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Balance of Power Mod; showcase and support/discussion/questions/suggestions/reviews

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thunderchero
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Post by thunderchero »

Welcome back Dafedz,

As to your problem, This is a strange one. I have never had any problems before with "dwwin.exe" I have seen other posts but dealing with install or startup of game IIRC. Do you have a save? Also was this standard install multi install?

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ketteringdave
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Post by ketteringdave »

Maybe a corrupt installation?

I've never had a single problem with the resonator.
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Dafedz
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Post by Dafedz »

Hey thunder. Yeh i used the multi installer. After the crash i can re-enter the game and continue playing as normal.

And it's very weird, because after resuming where i left off the systems in question now display the correct level of energy - yet the game will still crash upon entering the Energy screen and clicking a few icons on and off, resulting in the same dwwin.exe error.
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Post by thunderchero »

Dafedz,

If the error does not happen in all systems, It sounds like a corupt saved game.

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Dafedz
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Post by Dafedz »

I'm not sure it can be, as it continues to occur in new systems. I just colonised this one, built a Resonator, but its energy output does not register.

See below, and the Subspace Resonator listed at the bottom there. And then look at energy available for the system...

Image
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thunderchero
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Post by thunderchero »

Dafedz,

Subspace Resonator require energy to get any bonus. so you must build energy structures or something that give that system energy to multipy by 300%. :wink:

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Dafedz
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Post by Dafedz »

Omg! I didn't actually notice the " % " sign. I had assumed it was simply '+300' energy, similar to how Charge Collectors are '+100' energy...

Whats a twat :D

That's one solved. Still perplexed by the dwwin.exe error tho...
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Post by ruthlessferengi »

Dafedz wrote:Hey guys!

I received the following error information:
dwwin.exe
A breakpoint has been reached.
(0x80000003) occurred in the application at location 0x7c90120e
It's a shame, was really enjoying this game. I hope this problem has a solution!!

cheers

i had same error several years ago. I think in the end it was faulty OS, so after i reisntalled it, it went away. a bit of a bugger to get OS changed over though...
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Dafedz
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Post by Dafedz »

Even though my obvious blunder regarding the subspace resonantor has been solved, the dwwin.exe error has not. It continued to occur a few times in the energy screen and I have no idea why.

I really hope it isnt a corrupt OS as you suggest ruthlessferengi, this is a reasonably new install. For now I've disabled windows error reporting to see if that makes any difference, and maybe dwwin (dr watson for windows) is at fault.

Also, whilst attempting a few early mod experiments I've encountered the same dwwin.exe error. This is with a slightly modded version of BoP (for my own personal amusement), with the incoporation of some of my own ships. They all display fine in the ship panel, all present and correctly textured, however upon entering Ship Building in system view > crash, dwwin.exe error...megadeath system hang...ctrl-alt-del

Maybe Gowron will have a theory for that. Could it be related to changing something with his mod?

And with BoP itself, a couple more bugs to report. In one of my systems I ordered construction of 9 heavy escorts. With its industry strength it could manage 1 Defiant every 2 turns. Yet imagine my (welcome surprise) when this system starting churning out 2 DEFIANTS each turn... Strange. I have no idea why, have never seen anything like it before.

Another bug - I have a few late game taskforces that were flying around with both upgraded Dreadnoughts (Sovereign) and un-upgraded Dreadnoughts (Excelsior), which is odd as as I thought all such ships were set to auto upgrade.

cheers
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Post by thunderchero »

Dafedz wrote:Also, whilst attempting a few early mod experiments I've encountered the same dwwin.exe error. This is with a slightly modded version of BoP (for my own personal amusement), with the incoporation of some of my own ships. They all display fine in the ship panel, all present and correctly textured, however upon entering Ship Building in system view > crash, dwwin.exe error...megadeath system hang...ctrl-alt-del
crash on build screen sounds like tga with wrong bit count?
Dafedz wrote:And with BoP itself, a couple more bugs to report. In one of my systems I ordered construction of 9 heavy escorts. With its industry strength it could manage 1 Defiant every 2 turns. Yet imagine my (welcome surprise) when this system starting churning out 2 DEFIANTS each turn... Strange. I have no idea why, have never seen anything like it before.
I would like to see this via full res and trek.exe and saved game :wink:
But doubt it could be duplacated.
Dafedz wrote:Another bug - I have a few late game taskforces that were flying around with both upgraded Dreadnoughts (Sovereign) and un-upgraded Dreadnoughts (Excelsior), which is odd as as I thought all such ships were set to auto upgrade.
I think I have heard of this error before, try moving unupgraded ships to system with shipyard?

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Dafedz
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Post by Dafedz »

Thanks for the reply thunder. I don't think it can be a tga bit count problem with the ship build screen. I ran a UE integrity check, and it did find one instance where a tga was wrong, but the crash seems to happen every time with every empire. I'll have to do some more testing, and investigating, to find out what the problem is.

BTW regarding the duplicate Defiant builds here's a screen:

Image

2 Defiants built in Bilana system, and they just kept on comin...

And I checked and doubled checked the system afterwards to see if 2 Defiants were there, and they were. And it wasn't just the Defiant... I ordered 9 Galaxy cruisers also, each requiring 2 turns to build (so it should've taken 18 turns to deliver 9 Galaxies), but it built 2 each turn, so I ended up with 18 Galaxies in 9 turns! Figure that one out! :D
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Dafedz
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Post by Dafedz »

Well I found the source of the dwwin.exe error which proceeds to hang and crash the game upon entering Ship Building, it's due to the fact that Gowron's trek.exe cannot be added to/amended in regards to new ship slots (not the way I did it anyway, which was with DCER's UE and Add/Remove models).

It must be the answer, because the slightest change to this is the difference between no problem at all and crashes.

Now according to the documentation that came with the mod I believed that it was the number of ships in the shiplist which was important, and shouldn't be increased, which I did not, but merely in the process of swapping out a couple of ship models it seems trek.exe gets corrupted, or the slot order. Is there any way around this, any at all, please? Would really love to continue experimenting.

thanks
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Post by thunderchero »

one thing you can try

Use UE to copy ship model then remove added model.

note; double check upgrades for ship added and removed

this resets shiplist setting for monsters.

I thought conflicts with UE had been taken care of many months ago and message in readme was never edited. But I could be wrong.

so you might want to backup stbof.res and trek.exe before attemping.

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Post by ketteringdave »

I've been swapping some new models into BoP as well, and have run into no trouble. I think I had to install with one of the Hades options, to match the textures in some of the ship packs. UE seemed to have no trouble, and everything has appeared in-game perfectly.
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Dafedz
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Post by Dafedz »

Nope, everything I try meets with failure, crash after crash. Unmodded BoP works perfectly, the second a ship is added, crash.

I'm pulling out my hair here.

:evil:
:(
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