TheyCallMeProphet

TheyCallMeProphet

Joined Member # 4625894
4 Posts 39 Replies 755 Reputation

[quote who="BloodDragoon" reply="32" id="3342713"] ok so I cant get any of my email services to log in but I can log in here go figure, anyway I have been home from work for 2 hours now trying to load my game but it keeps mini dumping right at the crazy start up screen not sure what to do here. so I just tried to load the game after deleting the active mods for the game and it loaded no problem not sure what the issue is here ran fine before I went to work.[

36 Replies 168,481 Views

[quote who="SpardaSon21" reply="24" id="3338231"] You should probably disable LAA support as that tends to cause more crashes than it solves.[/quote] [quote who="raimn" reply="25" id="3338238"] already tried that. nothing changes. I have a save game from about 1-5 min before the crash, depending on where i send my fleet(advent loyalist). [/quote] Sorry that I have not answered, but I'm not so active at the Sins for

36 Replies 168,481 Views

[quote who="BloodDragoon" reply="29" id="3340918"] how do I see what version of crazy I am running without starting up the game?[/quote] Go to the normal mod folder. Then open the "EnabledMods.txt". You can see in it the mod you have activated (enabledMods) [e digicons]:digichet:[/e]

36 Replies 168,481 Views

[quote who="raimn" reply="23" id="3338227"] hallo everyone, i hope that i do not revieve a dead treat, but this mod is simply great so i have to thank the creators for it. addtionaly i wanted to ask if this mod is still being worked on as i have a crashreport to spare if anyone wants one. CRAZY is the only mod I'm using right now, the effect are all one high(I'm gonna try medium now) and I used CFF Explorer to enable more than 2 GB virtuel memory for Sins.

36 Replies 168,481 Views

It would be nice if you make an description for errors like this: https://forums.sinsofasolarempire.com/439646 But, thank you [e digicons]1*[/e]

60 Replies 489,753 Views

Okay, if you want, include this in my mod! Write me a message if you want to do this ;) http://www.moddb.com/mods/crazy Simon/TheyCallMeProphet

3 Replies 5,337 Views

[quote who="lordlubu21" reply="22" id="3312896"]This is the best mod ever!!! Cant wait for capital ships to either be harder to kill or do more damage [/quote] Thank you very much ;) The update is out in a few hours!

36 Replies 168,481 Views

[quote who="myfist0" reply="1" id="3313023"] all the errors you are listing can be caused by multiple things, like the data structure i >= 0 can be connected to anything, last time I got it was on a planet, max roids 3 but min roids was 5 [/quote] You're right, I made a test mod only with the planets. When I tried to start it, it crashes after the i >= 0 appeared. Thank you for that ;) Do you have ideas about th

9 Replies 52,070 Views

Hey modders, I would like to upload the new update of "Crazy 2.95", but the mod still has many errors when starting it with the Dev.exe. So I list here the errors I get: 1. Sometimes before the window is opening: Assert @ C:\Projects\P4\SinsRebellion\main\CodeSource\Eng

9 Replies 52,070 Views

[quote who="lordlubu21" reply="20" id="3312701"]LMFAO! Look at trade 1187.4 credits for putting a starbase with trade on pirate base. http://steamcommunity.com/profiles/76561198007106267/screenshots/[/quote] That's nice, isn't it :D :D

36 Replies 168,481 Views

Sorry for the ad but if you want a good Coronata, try my mod: http://www.moddb.com/mods/crazy/downloads/crazy-292 An update is coming soon, but I think that's enough to test [e digicons]:grin:[/e] Simon/TheyCallMeProphet

24 Replies 102,459 Views

[quote who="SpardaSon21" reply="5" id="3308550"] No, not right now. You just need to examine all your modded files that have a mesh change in them. [/quote] Okay, that is not so hard [e digicons]:grin:[/e] . Thank you for helping me with the next "Crazy" update!

5 Replies 18,302 Views

[quote who="Icdan" reply="17" id="3308388"]Shouldn't the game be whatever you want it to be? [/quote] That's true :D

17 Replies 17,071 Views

[quote who="SoA2Team" reply="2" id="3308240"] Now you are left with playing same race on all teams and see which race the error belongs to as the AI player may cause the error and you will not see it. Then once you find which race, keep test playing until you find it while playing, like upgrading and when the research finishes it errors. [/quote] So I should test every race?

5 Replies 18,302 Views

[quote who="SpardaSon21" reply="18" id="3308224"] Okay, cool. Well, buff all capital ships then to be fair, and I'd allow TEC flak weapons to benefit from autocannon researches and the Ragnarov's rail gun to benefit from Gauss researches since Advent PD lasers benefit from their standard laser researches. Hangar and Garda flak take a big hit to utility without those damage increases, and I think it is a shame we never get research to boost the Ragnarov's signat

36 Replies 168,481 Views

Hey modders, first I must thank myfist0, because he had helped me very much. I fixed all crash dumps. But there's another error message that I can't understand: Assert @ C:\Projects\P4\SinsRebellion\main\CodeSource\GS/Entity/Interfaces/IChangeMesh.h(195) <br /

5 Replies 18,302 Views

[quote who="SpardaSon21" reply="16" id="3308122"] Another thing you should think about is one of my favorite features from Distant Stars. You may have done this already, but I haven't seen it in a changelog, but they greatly buffed capital ship stats in all categories across the board to make them less like large support cruisers and more like the vanguard of your fleet. [/quote] I've done this already, but not for all of the caps. The Batt

36 Replies 168,481 Views

Did you replace an old weapon or did you add the weapon. That's a big difference. If you added it, the game will crash because: You forgot to change the "Count" number The mesh supports only 3 weapon systems Even you don't need to convert the projectile into a missile, also it is not so easy. I hope this helped a bit. If you have more questions, ask them ;)

3 Replies 2,443 Views

[quote who="Icdan" reply="9" id="3308071"] Still remains the problem that the units would be traveling across a phase line. [/quote] No, it's easy: Make this ability, give it every planet and the ships can jump directly to other planets. You don't need phase lines then. Trust me, I've already tried this ;)

17 Replies 17,071 Views

Of course it's possible. Create an ability that make a phase node or how this is called and you're ready [e digicons]O:)[/e]

17 Replies 17,071 Views