Orbital Defense Theory (Adds New Improvement - Orbital Defense Facility) Branch 1: Basic, Standard, Advanced, and Heavy Orbital Defense Beams Increasingly potent orbital beam weapon defense systems Branch 2: Basic, Standard, Advanced, and Heavy Orbital Defense
I'd fork out the cash much faster if I could see: 1) Trade Good Agreements: Whereby you must negotiate with a given race to open up trade, for a specific good which they are producing. Upon creating a trade contract, your freighter would need to travel to the planet where the trade-good building (Improvement) is actually located. Additionally, the planet receiving the trade good (your freighter's origin planet) would be awarded a bonus relevent to the good(s) in question. Furthermore,
Got it! YAY!!!! I don't know what the deal is, but the newly released ATI Ver. 7.9 Driver seems to have been the problem. I rolled back to Ver. 7.8, and she fired right up!
Here's what was changed: From This: [Video] DisplayWidth=1024 DisplayHeight=768 ColorDepth=32 Fullscreen=1 To This: [Video] DisplayWidth=1280 DisplayHeight=1024 ColorDepth=32 Fullscreen=0
BTW, here's my Debug.err file Debug Message: Version v1.5 last updated on: Thu Jan 11 13:39:19 2007 Debug Message: GalCiv2 is activated. Debug Message: Checking DX Version. Debug Message: *********DXDiag info follows.********* System Info Time: 9/26/2007, 17:20:40 DirectX Version: DirectX 9.0c (4.09.0000.0904) Machine Name: KAMAKASI Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 2 (2600.xpsp_sp2_gdr.070227-2254) Languages
Just yesterday, I had to do an OS restore, as I replaced my primary master Hard Drive. Now, I'm getting this issue as well. All my drivers are in, got all XP updates, and got all GC & DA updates. I tred the solution Kyro suggests, but it didn't help. What else can I do?
When you say you 'end-task' the game, are you doing it by selecting 'End task' the Task Manager or by right-clicking GalCiv2 on the task bar and choosing 'Close'? The debug is reporting that you closed the game normally, so I would assume you are right-clicking and choosing 'close'. You are correct. Once minimized, I right-click the tab, then select "close" It takes 4 to 5 minutes to do so. On occasion, I do force it to shut down immediately b
I just noticed this as well: Debug Message: UIBeginGame called with g_ulLocalPlayerID = 0 Debug Message: UIBeginGameHelper: New Game Started Debug Message: UIBeginGameHelper: Mods are Enabled Did you load a saved game, then try to start a new game? That is where the trouble began. It is better to exit from the game and start fresh, rather than starting a new game while another game is already running. You also have mods enabl
Note that GC & DA are the ONLY games I have which aren't working. And I play a lot of newer games (i.e., ES4: Oblivion, G.R.A.W. 2, Half-Life's Episode 1, and so on). Thus, I fail to believe that my DirectX install has somehow gone corrupt. And on that note... Can someone please tell me (by looking at my above posted debug), why in the hell do I have 50 Million Direct 3D Errors? Also, any suggestions?
Well, It just happened again, so here's me Debug file... Debug Message: Version v1.61 Dark Avatar last updated on: Wed Jun 13 14:10:36 2007 Debug Message: Checking DX Version. Debug Message: *********DXDiag info follows.********* System Info Time: 9/19/2007, 03:17:50 DirectX Version: DirectX 9.0c (4.09.0000.0904) Machine Name: KAMAKASI Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 2 (2600.xpsp_sp2_gdr.070227-2254) Languages:
Well, I'm going to go set myself up some free webspace, then I'll get the images here. Also, I see what you mean about the debug.err Hard to diagnose an issue if you don't know where it starts. Once I get the image thing in order, I'll post the file, and the glitch images. Could be a day or two. And, Thanks.
I have a couple questions. When a minor race infests your empire, does it always overthrow exactly two planets? No way. At one point the fundamentalists took 72 of my 203 colonies. I had to re-conquer them all, and jeez, what a pain that was.
My games go so long because of the way I've modded the tech tree. The tech advancement rate is slower by ten-fold vs. the use of the standard "Very Slow" tech advancement option. I prefer a very slow, and (unusually long) drawn out, game where it doesn't seem that technology pushes forward at extreme rates. Afterall, real life doesn't work that way; (unless you're talking about video cards and CPUs that is). I just believe that progress (as in real life) should de
I have 3 GB Virtual Memory, as well as 2 GB Phys. Ram (DDR - PC2700) and I face this same issue. In fact, I faced this issue about 5 minuties before this post, which is why I'm on the forums right now in the first place I have all updates for devices, and the game as well. Any other ideas or things I might try?
OK, well, I managed to get one of my old save games to load, but I'm still having issues. It would be so much easier to show you a few screenshots, than explain the issue to any effective level. I have a few screenshots, but can't seem to figure out how to post them. The "Insert Image" icon wants me to list the URL, and doesn't let me browse for the .bmp images. How do I post them?