xXAequitasXx xXAequitasXx

[MOD] The Mars Effect v1.5 (Updated Sunday 2/3/2008)

[MOD] The Mars Effect v1.5 (Updated Sunday 2/3/2008)

Single-Player Overhaul for Sins of a Solar Empire

A Single-Player Overhaul for

Sins of a Solar Empire

V 1.5


Contents

Introduction 3

Installation: 4

Special Thanks 5

Single-Player Changes: 6

More Impressive Firefights. 6

Ship Changes. 7

Capital Ship Balance. 7

Cruiser Tweaks. 7

Frigate Tweaks. 7

Fighter/Bomber Tweaks. 7

Defensive Changes. 7

General Gameplay Changes. 9

Diplomacy Tweaks. 9

Pirate Tweaks. 9

Planet Changes. 10

Changelog 13


15

Introduction

When I first started playing Sins of a Solar Empire, I did what most of you probably did, started off on a smaller map and played one or two easy AI to introduce myself to the game. My second time around on the single player, however, follows a trend that I’ve had whenever I’ve played strategy and 4X games; I cranked out a “Huge Random” map, threw in 10 AI, and set everything at its slowest.

Before I continue, let me reassert that I love Sins of a Solar Empire. However, there were some aspects of the game that simply did not work for me, especially on larger maps. The beauty of Sins, however, is that it allows a very large amount of editing, and furthermore has easy access for those of us (such as myself) who are not as talented at programming/modeling/etc. So I began to tinker at various settings, and this is the product of my experimentation: The Mars Effect.

The Mars Effect aims to do five things:

I. Overhaul ship balance with a greater focus on capital ships, and to provide a greater emphasis on fighter/bomber squadrons, while simultaneously boosting the anti-fighter frigates’ power.

II. Change the diplomacy and pirate aspects of the game so that the penalties for not completing AI quests is lessened to various degrees, and the time between pirate raids is greatly increased, as is the maximum pirate raid strength.

III. Greatly reinforce planet defenses to the point where it requires an actual assault to take fortress worlds

IV. Overhaul the capital ship and logistic point system to allow for multiple fleets to better function on larger maps, while balancing it such that this mod will still function on smaller maps due to higher maintenance and research costs

V. Make minor modifications to ships without changing overall balance to both provide more visually stunning battles.


Installation:

Note: Until v1.3 of Sins of a Solar Empire comes out, the total size of this mod will be roughly 1.3GB, make sure you have that much space on your HDD before installing this mod!

Disclaimer: I am in no way, shape, or form responsible for any issue(s) that may arise from using this mod, and additionally anyone who has not read this readme will not receive any help from me, regardless of their issue. I will ignore any issues that have been covered in the readme.

  1. Unzip using either 7-Zip or WinRAR into your Mods folder
    1. For Vista users, it should be located at:
      C:\Users\username\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods
    2. For XP users, it should be located at:

C:\Documents and settings\username\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods

  1. You should now have the folder “The Mars Effect” located within your “Mods” folder. Within “The Mars Effect”, you should have the following items:
    1. “GameInfo” folder
    2. “String” folder
    3. “The Mars Effect Mesh” folder
    4. “The Mars Effect Textures” folder
    5. “Window” folder
    6. The Mars Effect README.doc
  2. VERY IMPORTANT! Navigate to your Sins of a Solar Empire installation directory, and copy the entire “Textures” and “Mesh” folder and paste it into the “The Mars Effect” folder within your “Mods” folder. Close the Sins of a Solar Empire installation directory window.

Your “The Mars Effect” folder should now contain:

    1. “GameInfo” folder
    2. “Mesh” folder
    3. “String” folder
    4. “The Mars Effect Mesh” folder
    5. “The Mars Effect Textures” folder
    6. “Textures” folder
    7. “Window” folder
    8. The Mars Effect README.doc
  1. VERY IMPORTANT! Copy the entire contents of “The Mars Effect Textures” folder and paste them into the “Textures” folder; click “overwrite”/“replace” to all.
    1. OPTIONAL. Delete “The Mars Effect Textures” folder.
  2. VERY IMPORTANT! Copy the entire contents of “The Mars Effect Mesh” folder and paste them into the “Mesh” folder; click “overwrite”/“replace” to all.
    1. OPTIONAL. Delete “The Mars Effect Mesh” folder
  3. Start Sins of a Solar Empire.
  4. Select and enable the mod through the Sins of a Solar Empire Options menu (Options à Mods)
  5. Enjoy!
  6. Feel free to report any bugs/feedback to me on the official Sins of a Solar Empire forums under the handle: xXAequitasXx

Special Thanks

Many thanks go out to Ironclad for making such a wonderful game, and to Stardock for not only going beyond what a publisher will normally contribute, but also to their lasting commitment of putting the customer first.


