Another day waiting for some help...
Mazuo
I don't know when it started for me exactly, but I recall playing with friends for hours from 1.02 and earlier without any issues. It's only now when I've regained interest in playing again that I find myself plagued by these audio issues.
*sigh* I'm trying to be patient here...
[quote]Or not install a piece of software with SecuROM in it at all, no matter how 'cool' it seems.[/quote] Or just stop invading every single thread related to Spore to pathetically whine about DRM instead of talking about the actual game. See the thread started by Multianna to share pictures of creatures that took all of two posts to get one of your ilk in there moaning about the evils of DRM. Why don't you guys set up your own topic devoted to hating EA and acting self-righ
Any more suggestions?
I've taken care of 2 and 3. Haven't tried number 1, but I doubt it will help the problem. I've done 4 by turning Bloom off and on to no effect and I'm rather glad anyway as I want to be able to play with Bloom on. I'd really prefer to not have to turn my graphics settings down, but I'll try that as well and see what happens. I've done 5 by setting both to TRUE or FALSE and both ways have the problem develop. I can try 6, but I'd prefer not to disable a very standard
My sound driver's completely up to date now, though it was only a month or two old to begin with. Sound is still randomly deciding to crap out and stays that way until I quit the game and reload. Not really sure what to try next.
Glad this topic was here as I was going to resurrect one from March before seeing it. I'm having the same problem described as the thread creator. I was playing for about 20-30 minutes just fine when all sound effects, voices and music began breaking up badly. Things I've tried to fix the problem: Alt-tab Enable/Disable Hardware Sound Closing any Background Programs My sound driver is a newer version than what Asus offers, but I'm downloading from Rea
Shouldn't be an issue. Just update to the latest version using SD Central or Impulse and you're good to go. It will download the files you need to be up to date.
I'd honestly like to know why companies continue to use SecuROM with such poor security features apparently, Carbon. Any thoughts? I mean, I could see if it was free, but they're obviously paying this other company for the equivalent of a locking system that's easily disabled. Seems like a great deal if you can get it. Design software that doesn't accomplish its only goal and rake in money from other companies who want to use it for some reason.
[quote]the lock doesn't hurt you.[/quote] Never locked yourself out of the house, eh?
I have no doubt you could change some attribute in every folder and file describing ship level up, but what actually happens in-game after doing so? I was under the impression it simply doesn't work that way and that a change like this will not result in functional level 15 or 50 or whatever capital ships.
As I recall reading before, the capital ship level limit is hardcoded at 10.
Yikes. Didn't realize you had to go through all that previously. Sure will make tweaking the little stuff more enjoyable I guess, not having to do the save/load dance every few minutes.
It's not a problem with the mod. Each time a new patch comes out, saved games of previous versions become incompatible. Also, bailknight, if you get a chance I wouldn't mind hearing what about Particle Forge is more helpful. I don't mod, so perhaps I won't understand it all, but it'd be nice knowing what's making your job any easier.
If I sounded frustrated, I apologize. I guess I was just a little cheesed off at those few I still see acting as if their indignation over any sort of copy protection being included on a game is somehow warranted. ManSh00ter, I mostly agree with you, however, the analogue to real life would also apply here. All basic locks can be easily circumvented. Do most of us just leave our homes and cars unlocked though? As for the activations Coelocanth, I can only speculate as you ha
[quote]they have gone back on the 10 day thing[/quote] They don't care Delta. This topic has long since gone from legitimate concerns over an intrusive anti-piracy methodology to whining that any form of protection whatsoever is not only forcing their hand into stealing the game, but also that anyone who buys the game legitimately will be playing into the hands of those that want to steal your precious secrets. Or, in other words, classic internet discussion on piracy. 'I did
As I'm reading the second line, I'd guess that it means that if set to "Exclusive" only players could use the ability and the AI would not attempt to activate it. Probably horribly wrong, but there's my shot in the dark.
Remind me again what's invasive about not being required to have the CD in your drive and a one-time internet activation. I'll wait.
http://www.bluesnews.com/cgi-bin/board.pl?action=viewthread&threadid=87577 [quote]There has been a lot of discussion in the past few days on how the security requirements for Mass Effect for PC will work. BioWare, a division of EA, wants to let fans know that Mass Effect will not require 10- day periodic re-authentication. BioWare has always listened very closely to its fans and we made this decision to ensure we are delivering the best possible experience to them. To all the f
... We already have fusion bombs: http://en.wikipedia.org/wiki/H-bomb The thermobaric weapons being discussed only sound good for very specific strikes and they'd never even come close to approaching the magnitude of destructive capability of a nuclear weapon. The Russian upgrade of the US MOAB only had a yield of 44 tons. Is it decimating at the point of impact and the locale around? Sure. Is it a lot more useful than a weapon that craps up the environment it hits
[quote]I`ll make some race-specific explosion when this hardcoded limit removed by future patch.[/quote] Ah, my mistake then. I must not have read this before or didn't remember it. Oh well, I'm quite content with the new addition by itself.
[quote]I have unzipped contents to the mod folder. Its not showing the mod when I try to enable it?[/quote] This mod is fully compatible with 1.04. To use it, the instructions Bailknight provides are fairly clear, but I'll try and reiterate them in a different way. First, make sure you can see hidden files and folders. You can enable this in Tools->Folder Options under the View tab if using Windows XP. Then, navigate to the drive you have the game installed on. The
The new explosion effect is quite beautiful and fits very nicely with the TEC ship destruction. While I would be completely satisfied if these explosions were placed globally on all ships, I would suggest that if it's not a lot more work for you, that you could make the mod even better by having a separate explosion animation for Advent ships and another different one for the Vasari. This would not only add some more artistic flair, but even give a better visual cue as to whose ships a
Keep in mind Coelocanth that it seems in the games I've played, the AI only floods through the wormholes in the case that you have a nearly undefended planet just sitting there exposed. I've seen them also only do what you're saying with sending scouts in if a planet is heavily fortified or has any sort of decent fleet sitting nearby. Also, if they're preoccupied with other attacks on them, they won't be sending big fleets through the wormhole either.