Blair already posted XP's location in another thread, so this should be it for you: C:\Documents and Settings\username\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Galaxy
Star Dragon
I just posted an answer up in the thread on top.
If you have Vista (like me), you'll find them here: C: -> Users -> (your username) -> appdata (a hidden folder, so you need to select view hidden files from tools/folder options/view) -> Local -> Ironclad Games -> Sins of a Solar Empire -> Galaxy. You may also have them in the game's root drive in THAT galaxy folder as well, in which you also need to move/delete them from there.
Yep, I just came across your other post - I've now done that and it seems to be working fine (I stashed them in another folder until the new setup gets put into place). Thanks, Blair!
I can start the game outside Impulse, but both the map designer and changing the map lists over to custom are causing a runtime error resulting in a CTD.
Woo-hoo!!! Something to play after work! edit - Well, I hope it will be done by then
[quote who="Haree78" reply="8" id="2065903"]Well the TECs doesn't only save you 500 credits, it gives you the amount of time it takes to build them extractors in resources too. Some times I don't queue the resources first because other structures are needed with a priority. The advent one does some really good though if you take advantage of it. [/quote]This. That time can be crucial, and I almost always save the extractors for last as it takes quite awhile to both buil
litle pet slinki - There's only a "rat" if someone ever claimed it was going to be free, which they didn't (in fact the pricing came out with the initial announcement), or if not having it somehow breaks the game, which it doesn't. What's being offered isn't exactly horse armor for spaceships - there are many fun (imo), functional additions to this mini-expansion for only $10. Check out the threads, see what you think, and figure out if it's worth it to you!
I like the concept, but I think there may be a bit too much involved. Perhaps a simpler approach would be to modify the way artifacts are handled: give each planet a seperate "advanced research" rating, indicative of the unique resources and environments available there (that would be the explanation, functionally it would just be a random number). If you build a science vessel and park it in the grav well (a free ability that you activate for the ship, immobilizing it w
I have to agree that Martyrdom is a pretty darn limited ability, but I also understand the need to avoid suicide fleets. Perhaps exchanging it for something else would be a good idea for the future. Jump Degradation, on the other hand, is a reusable ability that doesn't cost any resources from a fairly cheap ship. It shouldn't be powerful. However, it would be interesting if there was some sort of "stacking" ability where the effect is increased a bit with each
I'm sorry - I didn't mean that I thought it was an intended feature, but rather that I thought it could become one.
Hmm. I never thought about this as a potential feature, but I find myself starting to agree. My real concern is more about gameplay than any kind of "realism" - quickly starting up a space station is an easy if relatively expensive way to suddenly introduce considerable firepower into a gravity well. I'm not sure I'd like how that plays out, but I can see the argument in its favor.
Any hopes for a mid-week hotfix? [e digicons]:grin:[/e]
I've got a 13 year-old who loves this game, and is kind enough to note every now and then when the Marza utters that line, once creating the following conversation: "See, Dad, that's why it's a T-rated game. How old was I when I started playing this?" "Look, just don't tell your mom and I'll buy you a space pony." I edited the file overnight. I've also had the same desire to censor a few other games, which is kind of weird. I don'
1) As a toggle option, I like it (first toggle is autocast on yourself, second toggle is autocast on yourself and allies, third toggle turns it back off). I don't like it being automatic, as I can think of numerous times where anti-matter would be burned up when instead I'm wanting to save it for an impending invasion (or declaration of war ;) ). 2 & 3) Nah - this blurs the lines of technology, and reduces each side's distinctiveness. That's less fun to me.
More than likely it's being caused by a need for memory optimization, which still aren't fully implemented at this point as far as I know. If you're up for doing some more testing, lower your screen resolution (eg - 1024x768) and texture options and see if that helps you complete the game. Regardless of the outcome, send your minidump file and a copy of your saved game to: [email protected] ... with
If you still have the minidump file, I'd suggest attaching the file to a brief email explanation to [email protected] so they can take a look at it.
Of course, when that arbitrary date is either changed or ignored, some people will inevitably declare it's a delay. Silliness.
I thought about this as well - then you would use mines to effectively close off phase lanes or set up nasty traps that a fleet without a spotter would be unaware of. However, it struck me as odd that if the technology existed to jump between stars that the species wouldn't also be able to build in some sort of basic friend/foe recognition system in mines. Of course, we also wouldn't hear ships exploding in space, so who am I to nitpick? Another thought would be
Thank you both, Blair & Frogboy, for the responses in this thread. I'm sure everyone appreciates your ongoing efforts and the opportunity to join in the beta - anyone urging you onward with undue alacrity is just excited at the potential, largely based upon the wonderful success of a game you've given us all in the past.
Interesting thoughts, guys. Thanks for the posts. My thinking was also that to avoid a rebalance (which may not be an issue, considering that's a part of what's going on during the beta testing phase), you could have just a few levels: green/rookie crew: effectivly 85% of current standard damage/armor veteran crew: effectively 100% of current standard damage/armor elite crew: effectively 115% of current s
I've often seen the suggestion of experience for starbases, and I can understand the appeal - afterall, watching your capital ships evolve into powerhouses over the life of a game provides an almost RPG quality to the game and a special attachment to such "characters" (heck, they even have names). However, logically speaking there often seems to be a lack of provided reasoning as to why these bases would gain experience besides the "cool factor" (which is admittedly there).</p
[quote who="HappyVader2007" reply="19" id="1986980"]Just thought I'd let you guys know, I believe this also prevents the fleet, that the BattleCruiser is in, from moving too. I'm not 100% sure though, so I'll have to try it again later tonight. [/quote]I would think that depends upon whether you're doing a grouped jump or if you have them all set to individual (which would then ostensibly send every other ship you selected toward that planet/gravity well while leaving your
Ever since going to the first beta, I've noticed that my selection to play the opening movie only holds for the next time I open the game. After that, it reverts back to being unselected. I can live without the movie, but considering how much time and effort went into it I think it's a shame that it will default to never being watched.
Ahh - I always wondered why there was a delay, as well. Was this intended (waiting for that side's specialists to reach the planet) or is it really a bug?