keithLamothe

keithLamothe

Joined Member # 2628756
13 Posts 261 Replies 25,008 Reputation

I was a little confused how to actually get the game, so I figured I'd post what I did while I wait for the download to complete: 0) buy the game, tokens or not (I used tokens) 1) if you've got Impulse open, close it 2) Open Impulse, it will perform an auto-update (if it hasn't already done so for you) which will involve closing the application again and restarting it 3) after the update, click the stardock orb in the upper left hand corner, then "Register a product" 4)

131 Replies 201,766 Views

BTW, Kryo, in case y'all haven't already done this it'd be good to turn off the customError display to us end users. SQL Injection can be a terrible thing, and those error messages provide quite a bit of information to someone trying it.

13 Replies 7,706 Views

The error sounds like the database schema for mod submissions has a string (varchar/nvarchar, not text/ntext) field with a size limitation, and this size check was not being performed on the web tier so any user input exceeding that limit is still sent to the database, which then pukes in a fairly unkind fashion. This would be a problem on Stardock's side (either remove the size limit or have too-long user input result in a user-friendly error message), but you could work around it by s

13 Replies 7,706 Views

Just saw this from the comment thread on the aforementioned article: https://forums.galciv2.com/314940/page/2/#1769551 So Impulse is being released somewhere around 2pm EST, and I imagine we'll see TPM2008 in the same timeframe.

65 Replies 36,621 Views

I don't think we need to worry about the release date, as Brad said in an article on Impulse on the 14th (3 days ago) that "Phase 1: The initial launch [of Impulse] on June 17th to coincide with the release of The Political Machine 2008" (https://forums.galciv2.com/314940). Still, I am surprised at the quietude of thepoliticalmachine.com leading up to release.

65 Replies 36,621 Views

"The Space Rangers 2 expansion is coming on Tuesday! (June 17th)" *smashing sound as jaw plows through my desk* ... huh? Did you just say...? Are you sure you weren't just sick of saying "I can't comment on that at this time?" ... In all seriousness, thank you very much for whatever flaming hoops you had to intra-navigate for this to come to pass. And thanks for giving us the straight answer when it became available. Keith

131 Replies 201,766 Views

Brad, It is refreshing to see such a deliberate refusal to be molded by the desires of other people simply because they want something or the consequences of offending them. Far from deterring me from Stardock's products, your frank honesty encourages my patronage. I do feel compelled by my conscience to remind you, however, that there is a Lord in heaven to whom we all answer. He does what He wants too, and while His terms are gracious beyond our imagination, refusing them i

61 Replies 266,855 Views

Just tried it, seems to work well. Is there a reason it runs (while starting up) the Visual C# command line compiler? At least my F-Secure software asks me if that should be allowed.

55 Replies 65,262 Views

[quote]Most of the Stardock games team is working on the upcoming 4X fantasy strategy game which will be turn-based and have turn-based tactical battles and support multiplayer ... We'll open that up for pre-orders (which will allow users into the beta) probably by end of Spring.[/quote] Just so y'all know how much you've beaten me into submission: I'd preorder the thing TODAY, even not knowing the title. "Stardock" + "4X TB Fantasy Strategy" is all I needed to know. See you in the be

63 Replies 48,221 Views

The currently available forge tools are not complete, as indicated by the phrase "This is a beta release and does not include all the tools or complete documentation." on the downloads page. Presumably one piece they'll give us later is a BIN to TXT converter. For now we'll have to make do with the reference files, which I think will work fine for this version.

6 Replies 6,986 Views

It was added in the release version, iirc. You can (presumably, not tested) mod the number of allowable pauses per player in your C:\Documents and Settings\(your user name)\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Setting\user.setting file, by changing the "MultiPlayerMaxPauseCount 10" line. I'm pretty sure the other players in the game would need to mod that to the same value, because the game checks to make sure you're using the same fi

8 Replies 7,702 Views

Carbon, Lol, cheating hadn't actually crossed my mind. It's for modding a save game to have precisely the scenario you want, for some crazy RPG mod or whatever. I don't think this could be used to cheat in multiplayer because the other players' save files wouldn't match and the game would complain. As for cheating in singleplayer... well, sure, but there are easier ways to do that. Plain-text saves are also easier for the end-user to track down bugs with.

