Cathryne

Cathryne

Joined Member # 3327293
6 Posts 135 Replies 325 Reputation

I'm not sure if this works: Delete something from the game folder. Probably the sound folder, exe files and english.string file (basically anything language related. In Impulse click verify game which should result in a re-install of the game. Here you can choose the language. Hopefully now only the language related files are re-downloaded. If that fails: complete reinstall. Hope that helps!

2 Replies 2,795 Views

I would add that the lack of audio warning has to fixed with a patch, not with new techs. Don't know how or if the game has some priority of loading audio files? But apparantly sometimes the pirate warnings are being repressed by other audio :-( As for the "level 2" idea: researching the phase-space-radar-thingy allready gives you the vague direction (level 2 of that tech) AND the specific target (level 1). Just not as early as you would like. Having some scouts or captured extractors

1 Replies 17,575 Views

Have you tried killing Impulse and restart the download? Depending on how much of the previous download managed to be installed or copied to a temporary folder properly it shouldn't take as long as before. Other than that I have no idea how to tackle this endles-verifying-problem, sorry.

3 Replies 2,945 Views

Yeah, SB exp. points should increase with upgrades. How about starting with 200 instead of 400 and add 100 for each weapons and defense upgrade, 50 for fighter bays? I'm not sure about the other ability upgrades... None for trade ports, government, culture and colony pods? 50 again for Advent meteorite control and confuse ships, Vasari debris vortex and shield and TEC self destruct? Basically each upgrade that makes the starbase more difficult to take down should increase the EPs.

3 Replies 14,070 Views

1. Would these cost fleet supply? Because if yes, it would be pretty wasted when your trade routes are well within your territory. What I think would be much better: A general patrol command in the fleet menu that could be issued like qued orders both within and between grav wells. For example in this part of a map: M - N - M | E My planet Neutral uncolonizable grav well Enemy planet<

2 Replies 9,913 Views

I have to correct myself: yesterday the AI directly attacked my star-starbase :-) Even destroyed it. I'm not sure though what was different from the other games? Maybe the medium random as opposed to the small random map. Also: an AI fleet got into my space through a wormhole and split up instantly to attack two adjecent planets. Pretty good!

16 Replies 9,562 Views

They still can move to a target after they have been placed, but if that is faster (like scouts) they will end up packed near to where the scout left your grav well. Yeah, it's a little annoying...

3 Replies 13,185 Views

1. The surrendering conditions really are more realistic, I think :-) 3. Some maps don't have a pirate base to begin with so there will be no raids whatever you set in the game settings. If what you described happened in a random map though it might be bug.

2 Replies 12,900 Views

To the first one: the 'mine squad' is actually just the precursor to the mines. When it's build, select it and choose the 'target area'. They will settle there as mines and leave the hangar, so you can build a new squad.

3 Replies 13,185 Views

My experience is that the AI is reacting to starbases in planet's gravity wells in a good way. Just not to SBs at stars, they fly straight through, even if that means getting shot to space junk by 4 SBs :-( The AI really needs some routines to fly around or engage those!

16 Replies 9,562 Views

Is it a mod for Entrenchment? Then you need to list all files the game should load for your mod in a .manifest file (e.g. 'entity.manifest' for all the files in the GameInfo folder). Open one of the originals from the Entrenchment game folder to see what they look like and make a copy to your mod folder which you customize according to your mod. If it doesn't actually add or remove anything, just copy the original ones to your mod folder. The game then knows it has to load the usual f

5 Replies 4,651 Views

[quote]When it looks like the "selection" disappears, it's in fact on the map size Press enter and you can change the size of the map[/quote] I didn't know that, thanks!

12 Replies 3,453 Views

I have the exact same problem. The map list isn't there, exept for the mangled scroll bar. You can still select the small maps by scrolling with the arrow keys up and down, but changing to medium or large maps doesn't seem to work :-( However, I encountered this problem after updating from Sins 1.15 to 1.16 (just a few megabytes) without also upgrading Entrenchment from 1.01 to 1.02 (100+ megabytes, I only have a dial up connection). Thought it was related to that fact. Validati

12 Replies 3,453 Views