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Comment History
chronus1326
chronus1326 - - 17 comments @ BlackBox

(!) Exception: Program.CurrentDomain_UnhandledException

Object reference not set to an instance of an object.
Followed by: Parallel.For task threw an exception
Version = 1.40.14000 release/mars-1.40
Mod = Combined Arms
ModVersion = 8.0B
StarDate = 1467.7
Ships = 1232
Planets = 71
Memory = 350604
XnaMemory = 189234
Thread = Universe.SimThread
ThreadId = 23
Thread #23 Universe.SimThread StackTrace:
at Ship_Game.ShieldManager.RemoveShieldLights(UniverseScreen u, IEnumerable`1 shields)
at Ship_Game.Ships.Ship.UpdateModulesAndStatus(FixedSimTime timeSinceLastUpdate)
at Ship_Game.Ships.Ship.UpdateShipStatus(FixedSimTime timeStep)
at Ship_Game.Ships.Ship.UpdateAlive(FixedSimTime timeStep)
at Ship_Game.Ships.Ship.Update(FixedSimTime timeStep)
at Ship_Game.UniverseObjectManager.<>c__DisplayClass54_0.<UpdateAllShips>g__UpdateShips|0(Int32 start, Int32 end)
at Ship_Game.ParallelTask.Run()
Followed by:
at Ship_Game.Parallel.For(Int32 rangeStart, Int32 rangeEnd, RangeAction body, Int32 maxParallelism)
at Ship_Game.UniverseObjectManager.UpdateAllShips(FixedSimTime timeStep)
at Ship_Game.UniverseObjectManager.Update(FixedSimTime timeStep)
at Ship_Game.UniverseScreen.SingleSimulationStep(FixedSimTime timeStep)
at Ship_Game.UniverseScreen.ProcessSimulationTurns()
at Ship_Game.UniverseScreen.UniverseSimulationLoop()
at Ship_Game.UniverseScreen.UniverseSimMonitored()
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()

Thread #1 Main Thread StackTrace:
at XNA.Graphics.GraphicsDevice.Present(tagRECT* pSource, tagRECT* pDest, HWND__* hOverride)
at XNA.GraphicsDeviceManager.XNA.IGraphicsDeviceManager.EndDraw()
at XNA.Game.EndDraw()
at XNA.Game.DrawFrame()
at XNA.Game.Tick()
at XNA.Game.HostIdle(Object sender, EventArgs e)
at XNA.GameHost.OnIdle()
at XNA.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
at XNA.WindowsGameHost.Run()
at XNA.Game.Run()
at Ship_Game.Program.Main(String[] args)

Good karma+1 vote
chronus1326
chronus1326 - - 17 comments @ Maelstrom Rebellion Expansion v1.96 R18 (+DLC's)

Sins of a Solar Empire 2 was announced today, available for pre-purchase on Epic Games store.

Good karma+1 vote
chronus1326
chronus1326 - - 17 comments @ Maelstrom Rebellion Expansion v1.96 R18 (+DLC's)

Hey I wanted to ask, I saw that under Large Maps you've added Small, Medium, Large random maps (M) - Maelstrom Style. What's the difference? Higher chance of the newer planets or what?

Good karma+1 vote
chronus1326
chronus1326 - - 17 comments @ Maelstrom Rebellion Expansion v1.96 R18 (+DLC's)

This mod is likely the best Sins mod out there. It is fully fleshed out, has a massive amount of additions, has become mature, and works all the time. As long as you fixed 'Strip to the core' on Water planets, that used to crash. I remember the battlestar days, those were really cool models. Anyway thanks again. oh, btw, they updated Rebellion to 1.97 today.

Good karma+1 vote
chronus1326
chronus1326 - - 17 comments @ Stargate Races

Hey you had posted that you desired more planet types. You might ask the author of Maelstrom for permission to use his planet types, he added many many, structures like shell, swarm, and halo, and more. Worst case he says No.

Edit: I had a funny: Have you played the mod Sins of the Prophets for Sins? When I play Go'uld I have to play like the UNSC, because, well you know, lol.

