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TomorrowsStrategist
TomorrowsStrategist - - 119 comments @ Maelstrom

Can someone help me? I wanted to play with my friend but as soon as we loaded into a game I got a sync error and I don't know how to fix it.

It said the following:

Saved SyncError: C:\Users\User\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Checksum\SyncError-Tick551-Player0.txt

Sync Error detected between player:1 and player:2 at tick:300

Good karma+1 vote
TomorrowsStrategist
TomorrowsStrategist - - 119 comments @ Supremacy Dreadnought freerelease

How would one go about adding this to the Remake mod?

Good karma+1 vote
TomorrowsStrategist
TomorrowsStrategist - - 119 comments @ Empire At War Remake: Galactic Civil War

I appear to be experiencing some issues; the frame rate, at any random point during a skirmish match, drops suddenly and significantly. I'm not sure why, but it never happens before the first 10 minutes. I get 60+ fps up until the 10-minute mark at which point it may continue for sometime but eventually will plummet to anywhere between 6 and 13. I have downloaded and properly installed the COP. Any clarity on the issue?

Good karma+2 votes
TomorrowsStrategist
TomorrowsStrategist - - 119 comments @ Empire At War Remake: Galactic Civil War

Anybody know anything about the "missing required security module" problem?

Good karma+1 vote
TomorrowsStrategist
TomorrowsStrategist - - 119 comments @ Combined Arms

This looks amazing. Keep up the great work

Good karma+1 vote
TomorrowsStrategist
TomorrowsStrategist - - 119 comments @ Sins of the Prophets Alpha v0.88

So I just played a little bit of the mod and many particle effects are just variously coloured and translucent squares. Furthermore upon building a CAS the whole model was a nice bright shiny yellow (my faction colour) and the artifacts and fleet logistics research tabs are solid white screens along with the in-game pause menu. Something is clearly very wrong but after redownloading the mod several times I believe it to be on my end. Please help

Good karma+1 vote
TomorrowsStrategist
TomorrowsStrategist - - 119 comments @ Sins of the Prophets Alpha v0.88

In-game Sins says it's running v1.86, not 1.9 as stated in this mod's description. Do I need an update or should it work fine?

Good karma+1 vote
TomorrowsStrategist
TomorrowsStrategist - - 119 comments @ Rebon mod for StarDrive 2 v1.4 H1 + All DLC

So I can't find the place you said to go to replace the OG files.... pls help?

Good karma+1 vote
TomorrowsStrategist
TomorrowsStrategist - - 119 comments @ Enhanced 4X Mod

So I tried to make a simple modification with the PlayerPsi.entity file where I would give the Advent Rebels a unique variant of the Rapture Battlecruiser. I get a minidump on game loadup every time. How did you do it?

Good karma+1 vote
TomorrowsStrategist
TomorrowsStrategist - - 119 comments @ Enhanced 4X Mod

Much appreciated.

Good karma+1 vote
TomorrowsStrategist
TomorrowsStrategist - - 119 comments @ Enhanced 4X Mod

Quick question for GoaFan77, how did you open the PlayerXYZ.entity files to allow for variants of the vanilla frigates to be added? For example, how did you open the PlayerPsiRebel.entity file? I tried using my .bat to convert it like I have for most other .entity files in the game but this one causes ConvertData_Rebellion.exe to stop working. I don't know why and your help would be appreciated. Thanks.

Good karma+1 vote
TomorrowsStrategist
TomorrowsStrategist - - 119 comments @ Revamp Expansion Mod (RVE)

I tried playing with my friend but kept getting desync messages. Anybody know how to fix the desync issue?

Good karma+1 vote
TomorrowsStrategist
TomorrowsStrategist - - 119 comments @ Sins of the Prophets

How would one go about adding new ships to the Covenant Patrol fleet roster?

Good karma+2 votes
TomorrowsStrategist
TomorrowsStrategist - - 119 comments @ Maelstrom

Quick question for soase-maelstrom but what program did you use to create the ships for your new factions?

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TomorrowsStrategist
TomorrowsStrategist - - 119 comments @ Maelstrom

Quick problem. I merged the Maelstrom mod with my Sins directory folder (C:\Program Files (x86)\Steam\SteamApps\common\Sins of a Solar Empire Rebellion) and then I went to uninstall the mod by copying over the directory with the original data but whenever I launch the game the loading image that normally says 'Rebellion' or whatever and has the fist picture is replaced with the loading image of Maelstrom. I tried deleting the game and uninstalling it from Steam and then reinstalling it but it is still there. Please help.

Good karma+1 vote
TomorrowsStrategist
TomorrowsStrategist - - 119 comments @ FOC Alliance 4.7B

The mod works fine. The problem lies within how Nomada packaged the mod. Nomada put the Data folder in the Alliance 4.7B parent folder (which is what you're supposed to do), but then they put that parent folder into another Alliance 4.7B folder which confuses the batch file and Steam. In order to fix this and get the mod to launch you need to move the second A4.7B folder (the one with the Data folder in it) from the overlapping A4.7B folder that is installed by default. Once that A4.7B folder is moved someplace safe just delete the empty parent folder and move the remaining A4.7B folder back to your mod folder. Simple, really.

