Necro bump. I uninstalled Sins a long time ago and reinstalled tonight. Now this SAME problem is occurring and the old fix I used isn't working anymore. For the love of god, tell me this problem has been figured out by now? Everything is the same. =\
nates1984
When can free members download again?
What did you do to fix this? Others have had this problem, one being me, and I haven't fixed it yet.
I had the same problem here: https://forums.sinsofasolarempire.com/399628 The fix I talked about in the last post isn't working anymore. I uninstalled and reinstalled and patched Trinity and disabling DEP for explorer.exe isn't making it work anymore. I re-opened my support ticket, but was curious as to what answer you got out of technical support regarding this issue.
Looking at the Event Viewer I found an error message in regards to SoaSE which pointed to ntdll.dll. After doing some research I found a fix which made Sins work, that being disabling DEP for explorer.exe I have to be curious as to why my game worked when it was installed from the DVD and not updated, but for now everything seems ok. If the situation changes or I find out more information I will post it in this thread in case any other users have a similar problem in the future. There
I received my physical copy of the game. I uninstalled the downloaded version and reinstalled with my CD. Everything WORKED. I started up Diplomacy three times and every time the executable worked (although I did receive minidumps when exiting the game). Then I opened up Impulse and updated the game and now it isn't working anymore. Thus it is the latest patch that is screwing everything up. Anyone have any ideas? I could play it without updating but that's lame -- not only will I mis
Weapons Test Facility would increase the pop due to economic reasons, although unless the test facility employs hundreds of thousands, at least, it would be a negligible increase. Ionic Storms are probably bad and would decrease pop. Mega Fauna would increase pop if humans could eat it. Things unrepresented in the game would matter more than any bonuses: precious metals and such on the actual planets, perhaps crystal/metal extractors could increase pop to represent that. Atmospheric condition
I already did that as I saw it suggested in another thread, but I went ahead and gave it another go. Didn't fix anything. For right now I just load up dip dev when I wanna play, but it isn't always successful and is a pain. It seems ent dev works as well. Both the devs start in windowed mode so I manually changed the setting files to VideoIsWindowed TRUE, but that did nothing. Will give it a few more days and if nothing I'll e-mail tech support with my minidump. <
Redownloaded and reinstalled with the same issue still occurring. I do have the latest video drivers and direct x. EDIT: I got a minidump the last time the dip dev executable worked.
Clicking directly on vanilla, ent, and dip executables results in no process appearing in task manager. I can run dip dev SOMETIMES, and when it works I get this error: Assert @ c:\projects\Perforce\SinsDiplomacy\main\CodeSource\Engine/Core/Settings.cpp(659) !attemptToReadLegacySettings || (attemptToReadLegacySettings && versionNumberFromFile >= ConvertToReleaseSpecificVersionNumber(184)) Vanilla stand-alone sins was installe
I read somewhere in this forum that the AI's capitol ship building behavior was hardcoded to some extent. Unsure of what that means I have a question. If I were to double the amount of cap ships and reduce their fleet supply cost to 25 how would the AI respond? Would they max out their cap ship limits or would they still build just as many of them as before, just now they'd have 25 more slots for regular ships and only use half their crew pool?</p
https://forums.sinsofasolarempire.com/323715
[quote]They are faster between stars to to the slingshot effect. As I have pointed out before, you just have to make sure you don't stuff up and go back in time, as you cannot return without whales...[/quote] Well, in my case I never connect any stars to planets, so this was actually about two planets belonging to two different stars being connected.
I wouldn't ever think to look there myself, but in PlayerPsi.entity I see this. baseHyperspaceSpeed 29500.0 hyperspaceSpeedBetweenStarsMultiplier 24.0 hyperspaceSpeedToFriendlyOrbitBodiesMultiplier 1.0 baseHyperspaceAntiMatterCost 100.0 baseHyperspaceChargeUpTime 7.000000 Looks like that's where it's at. Thanks! ^^;; I guess a
Hello all, I managed to create an interstar phase line and noticed that ships travel faster down interstar lines then they do down lines between two planets belonging to the same star. This didn't make much sense to me and I think they should travel the faster speed down all lines. I searched around and couldn't find anything in this forum that answers my question and I couldn't find these values in any files I looked in. So the question is, how do I modify the speed s