Check out this thread, reply #10: https://forums.sinsofasolarempire.com/?aid=341528
psugar
Things to try if galaxy forge or particle forge won't load: Please make sure you have your .Net frameworks up to date (service pack 2 for .Net 2.0). Try moving the d3dx9_36.dll from the Sins directory to the location of ParticleForge. If that fails, installing the DirectX runtime from March 2008 has fixed problems on a couple of machines here at work. Please post back if any of these things fix your problem.
Things to try if galaxy forge or particle forge won't load for you: 1) Please make sure you have your .Net frameworks up to date (service pack 2 for .Net 2.0). 2) Try moving the d3dx9_36.dll, binkw32.dll, and fmod.dll from the Sins directory to the location of ParticleForge/GalaxyForge. 3) If that fails, installing the DirectX runtime from March 2008 has fixed problems on a couple of machines here at work. 4) .Net Framework 3.5 SP1 has also hel
If your custom planets are missing, you may not have updated the galaxyscenariodef file that the game uses? fearnly: can you send your galaxy.manifest and your .galaxy file to [email protected] with a link to this thread? We can have a look at it.
To get galaxy files to work in vanilla Sins: You need to put the galaxy file in your Program Files/Stardock Games/Sins of a Solar Empire/Galaxy directory. To get galaxy files to work in Entrenchment: You need to put the galaxy file in your Program Files/Stardock Games/Sins of a Solar Empire/Entrenchment/Galaxy directory. Then you have to add it to the galaxy.manifest file in the Entrenchment directory. Thi
To get galaxy files to work in vanilla Sins: You need to put the galaxy file in your Program Files/Stardock Games/Sins of a Solar Empire/Galaxy directory. To get galaxy files to work in Entrenchment: You need to put the galaxy file in your Program Files/Stardock Games/Sins of a Solar Empire/Entrenchment/Galaxy directory. Then you have to add it to the galaxy.manifest file in the Entrenchment directory. Thi
If you save it in the galaxy folder in the "Sins of a Solar Empire" directory, it should show up in vanilla Sins. In order to get it to show up in Entrenchment, I think you need to put it in the Entrenchment/Galaxy folder AND add it to the Entrenchment/galaxy.manifest file.
We'll look into it.
It should be working now. Sorry about the trouble.
It's been fixed and will be in the next patch.
The version we put up works, but only if you have the dlls. Since most people don't have and shouldn't have to download these particular dlls, we are compiling it in a different mode. Should be up soon.
Hrothgaar: Sorry about your troubles. The 2nd issue is not in fact a bug - the game is designed so that you don't have 3 different voices talking in your ear at the same time. So sometimes you will not hear notifications because there is already one playing. You should still get the event information in your event window (lower left) though. The 1st issue: it sounds like your computer is having a few problems keeping up with all the work it needs to do.
Yes. You'll have to do this anyway with the official version being out because of changes in the directory structure. Uninstall both Sins and Entrenchment, then delete the directory where they were installed to make sure the uninstall worked properly, sometimes it misses files. (On Vista the directory is C:\Program Files (x86)\Stardock Games\Sins of a Solar Empire) Then install both again and you should be ok.
Do you have the latest video drivers? Have you deleted the directories entirely when uninstalling? These are the most likely causes.
If you have a shortcut, make sure that "Sins of a Solar Empire Entrenchment.exe" is in quotes, otherwise your OS may interpret it as Sins of a Solar Empire(.exe) Entrenchment.exe Such is the magic of Windows.
Actually, the explosion sounds are lifted straight from the game directory :P
The sounds are in .ogg format in the game install directory. You will need some kind of ogg to mp3 converter. Have a look for CyberPower Free Mp3 Wma Ogg Converter, I think that one is free.
Did you manage to get any minidumps out of it? If you did, could you pleeease send them to [email protected]? Thanks
It's under Multiplayer/Join Game
Hey all, ICO should be working now. There is still an issue out in the wild which we WILL resolve, but hopefully it won't cause too many problems while we figure out what is causing it. Thanks to those who were testing!
Hey all, ICO should be working now. There is still an issue out in the wild which we WILL resolve, but hopefully it won't cause too many problems while we figure out what is causing it. Thanks to those who were testing!
Hey guys, We are trying to figure out what is causing you ICO problems. The server didn't go down. If you are still having trouble connecting to ICO, can you confirm that you are updated to 1.12 by checking your version number both in-game and in impulse? Thanks
Hey guys, We're trying to figure out what is causing you ICO problems. The server didn't go down. If you are still having trouble connecting to ICO, can you confirm that you are updated to 1.12 by checking your version number both in-game and in impulse? Thanks
Hey peeps, just a bit more info. 1) For those of you confused about the texture channel switching, it wasn't completely arbitrary. The channel switching bought us a little more free memory, and improved the visuals for the average user. 2) GalaxyScenarioDef file has no limits that I'm aware of. There certainly isn't a KB limit. The number of items and planet types should be theoretically infinite. It's much easier to have no limits in this area because s
Hi folks, I know that some of the limits are frustrating to the modders. The reality is that many of them can't be changed because of stability problems when approaching RAM limits (if somebody makes a mod that eats up 4GB of memory, it's going to crash on most machines) and/or UI/design considerations (redesigning the engine to support an infinite number of ships, for instance). However, I can tell you that we are aware of the limits and hope to increase some of them for the