A gargantuan “Thank You” to - Uzii - on the official forums for helping me work through a couple of bugs as well as allowing me to incorporate Sins Plus into my mod.


Everyone on the forums for their willingness to be my guinea—erm…mod testers.


Finally, to end this Oscar acceptance, I of course have to thank my fiancée, both for her patience and her love.


Single-Player Changes:

More Impressive Firefights


·

· Done via burstcount and burstdelay, etc. Damage untouched.

· Some minor changes to weapon types (larger emphasis on cannons for TEC, more beams on Advent battleship, Vasari stays the same)

· Removed default to focus fire in attempt to liven up battles, with the idea being that each ship will now engage its proper target; hopefully will further liven up battles

Ship Changes

Capital Ship Balance

· 20% more HP to all capitals' starting HP, 20% increased HP per/level;

· Battleships gain an additional 0.1 armor increase per level as compared to their old armor increase level

· Carriers start off with an additional squadron, gain more squadrons per/level

· Colony ships gain additional command points per/level

· Siege capships have a 50% siege damage increase

· Support capships (including Vasari scout) have a 25% increased AM pool increase per level, and 10% increased AM regeneration rate increase per level

Cruiser Tweaks

· Carriers now have two squadrons, but 20% increased cost

Frigate Tweaks

· Illuminator tweaked to have 5000 range, 15% shorter cooldown

· Vasari assailant tweaked for longer (7000) range

· Anti-Fighter frigates now have increased damage [50%], increased range [10%], and decreased cooldown [20%] to better deal with greater numbers of fighters/bombers

Fighter/Bomber Tweaks

· Squadron size increased by one for Vasari, 2 for TEC, and 3 for Advent

· Build time decreased by 50%

· Individual damage decreased by 15% for Advent

· Fighter HP reduced by 30%, Bomber HP reduced by 50%

Defensive Changes

· “Point defense” (anti-strike craft) platforms for all races

o Does damage equal to three banks of anti-frigate batteries (alternatively, 75% of the frigates total damage if all four banks were firing simultaneously), but with a 50% decrease in cool down times

o Increased turrets’ turn rate

o Lower resource cost (300/100/50) as compared to the more expensive defense platforms (375/112/75) and quicker build time (60 vs. 75)

o Range of 3000

· Introduced new prerequisite techs for the point defense platforms

o TEC: “Rapid Fire Weaponry”

o Vasari: “Improved Vector Missiles”

o Advent: “Anti-Fighter Lasers”

o Research cost set to 400/0/25

· Phase Inhibitor overhauled

o Phase inhibitor now covers entire gravity well

o Phase inhibitor has 30X increased effectiveness

o Phase inhibitor has 50% increased HP

o Phase inhibitor has 10X increased build time

· Range on all defensive platforms increased, Damage increased by 25%, HP increased by 50%, resource cost increased by 50%, build time increased to 75

· Defensive Hangars now host one additional fighter/bomber squadron per/platform

· TEC Planetary Shields module HP increased by 50%

· Vasari Nano Weapon Inhibitor module HP increased by 50%

· Advent Anti-Matter recharger ability restore rate increased by 50%, Max AM increased to 500, AM regen to 1.0


General Gameplay Changes

  • Logistics techs changed
    • More capital ships allowed (max 30 now); +10%, + 15%, +20% increase in cost of research for the last 3 techs, resp.
    • Logistics points scale to a higher end level (5000 max), but with a higher upkeep cost (90% at the highest; keeps it feasible to large empire only)
      • 15%, +17.5%, +20% increased cost of research for the last three levels; Vasari costs increased by 15%, 20%, and 30% (due to tech advantages of larger fleet)
  • Vasari Dark Fleet cooldown increased by factor of ten
  • Anti-Fighter Frigate technology now requires the point defense platform technology to be researched first

Diplomacy Tweaks

· Increased time between quests to four minutes (v1.5)

· AI is more willing to negotiate cease-fires

· Increased amount of time granted to complete a quest (50%)

o Exception of tribute quests, which were not lengthened

· Decreased happiness penalties for failure to complete quest

o Quests with higher rewards reduced less, i.e. raid missions

o "Maintain relationship" quests left the same, i.e. +/- 10%

Pirate Tweaks

· Increased pirate maximum raid strength to 350 units (v1.5)

· Removed all other tweaks as of 1.5 in order to try and solve CTD issues


Planet Changes

Now includes the excellent Sins Plus mod by Uzii!

