Starmod and the 5.01 patch

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Moriartie
Posts: 104
Joined: Fri Dec 29, 2006 6:46 pm

Starmod and the 5.01 patch

Post by Moriartie »

Ok, I'm trying starmod from ss.com.

A problems with it.
- When I try and use it to open starshaterupdate.dat (the file that comes with the patch) it crashes hideously (winxp pro sp2).

Also a question - How do I select multiple files/directories for inclusion in a "mod" and make it include sub files/folders? It only seems to include the selected and none of the sub files/folders at present which makes things painstaking.
Rigor
Posts: 1
Joined: Fri Jan 19, 2007 2:36 pm

RE: Starmod and the 5.01 patch

Post by Rigor »

I don't have any problems of the game crashing on me, but I do have a problem of it not installing properly.

Every time I try to install the patch and run the game, it still says "5.0.0" not "5.0.1" Is there something wrong I'm doing? Will there be a new patch that'll work better and probably fix any of these problems?

Another Problem: I don't know if this is suppose to happen, like are we suppose to let a ship, from FF to CA to destroy a carrier? Because when I get a mission to destroy a enemy Carrier called "Cyclops", its hull is down to 51, and I slowly use all my 6 missiles that are designed to destroy ships, and that 51 goes down to 45!!! I have repeated this mission so many times, using different missiles, even used the blasted ROCKETS on it, and nothing!!

What am I doing wrong? And how do you transfer? I've went through forces and clicked on bout every Destroyer there is, and I just can't transfer because the button is still shadded, like 'unactive' you know. Eh, I feel like a noob...but I ain't, I've played this game up to Lt. Commander...and I've played many games that deals with space. This game rocks, just I feel so dumb now x.x [:(][:(][:(][&:][&:][&:]
Lt. Commander Rigor (Currently on the Game)
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wdboyd
Posts: 628
Joined: Tue Jun 14, 2005 9:52 pm
Location: Ohio U.S.A

RE: Starmod and the 5.01 patch

Post by wdboyd »

Salutations,

Ensure that all the files are HIGHLIGHTED... then "create".
"Time is a great teacher, but unfortunately it kills all its pupils!"
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wdboyd
Posts: 628
Joined: Tue Jun 14, 2005 9:52 pm
Location: Ohio U.S.A

RE: Starmod and the 5.01 patch

Post by wdboyd »

Rigor,

The patch installs a Stars.exe file to begin the game.

The original is named Starshatter:TheGatheringStorm.exe

If you use the original... version 5.0.0 will start. [:-]

You can either enable a new shortcut on your desktop using the Stars.exe or delete the original Starshatter:TheGatheringStorm exe and rename Stars.exe to Starshatter:TheGatheringStorm.exe .

I hope this helps. [;)]
"Time is a great teacher, but unfortunately it kills all its pupils!"
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Dragonlead
Posts: 303
Joined: Sun May 16, 2004 6:25 am

RE: Starmod and the 5.01 patch

Post by Dragonlead »

Rigor,

Use the anti-ship Harpoon missiles. The problem is that no one stock fighter will kill a cap ship on its own. You're doing well to get a carrier from 51 to 45 percent with your missile load alone. It takes repeated strike packages or one massive alpha strike from another carrier wing to wipe out a carrier.

V/R
USAF Ret.
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wdboyd
Posts: 628
Joined: Tue Jun 14, 2005 9:52 pm
Location: Ohio U.S.A

RE: Starmod and the 5.01 patch

Post by wdboyd »

Rigor,

A couple four craft flights of my Ranger A-8, in line formation, with a full load of Lance missile, can put a real hurt on any carrier. If they can get into Lance missile range, that is. But then again, my Lance isn't a stock missile. [:D]

Still, taking out any carrier with non capital ships is very hard. It's supposed to be. [:'(]
"Time is a great teacher, but unfortunately it kills all its pupils!"
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