Won't start game
#1 Guest_Guest_*
Posted 03 July 2009 - 03:29 PM
i've uninstalled and re-installed the mod 5 or so times. I've even uninstalled the game itself and reinstalled just for measure to ensure no bad files that perhaps got corrupted or something during the download were still lingering.
just for trouble shooting, i downloaded v1.0, and it works just fine, only problem i saw with v1.0 is that the AI literally does nothing, at least in galactic conquest. it doesn't build structures, space stations or units and when a battle occurs even the AI ships stay immobile, but do fire when you get into range.
im running XP, with 3.5 gigs of memory, nvidia 8800 graphics card and an AMD 5200 X2 dual core processor. Im also up to date on all drivers including the AMD's DUal Core optimizer driver.
any help would be appreciated.
#2
Posted 04 July 2009 - 04:43 PM
#3 Guest_Gumballthechewy_*
Posted 14 July 2009 - 06:44 AM
#4
Posted 14 July 2009 - 05:12 PM
Don't take anything I say seriously, EVER!
#5
Posted 14 July 2009 - 11:09 PM
#6 Guest_UGotSarged_*
Posted 12 October 2009 - 11:23 AM
You probably ought to also patch EaW to v1.5. I'm not sure if it matters for FoC or not, but your copy should say 1.1 in the corner after it's patched and it isn't...
OK... sorry for the double post... hit enter and it posted it, with no security code doohickey. Anyway, I have the same problem. EaW and EaW:FoC are fully updated but PR has issues with GC... it freezes as soon as you click 'start'. My computer is a beast so I know it's not a problem there, and skirmish works swell. Problem comes only with the start of GC... I'm gonna try ver. 1.0 and see how that works...
Edit: Merged.
Edited by Phoenix Rising, 12 October 2009 - 07:32 PM.
#7
Posted 12 October 2009 - 12:45 PM
Frosty Freaky Foreign Forum Fox
<DevXen> Today I was at the store and saw a Darth Vader action figure that said "Choking Hazard." It was great.
#8
Posted 12 October 2009 - 03:38 PM
#9
Posted 12 October 2009 - 07:41 PM
#10
Posted 13 October 2009 - 01:47 AM
Whoa. So we do know what's up wrong now, then?Yeah, there's clearly something wrong with the executable itself... a coding shortcut or some function not implemented well enough. This is an oversimplification, but it's the equivalent of an infinite loop in the code: doesn't matter how good your specs are, it's still infinite. We're still trying to figure out a way to bypass or marginalize the affected system... without being able to do any sort of technical testing on it. So far, the only proven solutions are to reduce the campaign planet count or to reduce the starting forces .
#11
Posted 13 October 2009 - 03:11 AM
#12
Posted 13 October 2009 - 12:22 PM
You know, I actually thought about that at one point, and totally forgot about it the next moment.For example, just today I tested to see if our scaling of the galaxy is the cause (I can think of no logical reason why it would be, but we're sort of beyond logic at this point) by rescaling vanilla, since most mods don't do that, but of course it's not .
Maybe Petro will give us a good Christmas present this year. *Not.* Sigh.
#13
Posted 14 October 2009 - 02:52 AM
The problem with testing this is you basically have to redo all of Ghost's campaigns with a brand new faction which is sad to say.. a LOT of work..
#14
Posted 15 October 2009 - 06:44 PM
#15
Posted 26 October 2009 - 05:37 AM
#16
Posted 26 October 2009 - 06:20 AM
The hard part would be to create the new faction. (You might be able to use one of the other neutral faction, though.)
After that, open every unit in Notepad++ and do a find replace for Affiliation tags associated with Pirates.
Frosty Freaky Foreign Forum Fox
<DevXen> Today I was at the store and saw a Darth Vader action figure that said "Choking Hazard." It was great.
#17
Posted 26 October 2009 - 07:45 PM
Plus, there are multiple other factions you could substitute in. Maybe just give all the Pirate units to the CSA.
#18
Posted 27 October 2009 - 12:27 AM
Go in the campaign file, get rid of this:Out of curiosity how would you disable that so easily?
<AI_Player_Control> Pirates, None </AI_Player_Control>And this:
<Markup_Filename>Pirates, DefaultGalacticHints </Markup_Filename>And then cut everything after this:
<!-- Pirate Starting Forces -->For the record though, I have a bare-bones GFFA Full with minimal starting forces (one command center, one asteroid base per planet) that I've been working on to place planets and trade routes and it plays worse than the latest GFFA Slim that's available for download. It could very well be more than one thing causing the lag...
It's the single most difficult procedure in EaW modding - that is, if it's meant to be playable and you don't cut corners. Doing something like the Sarlacc faction probably isn't too hard (not sure why that exists in the first place).I don't even think creating the new faction would be too hard.
Edited by Phoenix Rising, 27 October 2009 - 12:33 AM.
#19
Posted 28 October 2009 - 12:20 AM
Well, maybe I should have said in terms of a non-playable faction like the Pirates...It's the single most difficult procedure in EaW modding - that is, if it's meant to be playable and you don't cut corners. Doing something like the Sarlacc faction probably isn't too hard (not sure why that exists in the first place).I don't even think creating the new faction would be too hard.
#20 Guest_Guest_CompactDisc_*_*
Posted 24 May 2010 - 06:43 PM
since I can't play any of the two GFFA campaigns without my game freezing and trust me, hardware should be able to deal with it. It's a Windows 7 x64 OS.
Does the game/mod check the video card for amount memory or something? If so, I will have to adjust it manually like in Empire:Total War and some other games since they recognize my video card as having 0Mb of video memory.
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