  • Four New Planets / Gas Giants Colonizable
    • Oceanic
      • Asteroids: 4 - 6 Crystal
      • Max Pop: 70
      • Max Health: 4,500
      • Max Civilian Slots: 32
      • Max Tactical Slots: 35
      • Explorable: Yes
    • Barren
      • Asteroids: 4 - 6 Metal
      • Max Pop: 40
      • Max Health: 9,000
      • Max Civilian Slots: 36
      • Max Tactical Slots: 35
      • Explorable: Yes
    • Forest
      • Asteroids: 1 - 2 Crystal | 1 - 2 Metal
      • Max Pop: 140
      • Max Health: 6,000
      • Max Civilian Slots: 32
      • Max Tactical Slots: 35
      • Explorable: Yes
    • Urban
      • Asteroids: 1 Crystal | 1 Metal
      • Max Pop: 1,000
      • Max Health: 10,000
      • Max Civilian Slots: 48
      • Max Tactical Slots: 40
      • Explorable: No
    • Gas Giant
      • Asteroids: 2 - 4 Crystal | 2 - 4 Metal
      • Max Pop: 60
      • Max Health: 1,500
      • Max Civilian Slots: 48
      • Max Tactical Slots: 40
      • Explorable: No

  • Three New Research Subjects
    • Improved Tunneling (Level 4)
      Widespread tunneling with improved equipment increases the population on Barren and Urban planets, as well as Asteroids. (Barren, Urban, and Asteroid population max increase)
      Level 1: 20%
      Level 2: 40%
    • Gas Giant Colonisation (Level 6)
      Allows colonisation of Gas Giants.
    • Improved Anti-Grav (Level 7)
      Allows larger colony platforms above Gas Giants due to improved Anti-Grav technology. (Gas Giant population max increase)
      Level 1: 25%
      Level 2: 50%
  • 45 New Planetary Bonuses


Detailed Capital Ship and Support Breakdown

Capital Ship Crew Research

Tech

Increase

Total

Support Points Used

Cap0

1

2

100

Cap1

1

3

150

Cap2

2

5

250

Cap3

3

8

400

Cap4

4

12

600

Cap5

5

17

850

Cap6

6

23

1150

Cap7

7

30

1500

Total

29

30

1500

Fleet Support Research

Tech

Increase

Total

Upkeep Increase

Upkeep Total

Ship0

150

250

9.375%

9.375%

Ship1

200

450

9.375%

18.75%

Ship2

300

750

9.375%

28.125%

Ship3

400

1150

9.375%

37.5%

Ship4

500

1650

9.375%

46.874%

Ship5

750

2400

9.425%

56.3%

Ship6

1000

3400

9.7%

66%

Ship7a

1550

4960

12%

78%

Ship7b

1550

6500

12%

90%

Total

6400

6500

90%

90%


Changelog

V1.5 (Current Release)

- Sins Plus (by Uzii) is now merged with The Mars Effect as of 1.5 as is

- Removed all pirate changes except for maximum strength (now reduced to 350); hopefully will reduce/eliminate the pirate CTD issue

- Reduced time between quests to 4 minutes (game default: 3 minutes); quest durations remain unchanged from previous versions

- AI willing to negotiate cease-fires at 40% happiness rather than 50%

- PD Turret range reduced to 3000

- Nifty new game-screen logo

V1.0

- Introduced point defense (anti-strike craft) platforms for all races

· Does damage equal to three banks of anti-frigate batteries, with 50% reduced cool down times

· Increased turrets’ turn rate

· Lower resource cost (300/100/50) as compared to the more expensive defense platforms (375/112/75) and quicker build time (60 vs. 75)

- Introduced new prerequisite techs for the point defense platforms

· Techs: TEC’s is “Rapid Fire Weaponry”; Vasari’s is “Improved Vector Missiles”, and the Advent’s is now “Anti-Fighter Lasers”

· Research cost set at 400/0/25, consistent with other tier 1 research

- Anti-Fighter Frigate technology now requires the point defense platform technology to be researched first

- Phase Jump Inhibitor now 30X more effective than vanilla

- Further increased maximum pirate strength to 400 supply units

- Decreased raid warning time (i.e. the amount of time “playing” eBay); raids will be launched anywhere from 45 to 90 seconds after the warning is first announced.

