keb1966

keb1966

Joined Member # 3116836
9 Posts 13 Replies 264 Reputation

Adding Application.Doevents (or C++ equivilent), assuming Sins is written in VS will eliminate the Not Responding messages when Sins is starting up....also assuming this process is running through a loop while reading the Load file and the program is able to execute this line of code

0 Replies 1,244 Views

Check your DirectX for the latest files...I have notice when DirectX isn't fully up to date DX games don't really give a very good error trap message...worth a shot anyway

12 Replies 9,200 Views

Sorry for the dup post...decided due to the number of posts to put in Technical and General... Windows Update someone suggested....Does NOT install for me....Vista with SP1.... "Update Does NOT apply to your system" is the message I get when installing.... HOWEVER when I back down the Effects from highest to High ONLY...no more crashes...must be something in the graphics driver of DX 10 bug....will see if the new drivers someo

1 Replies 7,007 Views

Windows Update someone suggested ....Does NOT install for me....Vista with SP1.... "Update Does NOT apply to your system" is the message I get when installing.... HOWEVER when I back down the Effects from highest to High ONLY...no more crashes...must be something in the graphics driver of DX 10 bug....will see if the new drivers someone listed fixes this or if there are any DX10 updates

0 Replies 1,418 Views

Windows Update someone suggested....Does NOT install for me....Vista with SP1.... "Update Does NOT apply to your system" is the message I get when installing.... HOWEVER when I back down the Effects from highest to High ONLY...no more crashes...must be something in the graphics driver of DX 10 bug....will see if the new drivers someone listed fixes this or if there are any DX10 updates available. When loading any of my saved games with a ton of active stuff w

138 Replies 93,189 Views

I removed some of the Mods and my Dumps have completely gone away. If I had the Symbol Files to debug it would be much easier to know exactly what Mod caused the problem and where and what the problem actually was

38 Replies 55,792 Views

It would be nice to get the Sins Symbol Files so we can debug directly what is erroring...as is you have to do a ton of Trial and Error rather than going directly after the problem....

41 Replies 27,567 Views

You can edit in the Sins Main directory GameInfo the Gameplay.Constants and change the bottom of the file in the Pirate Section.....if you change the following it will slow down as well as reduce the number of Pirate Attacking ships. Also note there is a bug which "they" say will be fixed in 1.04 where the AI gangs up on the top player....not sure if the fix above will help that, but at least you won't get slammed by Pirates every 5 minutes with increasing numbers of ships before you ca

10 Replies 4,535 Views

Had the SAME problem.....spent 4 days playing a game in 1.00 updated to 1.03 and now can't open any AutoSaves of my own saves... HUGE mistake by development IMO!!!!! Also, Good luck if you have any Mods from 1.00 as it appears most will cause Mini Dumps in 1.03!!!!

9 Replies 3,444 Views

If I remove this Mod from my system, Sins runs fine....I like the planets, but not sure its worth reloading Sins every 15 minutes...seems the problem is when Sins is calling a function and blowing up....possibly something in one or more of the Mod files is missing something or has some value not set correctly.... t005EB6F7 mov esp,dword ptr [ebp-18h] 005EB6FA mov dword ptr [ebp-4],0FFFFFFFEh 005EB701 mov eax,0FFh 005EB706 call 005EF645 005EB70B ret

0 Replies 5,112 Views

You have to save the game every 10 minutes due to the mini dumps and C++ runtime errors when trying to open a function....not sure what the function is without the PDB file.... :CONGRAT: 005EB6F7 mov esp,dword ptr [ebp-18h] 005EB6FA mov dword ptr [ebp-4],0FFFFFFFEh 005EB701 mov eax,0FFh 005EB706 call 005EF645 005EB70B ret [size="5"][B]005EB70C call 005F4DFA [/B][/size] 005EB711 jmp 005EB52D

15 Replies 9,342 Views

Worked GREAT...Actually you only need to change any 1 of the files Base numbers....then it kicks in at that level...files 0 and 1 were in BIN...don't know the BIN format used so I edited file number 2 which was in text changing the line below. researchFloatModifiers 3 researchModifier modifierType "ShipMaxSlots" baseValue 2000.000000 perLevelValue 750.000000 Alson note any saved gaves which run through that level get this data as well....my previous saved gam

15 Replies 9,342 Views

One other question.....given I have already started and saved the game I assume in the SAVE or STATS file this current data or base data is saved somewhere? Is there some text I can look for in 1 of these files and edit the Hex, resave, and load the game to increase this data....or do I have to restart everything?

15 Replies 9,342 Views

Thank you all for the reply....only had the game about a week...LOVE it and would love to get into some of the Mod stuff.... I noticed in the Forge Tools Beta Documentation there is a JPG of some development tool used for creating stuff but the EXE/Tool doesn't seem to be in the Zip file downloaded. Are there any development tools like that in the manual for public download??

15 Replies 9,342 Views

Can someone tell me if and what files you edit to increase the number of allowed Capitol Ships and amount of Supply per interval? Playing a single player game with 5 stars and 1,200+ planets and the default just isn't enough for a game this large....been playing for a couple days not and already have maxed everything out.... Thank you for the help

15 Replies 9,342 Views

I think your wrong....you can't play the 90 min or even 2 hour demo and uncover all this has to offer....I agree there are many enhancements to grow this game...keep in mind this is a 1.x release so for a first go around the game has so much to offer/find/play. I've been playing a map I made for a number of weeks now....5 stars, 9 enemies, over 1,200 plants. Figure it may take me a couple years to conquer. Maybe the developers take your comments into consideration for 2.x rele

24 Replies 26,693 Views

Noticed the same thing this morning while I was messing around with it.....I don't build the maps in this...I use Sins map designer in the game and then open the file in Forge to edit/change the things I want....although I found that Forge with 5 stars and about 1200 planets seems to spread the stars all of the place....if you have used the designer....zooming in and out is VERY VERY slow....

2 Replies 1,879 Views

In reading the Readme files and some have BAT files to install.... Does the Mod Directory have just 1 Gameinfo, Window, Texture directory that all MODS share or do the MODS go in the own directory as follows....would not make any sense if all these different MODS share the same Dirs as many have the same files which would be totally rediculous....again just in reading the Readme files in some indicates they share the File Structure with other MODS.... Directory Structure I hav

1 Replies 2,558 Views

I got rid of all my Mini-Dumps by clearing out the MODS directory.... Not sure if I fully understand, but in the MODS directory can you have "multiple" directories, like MODS/Mod1/Gameinfo (etc) Mod2/GameInfo (etc)....the way it looks you have all thes different mods that all share the same Dirs/file(s)....does not make much sense if that is the case...which mod "wins" in the file war? For now I play without MODS....pain in the you know what to play for a hour and forget to sav

20 Replies 41,400 Views

I found when installing Mods I have to put the MODS sub-directory directly in the SOSE directory where I installed, i.e., J:\Games\Sins of Solar Empire\Mods. If I put in my C:\Users\kbrown.HOMESYSTEM\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods directory they do not get applied. Not that I care where the files gos.....but have seen a number of posts where people do not see the mods as working.

1 Replies 2,800 Views