lordfrank

lordfrank

Joined Member # 3391207
1 Posts 9 Replies 10,850 Reputation

What title says. Release date is approaching and I'm getting rather worried this rather simple feature is still nowhere to be seen and worst. I already made a few threads on this in the past and was told each time not to worry, it would be included as part of the final updates in the run up to the release... And now not only is release date fast approaching, but according to some people in the steam forums who chatted to devs in some stream, it got downgraded from "will be include

3 Replies 4,315 Views

[quote who="Edladner" reply="1" id="3526930"] that will be part of the polish stage and they have said it will include view control like GC2. [/quote] Cheers, I'm very relieved to hear that :) I'll soldier on with my game then and leave the ship designing for my "real" play through when the game is officially released.

2 Replies 6,159 Views

What title says. So far been having fun in the Beta but am unable to use the middle mouse button to rotate view in ship designer and it's killed a big part of what I love about galactic civ: designing your own ships. Would it be too much to ask for a rotate button like in the previous galactic civs? At the very least the option to reassign the middle mouse button would be nice (and if the option to remap it is there but I missed it, apologies in advance).

2 Replies 6,159 Views

I can confirm that microsofts high defition audio device is up to date driver wise, so dunno what to do next. [quote who="kryo" reply="3" id="3378061"] If installing/reinstalling the appropriate drivers doesn't help, please contact support@stardock.com directly to investigate further.[/quote] Im not fond of this approach as in my past experience contacting support in a non public setting doesnt get results... But unless you have other ideas i guess i g

5 Replies 7,709 Views

DebugMessage: Version 1.20 last updated on: 06-30-2013 14:41 DebugMessage: Entering WinMain Debug Message: Command Line: DebugMessage: *********DXDiag info follows.********* System Info Time: 7/1/2013, 16:12:24 DirectX Version: DirectX 11 Machine Name: BERNICOMP Operating System: Windows 8 64-bit (6.2, Build 9200) (9200.win8_gdr.130410-1505) Languages: English (Regional Setting: English) System Manufacturer: To Be Fill

5 Replies 7,709 Views

Bought a brand new computer, my first real desktop in fact, and swiftly installed FE as before it was too demanding for my laptop. And now FE keeps crashing either during the intro or as i reach main menu, without giving me an adequate explanation besides "fallen enchantress has encountered an unexpected error". Browsing around this thread has indicated win8 was iffy durig the beta phase, so i ask... Is my problem due to FE not supporting win8? Would appreciate a

5 Replies 7,709 Views

Epic thread :) Wish i checked on this forum more often before, its quite alive here! Now I really wish there was a star wars/star trek mod. Tried merging the relevant mods myself, but being the noob that I am, can't get it to work as it seems to require more actual skill then merely copy pasting files.

634 Replies 1,616,493 Views

^That explains a lot! Have tried to make a combiner mod between maelstrom and requiem, kept failling miserably xD Then tried to just isolate the files for the planets (dyson spheres, ring planets and all those weird type of planets i really want to bring over to other mods) and those for dreadnoughts, but alas no luck, bringing them to other mods seems to require more work then a mere copy pasting of files :(

9 Replies 7,389 Views

Back and had some awesome mega games thanks to ya all ^^ Editing the constant file stopped working randomly for some reason, so had to edit the research files to allow for higher limits and it works fine now. Also should note that GoaFan was right in that simply copypasting research (before I used to have a vanilla entrenchment folder from which id edit changes then paste them in relevant mod) into the mod doesn't work, you gotta edit the files from the mod itself.<

15 Replies 84,917 Views

^Changed the constant and game runs fine no matter which mod i tried it with, but yar cap ship slots don't increase alas. Any easy way to remedy this? Or I could just edit the research files as before, but problem is it then seems to clash with quite a few mods (mad scientist included) and result in those cases where I get killed for no apparent reason (and reloading doesnt fix it).

15 Replies 84,917 Views

Greetings, I've made a simple mod for entrenchment to increase fleet supply and max capital ships. The goal is to be able to add it to some other mods I installed, getting rid of my biggest pet peeve in sins when playing on large maps: the small fleet supply. For now trying to get it to work with mad scientist mod for the ultimate large game. Just to recap what I did in case I did something wrong: downloaded reference files for current version of entrenchment and changed t

15 Replies 84,917 Views

Heya harpo, trying to get your mod updater to work but having little luck so far :\ Basically am trying to update mad scientist mod 2.5 for entrenchment 1.03 into v1.051. I run the updater, set source folder and destination folder, then as it starts copying and updating, all ok up to now. However when I start up entrenchment and try to activate the mod, it freezes and minidumps. Cheers for any help ;)

370 Replies 937,030 Views

Greetings, I wasn't sure which section of the forum this should be in, so apologies if this is in wrong place. Anyways, I'm having trouble getting any mods to work. I've had galactic civ 2 ultimate on impulse for quite a while now and want to soup it up with all sorts of mods (currently the ones i'm trying to get to work are ultimate realistic mod+ a few bonus races including SHODAN). And I can't get anything to work, it is most vexing. Yes, I have followed the

0 Replies 2,832 Views