- Removed focus fire in attempt to see if fleet battles are more epic and fluid

- FIXED Vasari Bomber squadron not having the correct number of bombers (thanks go to bloodhawk32 on the forums)

V0.9A

- All fighters now have 30% reduced HP

- All bombers now have 50% reduced HP

V0.9

- Original release


Download Links:

v1.5 (Current Release)
Filefront:
http://files.filefront.com/The+Mars+Effect+v157z/;9742948;/fileinfo.html

Rapidshare:
http://rapidshare.com/files/96560052/The_Mars_Effect_v1.5.7z.html

v1.0
Filefront:
http://files.filefront.com/The+Mars+Effect+v107z/;9710019;/fileinfo.html
Rapidshare:
http://rapidshare.com/files/95204131/The_Mars_Effect_v1.0.7z.html

357,915 views 261 replies
Reply #151 Top
I am having mini dumps again. I played fine for about 4 hours and saved my game.

Now when I load that saved game up it crashes within the first minute every time.

I did not have this problem with your old mod, and I don't have it with the regular game.

I tried turning the UAC completly off and it didnt change anything.

If anyone else is having this same problem chime in with any thoughts you might have as to what is causing it.

Thanks
G
Reply #152 Top
I also noticed bigger lag with 1.5. Previous version (excluding pirate CTD) worked fine.
Reply #153 Top
Ok so I found this under technical


https://forums.sinsofasolarempire.com/?forumid=408&aid=176162

It let me get past the spot I was crashing at in my saved game.

Wish me luck.
Reply #154 Top
@MP8481: Actually, it's not a typo. I use the international standard on dates that the majority of the world uses, namely the format: DAY/MONTH/YEAR; so 2/3/2008 is March 2nd, 2008.

@Exo: Sorry, I meant to address this, but didn't get the chance. No, I'm not planning on setting up other weapons like the TEC autocannons; if you look closely, I have indeed changed the way other races' weapons fire, but I wanted some variety rather than having everything be constant fire. In regards to the map, feel free to release it, I know it'll be popular for some folk, but I don't think I need to include it in the actual release.

@mr.WHO: Only real change in 1.5 is the inclusion of Uzii's Sins Plus mod.

@Grunkzzz: Hehe, if that fixes it, I think I know what the problem isssss...


To everyone experiencing CTD while playing The Mars Effect, please post your OS, ingame Video Settings, and amount of physical RAM.
Reply #155 Top
@Bloodhawk32: OH GAWD, TEH HORRORZ!!!1 Yeah, I can only imagine, and hence why I settled on 30. Also, please keep in mind that I increased these caps with the expressed purpose of better facilitating large+ maps, thus allowing for more fleets. I did not intend for all of ye ships to be massed in one uber fleet, but hey, I'm not gonna stop anyone if they want to do it, just don't complain about any lag



I wasn't complaining, and I'm sorry if I gave that impression. I really like what you've done with the mod, and I wouldn't dream of complaining.

On a side note, creating a point defense ability isn't nearly as hard as I thought it would be. The Kol's Gauss ability provided a really good base, and the changes pretty much involved changing the # of levels, setting the valid targets to enemy fighters only, and tweaking the damage. The only problem I've run into is that the ability animations look strange, so I'm going to play with that some more.
Reply #156 Top
@ Bloodhawk32: Lol, I was joking with you bro, I found that screenshot highly amusing :) Sorry my intent didn't make it across :(

It's better actually to use the Kol's Flak ability; most of the work is already done for you, and it looks quite nice.
Reply #158 Top
I just got a minidump and have saved it & packed it up into a 7z. If there's any way of interpreting it, I will be more than happy to send it off via yousendit or somesuch. I took the liberty of using the best compression and the 7z format and it's only about 764kb.