22 Replies 38,074 Views

Apologies if this has already been posted, a brief google search of the forum didn't find it. Line 119 of user.setting (it's in the user SoaSE directory, not the Program Files SoaSE directory) : SavedGameFileFormat 1 If the value is 1 (default), saved games are encoded as binary, and essentially unreadable (but smaller and load faster). If you change the value to 0 then games saved after the change will be plain text, and fairly easy to edit (albeit very long; a save

22 Replies 38,074 Views

Blair, thanks, that's good to know. Inevitably one will run into the need for more than 10 (though 10 per player, 100 pauses in a 10 player game... should do ok). Was poking around user.setting, and line 102 is: MultiPlayerMaxPauseCount 10 So I figure if all players in the game increase that to some reasonably high number that there wouldn't be an issue. Wouldn't want it much higher than 10 for normal multiplayer matches, though.

7 Replies 9,020 Views

I'm running an "observer" game right now watching 9 Hard-Agg AIs fight over a huge random map. To speed it up I multiplied all the "fast" values by 10 (except culture, I gave that another 250000 boost instead), and am running the game on 8x update speed. My computer can't really keep up as far as framerate, but the game progresses fast. Too bad the AI can't seem to make decisive progress against one another (game's been running for about 3 hours now). They might have hit the 2000 sup

3 Replies 5,160 Views

psugar, thanks, that explanation makes a great deal of sense. Short of having a "manifest" file in the directory that explicitly lists the "files to find here" (might could go without that), and the "files to find in the main game's version of the folder"... it'd be nasty, even with that, with multiple mods. No need to inflict that upon yourselves. I'll just use Beyond Compare to merge mods if I have to. [quote]Those are the best kind of fixes aren't they? "It's fixed. I don't know h

15 Replies 11,831 Views

Have mercy on people trying to post tabs-are-important text in code blocks, it takes like 10 edits to get it right the first time, and I can't edit it now that you've posted ;) Anyway, I'm glad it helped, if only a bit. And I don't think you can have ships pop up on capture of planet, because that would require event scripting which isn't in the game (at least not very much of it). The tutorial is "scripted", and I'd really like to know (hint, hint, devs) if there's actually a

1,189 Replies 3,584,176 Views

I'm not sure if y'all were asking about this or had already figured it out, but you can brute-force adding ships to a local neutral militia like so: open up the .galaxy file, find the planet def, which looks like this: [color="#000000"] [code="html"] planet designName "Planet5" inGameName "" type "Desert" pos [ 260 , 230 ] owner "" isHomePlanet FALSE startingUpgradeLevelForPopulation 0 startingUpgradeLevelForCivilianModules 0

1,189 Replies 3,584,176 Views

Sometimes I'm scarce on metal and rolling in crystal. Just depends on whether I get ice worlds or volcanic. It makes each game different. However, I think the mod tools will make it possible to change the asteroid/planet-type distribution so you can have more interchangeable resources if that would be more fun for you.

5 Replies 14,089 Views

Regarding Ground Combat, not wanting to burst any bubbles, but from [link="https://www.sinsofasolarempire.com/faqs.aspx"]The FAQ[/link]: [quote]Q. Is there ground combat in SINS? A. RTS style ground combat is outside the scope of this game.[/quote] That doesn't mean that some kind of abstract system couldn't be worked out, but it is important to remember where the devs have drawn the line scope-wise. Changing a planet's type (from Desert to Terran, or Terran to

22 Replies 10,228 Views

You can cycle through any selected group with tab and shift-tab, and you can select various groups on the "search" tab above the empire tree. The hotkeys for those search groups are visible in key bindings under the options UI. Are there groups you need that aren't there?

5 Replies 10,191 Views