You've got a few options I believe: 1. Run Impulse. Click the blue circle with a question mark in the top right. Select 'Look up serial number...' to have your serial e-mailed to you. 2. Go to https://www.stardock.com/support/ and follow the directions there to retrieve your serial. 3. Contact [email protected] and follow their instructions. Hope this resolves your issue.
Mazuo
I think it was designed as a social experiment in the vein of trying to figure out how quickly you can make forumites go insane.
Posting a replay or game save would probably elucidate upon this more.
Bleh, just downloaded it again and tried my best to adapt. Actually had very little trouble interpreting the ASCII graphics, but that's probably from my days of mudding. Honestly, I'm just lost at the endless pages of options you're presented with when just trying to change one thing about anything. Let's say I want to change a dwarf's current job. I press the key listed and I get presented with about 10000 different options, 7500 of which are all variations on the s
Make sure you're downloading from the following link: http://www.impulsedriven.com/impulse_setup.exe Just downloaded the setup file myself to check to make sure it's working. If this does not resolve your problem, try using IE7 as it's unlikely to have any add-ons that might possibly be interrupting your download.
Adding features built on toggles that don't work in the game all the time is rarely a good idea.
It's a combined history of the various beta patches that went into 1.1. Anti-strikecraft frigates' base DPS was reduced by 25% compared to 1.05 as it states. The 43% reduction was the previous one that was found to neuter the ships. [quote]AntiVeryLight attack type's damage modifier vs CapitalShip, Medium, Heavy and VeryHeavy armor increased from 25% to 50%[/quote] Keep in mind that was also changed to help compensate.
I'll be more excited about PhysX-style simulation when CPUs dedicate an entire core to it. The change from laughable 3rd-party extra card to NVidia supporting it with their graphics cards has been appealing however. As for Sins, I think it's a little late to be thinking about it. I don't know how interested Ironclad is in making a SoaSE 2, but if they go down that path, it's definitely something they should add support for if not directly code into the game at length.
I have to admit I've confronted the opening interface very briefly twice in the past and walked away with my hands in the air admitting defeat. I'm confident I'll break down and download it again sometime and try it again however. In the meantime, I'm a very big fan of Dungeon Crawl Stone Soup. You should give it a try if you want the old-school graphics but with simpler controls.
Same. Went to the website to check as I recall either the blue or black button was broken for me at one point, but both point me to the download now.
Make sure you install and configure whatever software and drivers came with your mouse. There was an old issue with certain pointing software being on computers causing something like this, but it's been too long and I'm too fuzzy on the details right now. Hopefully the first step should solve your problem.
Good catch. If I may comment without derailing, a similar issue seems to exist with the fully deployed starbase. Not in that it crashes the game mind you, but ships and strikecraft frequently seem to plow right into it not recognizing its boundaries. I'm guessing it's a little difficult, but if ships would recognize it as an asteroid or planet or some other impassable spheroid of space, it'd be helpful.
Make sure you're fully updated. Make sure you have any mods that are incompatible with new versions disabled from auto-loading. If you're not running any mods and you've used Impulse to fully update your game, I don't know how to solve your problem right now.
I thought about it a little more and I guess my pipedream as it stands now would work out like this: TEC Mines: Large explosive inside casing. Big boom. :P Advent Mines: Psionic disruption field temporarily slows all ship weapons that are caught within it. Crews being mildly to severely disoriented being the reason why. Could affect the CD on abilities, but I wouldn't prevent their use. Vasari Mines: Nanobot swarms attach thems
Why are you comparing this ability to the cannons when the Vasari have their own version as well? Second, why should additional ships be free?
Yeah, I'd be in favor of something like Defense Points per gravity well and have the different planet types and certain attributes increase or decrease them. By attributes, I mean like the one where you have a larger or smaller than normal gravwell and that would affect the number of groups of mines you could place. Perhaps the number of phase lanes into a system could also be part of the determination.
I'm not really excited about the idea as we already have hangars and carriers that churn out large numbers of strikecraft. I want my starbases to be floating fortresses that can fire large weapons and take lots of punishment. The positions discussed in other threads about letting them move, extending their range, etc. have their merits and I'd prefer to see more work heading us down that road.
I know it would take away from some of the coolness, but I'd prefer if they were all built like the TEC ones. You could always leave the TEC with pure damage ones and give the Advent and Vasari special abilities on top of lesser damage.
Might also have something to do with this: https://forums.sinsofasolarempire.com/333482 Ironclad was sent a savegame from me so they ought to be able to fix this issue. More saves can't hurt though in pinning down these issues of if you have a good one right where the problem occurs, send it to: [email protected]
I'm running with the in-game 4XAA I believe, so it might be possible to get it working. All I can suggest is along the lines of Simmyaz's post to mess with application settings on the card itself to see if various AA options resolve it at all. Else, all I can figure is it's something unique to the 8800's drivers that I just luck out of because I'm using an older card.
There are differences between ceasefires and active alliances. Note which word I used. Notice I also didn't say it shouldn't be possible, just that there should be pros and cons to what diplomatic measures you enact.
Don't feel too bad. You do make a good point that the AI shouldn't be brokering alliances with enemies of their initial alliance without some sort of consequence. I'm guessing the second mini-expansion will flesh out some of these diplomatic weirdness issues more fully.
Running on a 7900GTX here and no dots that I've ever seen. Sounds like a driver issue to me. I would also try changing the various anti-aliasing and effects toggles. Try turning some of them lower to see if the problem goes away.
Personally, I think it'd be cool during these betas if there was a scheduled day and time to go on the IRC and hold an orderly conversation with the other players and the devs about what's good, bad and ugly. Would go a long ways towards quicker feedback on the issues that crop up with such a new release. You'd have to moderate it some way of course but I think it could help, especially when threads seem to get buried or customers just can't tell if they've been read or not, to
I just wish I could find a way to make a different capital ship other than the first one you built the one whose voice the control group will use. For example, if you start with the Akkan and later build a Kol, even if you make the Kol the fleet leader when you select the control group you've assigned for those caps and their accompanying fleet, it will default to highlighting the Akkan in the Empire tree and using its sound files. Certainly no big issue, but a very minor gripe