I'd just finished fighting off a pirate raid on my Hourglass map I mentioned before. A moment after another raid dispatched (to strike my enemy, who I had bountied heavily in order to keep the pirates off my back), Sins crashed.

Ed:
Vista Home Premium
2046mb RAM
8600GT

Planet Detail: High

Ship Detail: High
Ship Extras: High
Ship Bump: Medium

Building Detail: High
Building Extras: High
Building Bump: Medium

Everything else on the effects screen is checked and trail detail is maxed.
Reply #159 Top
I just got a minidump and have saved it & packed it up into a 7z. If there's any way of interpreting it, I will be more than happy to send it off via yousendit or somesuch. I took the liberty of using the best compression and the 7z format and it's only about 764kb.I'd just finished fighting off a pirate raid on my Hourglass map I mentioned before. A moment after another raid dispatched (to strike my enemy, who I had bountied heavily in order to keep the pirates off my back), Sins crashed.Ed:Vista Home Premium2046mb RAM8600GTPlanet Detail: HighShip Detail: HighShip Extras: HighShip Bump: MediumBuilding Detail: HighBuilding Extras: HighBuilding Bump: MediumEverything else on the effects screen is checked and trail detail is maxed.


thsts almost what happened to me aswell.
Ed:
windows xp
1024mb RAM
7900GT

Planet Detail: Highest

Ship Detail: High
Ship Extras: High
Ship Bump: Medium

Building Detail: High
Building Extras: High
Building Bump: Medium

Everything else on the effects screen is checked
Reply #160 Top
I'm assuming x86 OS for both you you?

What I believe is happening is that people are running out of addressable memory, a problem with x86 (32bit) OS. Would also explain why I haven't come across anything, as I'm using Vista x64 with 4GB memory.

I unfortunately have no way of interpreting minidumps.




Also, if anyone has any feedback, here's my current plan for my point defense (anti-fighter) turrets:


Order: (WD)/(WCD)/(AD)/(AR)/(ACD)/(AC)/(Other Effect)

ADVENT|||| 75/3.60/20/4000/10/90/Push(Impulse)
TEC|||||||| 32/1.75/30/3500/08/70
VASARI|||| 45/2.40/25/4500/12/80

WD = Weapon Damage
WCD = Weapon Cooldown
AD = Ability Damage
AR = Ability Range
ACD = Ability Cooldown
AC = Ability Cost (Anti-Matter)

All turrets will have 375 AM and a 2.0 Regen rate.


Reply #161 Top
I've got something you might want to see if you can recreate Aequitas. I'm using Vista Ultimate x64 with 4 GB DDR2, Dual 8800GT and a Q6600. Over the past couple days I've tried multiple times to try and play a game using the newest version of Mars Effect. Every time I've tried I've had a CTD within 5 to 10 minutes of starting the game. I've never had this happen before until I started using Mars Effect. What I noticed was that every time the CTD happened it gave an Xfire exception message as well. I've never had any problems running either Sins Enhanced or Uzii's planet mod's and xfire at the same time before. To test this I closed xfire and again tried to run the mod and for now it seems to be running just fine. I haven't had the hours of time to be able to put in to it but it didn't crash within 10 minutes like it has before. Also something I noticed is that the game would be running perfectly smooth for the most part but every few minutes it would turn into a slideshow. This is in the very very beginning of the game, before I've even colonized a planet yet. It's never happened to me before even when I've had massive fleet battles between myself and 3 AI with over 300 ships on each side.
Reply #162 Top
Happened again just after another pirate raid. I think it was the same raid as the one before that caused it to crash. Installing the hotfix someone else linked to did not help, so I assume it is either 1) map related, or 2) mod related. I think I finished off a game (with TME activated) on a smaller version of this map just fine, but that time around it did not have the pirate bases (smaller versions have two bases at 50% chance of spawning per game, the TME version has 2 always-there pirate bases) and the fact it happens right after the pirate raid is launched suggests that's part of the issue.

In short, it goes "Pirate raiders are on the loose!" and then crashes.

I've never had crashes post-raid-launch in stock, either. Didn't break a sweat handling a Huge Random (100+ planets with 3+ pirate bases) over several hours.
Reply #163 Top
Hey, just wanted to update you on my performance issues.

So I did everything you said. I defragged using that program you suggested (Wow, almost took me 24 hours, but it was worth it). I cleared up a lot of old junk on my computer and now both partitions are roughly half empty.

