@Stant123: I downloaded the mod again, and ran it again. The checksum is correct now. But I still run into the same issues, as I described before. I removed the .dds files you mentioned, and moved the .tga files mentioned to the right folder. Now I have a question about the MSGM mod. Should I move the entire mod folder to the mod directory and then run the mod from Sins? Or should I move the files in the Textures folder from the MSGM mod, into the Textures folder from the DS m
XBWillem
Ah, thanks. I'll download the mod again in that case, as my 1-day old download doesn't have the same checksum as the one in game.
[quote who="Stant123" reply="5506" id="2968164"]Okay, humor me. Your directX is up to date and so are your video card drivers?[/quote] Check. Everything is up to date. [quote who="Stant123" reply="5506" id="2968164"]Your game is up to date and doesn't have any odd issues that you know of?[/quote] Nope, I just checked Impulse and my game is up to date as well. Trinity is installed, and the game too says Trinity v1.21. [quote who="Stant
[quote who="Stant123" reply="5506" id="2968164"]Okay, humor me. Your directX is up to date and so are your video card drivers? Your game is up to date and doesn't have any odd issues that you know of? You installed the mod properly correct? Downloaded it, unzipped it to your desktop, moved it over to the mod folder, enabled it, verified the checksum was correct, then hit apply? After that put the tga files in the DS texture folder deleting
It also happens with me when running the Distans Stars mod. I read in that topic it has something to do with ATI videocards. Perhaps that is the case here as well. I hope it helps.
Are you sure you're following this link? http://sins.imperial.cc/show.cgi?id=sins&a=view&f=2&t=132
[quote who="Stant123" reply="5454" id="2965813"]The first problem is that you're running B3 and the patch. You are causing yourself unnecessary problems by doing that. The patch is only for those who are upgrading from B2 to B3 so they don't have to download the whole thing all over again if they don't want to. So delete that and play the game again with only the Beta 3 release. Problem number two, about the portraits, I assume you have an ATI graphics
I'm running into another problem. My game can't even find the galaxy files I move into the right directory. So, to find an answer, I read this: [quote]Make sure you save the galaxy file in the Galaxy folder wherever you installed Sins of a Solar Empire (i.e. c:\Program Files\Stardock Games\Sins of a Solar Empire\Galaxy). Do NOT save it in your local settings/app data directory. Maps created with Gal
To explain a bit more: [IMG]http://img842.imageshack.us/img842/2997/screenshotzrg.jpg[/IMG]
I'm talking about the Faction portraits, when viewing for instance the Diplomacy window. The large ones. The small ones when you get an update in the bottom left, are usually wrong as well. For instance I see a picture of Leia when I get a mission from the Hutts.
Oh, thanks!
I just installed the Galaxy Forge and downloaded a custom map somebody else made. I can't get it imported to the Forge, the screen just stays black. It also gives me a pop-up that says something like: "Planet 20 is set to 'Industrial', reset it to 'Random'?" Whether I clikc 'Yes' or 'No', the result is the same.
I have tried both Empire and Rebels now, and I totally love it! I'm a fan of Star Wars, and just looking at the ship models and hearing the classic music feels great. I also love how battles take longer in this mod, as ships have more health/shields. I have one problem. The portraits are damaged. Sometimes I don't see a portrait, sometimes I see two portraits overlapping each other. What can I do about this?
I'm running Sins on my laptop, got a Mobile Intel 4 Series Express Chipset Family. I encountered the same problem with the portraits in the Star Wars Requiem mod, so it's probably because of my videocard. I'll go ahead and try the solutions you gave as well, thanks for that.
Yeah, those work! I mean the URL in the startpost: http://db.imperial.cc/show.cgi?id=sins&a=view&f=2&t=4
I've just installed Distans Stars (D) 0.99 B3 + Patch, and I ran into a few minor bugs. Perhaps you already noticed, or don't encounter them, but I do right now so perhaps I can help by pointhing them out. In the portrait selection screen, the portraits look very odd. Each time I click a next set, the previous set and the new set overlap each other. When in-game, and zoomed out to star system view, where I can see the planets. Asteroids look good, but some of the plane
Ok, thanks! Oh, and I was trying to open the URL to the installation help. But that one leads to an error.
I have been playing around with mods a bit, just tried out Sins of the Fallen and that works out fine. Now I'd like to get this one running, but does it only run with Diplomacy 1.2 specifically? Or does that inclueded 1.21 as well?
I see your point about something being too complex, or would be too easily abused. In theory, I like my concepts. They seem possible to, but you have convinced me they can't really be implemented in Sins 1. Though I still believe that Invasion could be implemented to Sins Trinity. An Invasion should be halted when the planet is bombarded, as sieges damage planets and so would be the soldiers. That resolves one of the issues you mentioned. Now you mentioned bombardeme
What do you mean exactly with point 1? Concering point 3. Indeed the Vasari can, but would be nice if the other races could too. From a narrative viewpoint, I don't like it. Instantly teleporting doesn't really fit into the TEC and Advent culture.
I read your posts and agree about the Orkulus moving through Phase Space. Bad idea. I came up with that because I wanted some more diversity between the different races. Since the Vasari don't have an expensive starbase contstructor, perhaps it's a good idea to have the Orkulus grant this power through a new Ability. As to the use of this idea in general, I really think it could work. Darvin3 pointed out very well that a player can, in most cases, know exactly what nearby enem
Thanks for the karma and thanks for the hint. ;) I'm not a native English speaker, so forgive me a little mistake here and there. Kinda silly too, to start a topic with the word 'professional' and than write it wrong. [e digicons]X|[/e]
Indeed, I agree with you on that. But I feel that sometimes a player is tasked with so many things to do in Sins, that micro-managing one (or even more!) battles is too much to do. That's why I came up with the slave circuits. 'Slave circuits' is something from the Star Wars novels btw, that's where I got the name. Do you think such a feature would be a good addition to Sins?
No, not really! Why do you think so? I think Supreme Commander is much about micro-managing your troops, I would decrease micro-managing in Sins with the Slave Circuits. At least that's the idea! PS: I have only played Supreme Commander 2.
I have started this topic because I want to share with you my vision of an even better Sins of a Solar Empire. I love the game as it is and I would hardly want to change anything to what Sins is now. But, I have been thinking on this a long time and come up with a large and detailed description of things I would add to Sins of a Solar Empire, to expand it more and create an even deeper, more tactical experience. Perhaps you have already scrolled down. If so, you will al