This member has provided no bio about themself...

Comment History
Brashin
Brashin - - 4 comments @ BlackBox

Sorry here is the error code hope this helps

(!) Exception: UpdateGame() failed

Load PNG C:\Program Files (x86)\Steam\steamapps\common\StarDrive\Mods\Combined Arms\Textures\Encounters\Obelisk1.png failed: pngRowBytes is invalid
Version = 1.20.12852 develop/commit
Mod = Combined Arms
ModVersion = 7.2I
StarDate = 1007.7
Ships = 279
Planets = 220
Memory = 219669
XnaMemory = 191637
Thread = Main Thread
ThreadId = 1
Thread #1 Main Thread StackTrace:
at Data.Texture.ImageUtils.LoadPng(GraphicsDevice device, String filename) in Data\Texture\ImageUtils.cs:line 86
at SpriteSystem.TextureAtlas.CreateTextureInfos(AtlasPath path, FileInfo[] textureFiles) in SpriteSystem\TextureAtlas.Utils.cs:line 11
at SpriteSystem.TextureAtlas.CreateAtlas(FileInfo[] textureFiles) in SpriteSystem\TextureAtlas.CreateAtlas.cs:line 55
at SpriteSystem.TextureAtlas.FromFolder(String folder, Boolean useTextureCache) in SpriteSystem\TextureAtlas.cs:line 181
at Data.GameContentManager.LoadTextureAtlas(String folderWithTextures, Boolean useAssetCache) in Data\GameContentManager.cs:line 368
at Data.GameContentManager.LoadSubTexture(String textureName) in Data\GameContentManager.cs:line 385
at EventPopup.LoadContent() in StoryAndEvents\EventPopup.cs:line 54
at GameScreen.InvokeLoadContent() in GameScreens\GameScreen.cs:line 195
at ScreenManager.AddScreenAndLoadContent(GameScreen screen) in GameScreens\ScreenManager.cs:line 110
at ScreenManager.AddPendingScreens() in GameScreens\ScreenManager.cs:line 122
at ScreenManager.Update(UpdateTimes elapsed) in GameScreens\ScreenManager.cs:line 505
at GameBase.UpdateGame(Single deltaTime) in GameScreens\GameBase.cs:line 211

Thread #29 Universe.SimThread StackTrace:
at System.Threading.WaitHandle.WaitOneNative(SafeHandle waitableSafeHandle, UInt32 millisecondsTimeout, Boolean hasThreadAffinity, Boolean exitContext)
at System.Threading.WaitHandle.InternalWaitOne(SafeHandle waitableSafeHandle, Int64 millisecondsTimeout, Boolean hasThreadAffinity, Boolean exitContext)
at System.Threading.WaitHandle.WaitOne(Int32 millisecondsTimeout, Boolean exitContext)
at System.Threading.WaitHandle.WaitOne()
at UniverseScreen.UniverseSimulationLoop() in Universe\UniverseScreen\UniverseScreen.UpdateGame.cs:line 75
at UniverseScreen.UniverseSimMonitored() in Universe\UniverseScreen\UniverseScreen.UpdateGame.cs:line 59
at System.Threading.ThreadHelper.ThreadStart_Context(Object state)
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Threading.ThreadHelper.ThreadStart()

Good karma+1 vote
Brashin
Brashin - - 4 comments @ Star Wars Mod Reborn

Hi Everyone, Happy New Year!

Quick Question, Im getting ready to start a campaign using this mod...so excited been following it for well over a year, and I would like to build a spreadsheet of all the different ships with varients and stats/costs as well as weapons and a map. I typically do this when starting a game so I can start to see which ship is best for trading, exploring, etc., etc... Plus for me it is a fun way to get a better understanding of the ships.

Does anyone already have something like that built and if not is there a way I can somehow pull that data to build, would really appreciate any help.

Good karma+1 vote
Brashin
Brashin - - 4 comments @ Sins of a Galactic Empire

Hey jsut a question I've been playing the mod off and on for a long time now and just coming back to the newest version, was there some change made so that fighter squadrons only get 1 fighter per unit? I liked it better when a squadron had 6 or 12 fighters per unit vs just 1 X-wing representing a squadron...or am I not doing something right?

Either way love the mod and if that was a design decision thats fine, is there a way that I can change it back to more fighters per unit?

Good karma+1 vote
Brashin
Brashin - - 4 comments @ Star Wars: Thrawn's Revenge II: Ascendancy

Game looks amazing, one bit of feedback which is something I have seen some post about is the icons. When zooming out a little bit you just simply can not see what is going on. The unit icons blot out the action and the ships themselves. Also getting used to the UI takes some time, I have no idea the difference between a frigate and a cruiser. I will say some of the other SW mods have pretty good UI where they have a pic of the ship so at a quick glance I can tell what type of ship it is, guess this will take some getting used to. Other than that still playing and figuring the game out, but if there is a way to tone down the icons that would be great.

Good karma+5 votes