Unfortunately, while performance did improve a little, it's still not playable. I tried both the Mars Effect and the Sins Plus mods on their own and they both chugged. What I'm guessing is the problem is that it's reading the textures folder from another directory, as you said. I hear this will somehow be corrected in 1.03 so that I don't have to copy/paste the folder anymore and it will read the assets from the default directory. I'm hoping that will fix it, but only time can tell.

Thanks for all your help though, and great job to both you and Uzii. Keep up the good work and, hopefully, I'll be able to continue to enjoy the fruits of your labour next patch!
Reply #164 Top
This is the best mod yet. BUT.

I also keep CTD during raids.

I have been playing with NO pirate maps to avoid.

Reply #165 Top
Am i reading it wrong or isnt this supposed to be 1gb+ ? The file i downloaded was 28mb
Reply #166 Top
*sigh*

@Exo and @ JameHughlel: did you try using the file I uploaded in the previous page? It changes all pirate stuff back to stock other than max pirate strength. If the CTD is pirate related, that should fix it.

@ Nightboy42: The download is 28mb to save on space. Follow the readme's installation instructions and you'll see why the total size of this mod, completely installed, is over 1GB.

@ Victin: well, on the plus side, overall performance should be better on your laptop. Sorry TME has too large of a performance impact :( Thanks for giving it a spin though!
Reply #167 Top
The hotfix (now on page 5) definitely seems to have done the trick. I used accelerated time and counted the number of raids (it was always the fourth raid that caused the crash) and made sure to bounty the AI each time as I had done before. No CTD on the fourth raid now!

Assuming there's 13 minutes prep time with 2 minutes of bribe-war time prior to raids, and that there were 2+ raids prior to me loading the save, then that means it's on or around the 8th or 9th raid, around two hours in. (1 raid @ 15 minutes = 4 raids per hour)
Reply #168 Top
Great mod and ideas Aequitas and Uzii!

Having ctd here as well with the minidump. I dont think its the mod but more of a memory issue in individual systems...at least thats what minidump means to me. Tried 1.0 and 1.5 versions of the mod with no luck. There are a couple fixes out there (mainly for Vista). Going to try some XP/driver tweaks and see how it goes. There is no real pattern to the ctd. The mod gets enabled, the game is loaded and playtime lasts for about 5 mins then the ctd happens with minidump error. I did notice it happens faster when I hover the curser over the CapitalShip counter.

XP Pro
2 gig ddr
7950 gt 512

All detail and settings on highest. << Perhaps thats my issue. Although it runs fine without the mod enabled.

Regardless, the changes in this mod are top notch and most worthy. I can only imagine the headache in troubleshooting everyones issues. Keep up the great work. :)


**quick update** tried the fix from page 5 with no luck. However I do notice the ctd now only happens when I hover the mouse over the capital ship and fleet counters. Will keep messing with it.

p.s. Quick question - should I be starting a new game after installing the mod or does it work with previous saved games? Figured I would rule that out. :)
Reply #169 Top
@Exo: Ok, one problem down...no clue why messing the the raid time screws with things, but hey, if it fixed one problem, I'll sacrifice it from my mod. Blah :(

@Stenchorz: Start a new game, have no clue what would happen if you tried to load a game save that didn't have this mod enabled. If it consistently crashes when mousing over infocards, that either is a save thing or the mod was not installed correctly. Thanks for the compliments!
Reply #170 Top
Got a quick update, xfire has nothing to do with the crash I keep getting. Not sure what's happening. Just a standard start, my first capital ship was beginning to build. Had a couple scouts out but nothing else running. It was a complete fresh download and install of your mod.
Reply #171 Top
Aequitas: I started a new game and have had no issues. It was the old saves messing things up. Thanks for the quick fix. Jumping in to check out the new goodies. :)
Reply #173 Top
Chaney08: I didnt delete them although I should. I just started a new game with mod enabled. Before that I was playing on a save from prior to the The Mars Effect install. Starting a brand new game seemed to make the difference. Played for quite awhile with no issues. :)
Reply #174 Top
I have experienced 2 minidumps whilst playing The Mars Effect.
I found this link very informative, and even understandable to a layman...
Reply #175 Top
woops... the link....

http://www.networkworld.com/news/2005/041105-windows-crash.html?page=1