https://forums.sinsofasolarempire.com/348320 tl;dr: Someone was, at one point, aware that GalaxyForge requires Visual Studio 05 Redistro, and it wasn't mentioned again. Installed 05, had Windows get a security update for it, it runs.
Skippster
2.0, 3.0, 3.5, 4.0, and 4.5. 4.5 was most recently installed.
[quote who="Skippster" reply="50" id="3166564"]My GalaxyForge just insta-crashes on start, every time, no exceptions. This program has encountered a problem and needs to be closed, blah blah. Debug, Send Report, Don't Send. Don't have a real valid debugger on my computer though, and nor would I be able to glean anything from debugging. Windows XP - Media Center Edition[/quote] Fun times. Got a completely new computer running Windows 7 Home Premium. St
My GalaxyForge just insta-crashes on start, every time, no exceptions. This program has encountered a problem and needs to be closed, blah blah. Debug, Send Report, Don't Send. Don't have a real valid debugger on my computer though, and nor would I be able to glean anything from debugging. Windows XP - Media Center Edition
I know this will probably make it to the backburner, but I'm running Windows XP Media Center Edition 2005 and every time I try to launch GalaxyForge it 'encounters a problem and needs to close'. Error report is rather long, the only thing I find helpful short of the whole log is I think it's a system.io.fileloadexception. Let me know if someone (at Stardock/Ironclad) wants the whole error report. This is only with Rebellion's GalaxyForge, the Trinity/Diplomacy Forge works
I actually can't use it. Makes me sadface. I get a "GalaxyForge has encountered a problem and needs to close" error, every time. I wasn't even expecting new features, I just wanted to update some of my maps to maybe add Moons or something. Anyone else having this problem (or: anyone using this on XP, who knows, maybe the entire Sins community moved on to 7 or something)?
I don't expect this to be addressed until just before release, but the Aeria Drone Host is flying straight up from the star in the background. Though this map did generate weird, there are no gravity wells above the star. Off-chance one of the devs could make use of it, I kept a save.
Hum. Didn't notice on the Progenitor, but I just checked and sure enough. So now the thread is just possibly in a wrong spot and wrongly titled about me being sadface my galaxy forge doesn't start.
Was playing around with the Dev.exe, and I noticed that, whether intentional or accidental, the new Advent Capital ship has a max level of 4 for it's 3 main abilities, and a max level of 2 for it's stronger ability. Unrelated: My Rebellion Galaxy Forge asplodes when I launch it. Kinda sadface.
I don't really remember it being this way in Trinity (and tbh, I can't be arsed to check 'cause I don't have any saves on this computer.) Anyway, I've noticed that after researching the improved phasespace destabilization for the TEC Starbase (either faction), the player's tooltip on the passive lists that it removes 50% antimatter, and 25% hull points on a jump, but under it, it lists them both again, but this time at 100% antimatter, and 50% hull points. On hostile s
As best as I can tell, it's per color. Every Yellow star I've found grants +20% Shield regeneration rates, Red Stars reduce I think weapon range and rate of fire by 10% (might be a bit stronger), Green stars lower shield mitigation rates by 10%, and Blue stars null passive regen.
Port 6112 primarily, as I've noticed (I've had 6112 forwarded for some time). Don't do multiplayer often, but I've not noticed any huge hiccups across a Hamachi VPN.
Haha, not paying attention ftw. Sorry But yeah, I already tossed together a mini-mod that fixed it. It's the self detection buff files out of Entrenchment that need mods, if anyone is curious.
Well I'm aware of the tactics surrounding mines, my post was to point out that the range at scouts start attempting to reveal mines is actually larger than the range at which they reveal mines, so now in 1,2, if you leave a scout alone, it can not sweep a minefield by itself, it must be micro-managed to actually clear out the mines.
So I didn't see it mentioned... but I'm playing on Maelstrom against a bunch of AI's. I'm trying to sweep up Vasari Explosive Mines with the Advent Seeker Vessel... and it isn't working. It appears that the Seeker Vessel's "Detect Mines" autocast range was indeed increased to 6,000, however the actual revealing effectiveness range wasn't increased, so you have to manually micro the ships to minesweep. If you leave them idle, they'll close to within 6,000 meters, spamming Detect Mines but not