Good karma+6 votes
TomorrowsStrategist
TomorrowsStrategist - - 119 comments @ Awakening of the Rebellion 2.8

Which XML file(s) contains the basic and advanced skirmish shipyards? I wish to modify them to shorten the upgrade times.

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TomorrowsStrategist
TomorrowsStrategist - - 119 comments @ Sins of the Prophets

You'll need to find the ships you want modify in the mod's GameInfo file folder. Then convert the ship entity files you want from BIN to TXT, make the adjustments, then convert them back to BIN and put them back in the mod's GameInfo folder.

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TomorrowsStrategist
TomorrowsStrategist - - 119 comments @ Sins of the Prophets

Okay great thanks! Wish they weren't hardcoded but oh well. Maybe with a Sins 2 lol. Thanks!

Good karma+1 vote
TomorrowsStrategist
TomorrowsStrategist - - 119 comments @ Sins of the Prophets

Yes. I made sure that weapon class type in the respective ships entity file was changed to the new weapon type I added. I even adjusted the string count in the English.str file to account for my addition.

Good karma+1 vote
TomorrowsStrategist
TomorrowsStrategist - - 119 comments @ Sins of the Prophets

This is what I added:
StringInfo
ID "IDS_WEAPONCLASSTYPE_NUKEMISSILE"
Value "Havoc"
I also went about changing most of the descriptions for the TEC's ships as well as adding "-class" to the end of each TEC ship. For example:
"Akkan-class Support Ship: A relatively weak ship, the Akkan is armed an experimental heavy laser and is able to colonize planets."

Good karma+1 vote
TomorrowsStrategist
TomorrowsStrategist - - 119 comments @ Sins of the Prophets

Not to bug you but new question: how do I get the game to not crash after I added in a new weapon ID string?

Good karma+1 vote
TomorrowsStrategist
TomorrowsStrategist - - 119 comments @ Sins of the Prophets

Okay thanks

Good karma+1 vote
TomorrowsStrategist
TomorrowsStrategist - - 119 comments @ Sins of the Prophets

Just a curiosity question but how do you change the name of the weapon types in-game because when I look at a ship's file (for example the ORS) it says that the weapon type for the plasma cannons are phase cannons. I am curious to know how I would change it to something like 'Turbolaser' if I wanted.

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TomorrowsStrategist
TomorrowsStrategist - - 119 comments @ Sins of the Prophets

To the devs: do you guys plan on releasing 'DLC' of a sort at any time? For example, DLC expanding the number of buildable ships? I'd really love to see what kind of ship designs you guys can come up with on your own! :)

Good karma-2 votes
TomorrowsStrategist
TomorrowsStrategist - - 119 comments @ Awakening of the Rebellion 2.8

Okay great thanks! :)

Good karma+2 votes
TomorrowsStrategist
TomorrowsStrategist - - 119 comments @ Awakening of the Rebellion 2.8

Yes, I got the Death Star 2 mission and did everything required. I sent Bevel Leminsk to Byss and kept him there until the research station was finished and even until the Death Star 2 was completed. I kept Jerjerrod at Endor until the DS2 was built too. And to be more specific in my mention of T2 space yards, what I actually mean is I am only able to build up to level 2 space ship tech centres. Which means I only get access to Praetors, Interdictors, ISD1s, and ISD2s, all with their basic fighter compliments. I also have all 3 global space techs built/completed. I am not sure how to advance my overall tech level past level 3 to grant me access to the more advanced ships and fighter improvements.

Good karma+1 vote
TomorrowsStrategist
TomorrowsStrategist - - 119 comments @ Awakening of the Rebellion 2.8

I am playing the GCW GC as the Empire and I've read through your hints, tips, and tricks, yet I still remain at tech level 3. The in-game tech tree hint says to build tech centres to increase tech level but I can never get higher than T2 space yards. Ground tech isn't so much an issue for me but I cannot seem to surpass ground tech level 4. More help please.

Good karma+1 vote
TomorrowsStrategist
TomorrowsStrategist - - 119 comments @ Awakening of the Rebellion 2.8

Just recently got into the mod and I am very impressed. Loads of fun to be had with GC and it looks great. It also comes packed with a variety of wonderful and fun units. Though can someone tell me how to advance my tech level while playing as the Empire in GC? I started the game at level 3 and I have completed several missions including the Endor/DSII/Jerjerrod mission and yet I still remain at a cheery level 3. Help me please, the Rebellion must be quelled.

Good karma+2 votes
TomorrowsStrategist
TomorrowsStrategist - - 119 comments @ Sins of the Prophets

How do we submit awesome screenshots to you guys?

Good karma+1 vote