Good karma+1 vote
chronus1326
chronus1326 - - 17 comments @ News for Maelstrom Mod, May 2019, Rebellion

Thank you! I still miss the Battlestar days, those were epic.

Good karma+1 vote
chronus1326
chronus1326 - - 17 comments @ Dawn of the Reapers

I've got the whole research tree completed, but it's not an option for the Athabasca.

Good karma+1 vote
chronus1326
chronus1326 - - 17 comments @ Dawn of the Reapers

Use the red arrows to navigate, then click the text name itself to select

Good karma+2 votes
chronus1326
chronus1326 - - 17 comments @ Dawn of the Reapers

How do I deploy Arcturus Station (miniature?) I can't find it all. I even went into the GameInfo files and there's no Alliance starbase there. Something still being worked on?

Good karma+1 vote
chronus1326
chronus1326 - - 17 comments @ Maelstrom Rebellion Expansion v1.94 R15 (+DLC's)

Hey, I've loved this mod since you used Battlestars!
I'm getting a consistent crash when "Strip to the core" a habitibal gas giant. Its crashing on the second strip, from asteroid to asteroid belt.
Its been consistent across maps and matches, and even the latest patch. Thanks again for the hard work!

Good karma+1 vote
chronus1326
chronus1326 - - 17 comments @ Maelstrom Rebellion Expansion v1.85 R11 (+DLC's)

Oh boy! this is great! I've been playing your mod since before the Battlestar-issues! I still enjoy it very much, thank you for your hard work lasting years and years. Almost a full 1GB of content here. Thank You!

Good karma+1 vote
chronus1326
chronus1326 - - 17 comments @ Maelstrom

Hey there, Great Mod! Been following since Entrenchment was released.
Issue( Maelstrom R7 v1.8): I know the pirates are a preview, but they are currently unable to colonize Greenhouse, Oceanic, Iron/Ferric planet types, the research subject is not in their tech tree. Thanks for sharing your Mod with us all!

Good karma+1 vote
chronus1326
chronus1326 - - 17 comments @ Maelstrom Rebellion v1.8 R7 (DLC's)

Hey there, Great Mod! Been following since Entrenchment was released.
Issue: I know the pirates are a preview, but they are currently unable to colonize Greenhouse, Oceanic, Iron/Ferric planet types, the research subject is not in their tech tree. Thanks for sharing your Mod with us all!

Good karma+1 vote
chronus1326
chronus1326 - - 17 comments @ Maelstrom Rebellion v1.04 R2

Sure you can play the mod (most of the time) just move it into the newly created mods folder, say a short prayer, and have a go of it. I was able to do that when Rebellion updated to 1.4 and Maelstrom wasn't released for 1.4 yet, only 1.3.

Good karma+1 vote
chronus1326
chronus1326 - - 17 comments @ Maelstrom Rebellion v1.031 R1

Very eagerly awaiting this, you guys are great! I did love the Battlestars though from previous versions, the new models are good/great, but still...Battlestars

Good karma+1 vote
chronus1326
chronus1326 - - 17 comments @ News for Maelstrom Mod, August 2012

I love this Mod, since version 4. But we need to fix the Trade Alliance Hanger Defense squadron increase research. When you perform research to increase the max squadrons from 4 using the research under 'Munitions'. The research does nothing right now. I love this mod, both expanded and vanilla.

Good karma+1 vote
chronus1326
chronus1326 - - 17 comments @ Maelstrom v1.053 R8 (Entrenchment SoaSE)

I've been following this Mod since ver 4. In fact, I've only created an account here at ModDB for this mod. I'd like to encourage you to continue development of the Trade Alliance leaning toward the Battlestar universe. I was shocked when you called the Galactica the Excalibur, and even more shocked when you renamed them entirely. Your guys have such a good head start on that faction, please, keep them. (I'll be modifying my names if i can find the right place to do so. In my mini mod of your mod, i even took all their shields away for a more realistic Colonial faction. Please, lean back toward a Battlestar faction, not just another generic one to fill in the gaps.

Good karma+1 vote