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Welcome to SFC3Files FAQ. All information used to make this FAQ were presented is from official sources, be it the publisher, developer, Paramount, or comments made by representatives of all three. If there's a question which isn't here and you want to know the answer for, or a question which you think should be here, then please e-mail us.
FAQ Categories
General
Modifications, models & scripts
Single Player Mode
Multi Player Mode
DynaverseIII
Races
Ships
Ship Systems;
- General
- Customization
- Movement
- Power
- Tactical
- Damage Control
General
| Q |
What is Starfleet Command III?
|
| A |
Starfleet Command III is the next release in the Starfleet
Command series. But it is the first title in the SFC series to be set in
the TNG (Star Trek: The Next Generation) Universe. |
| Q |
What kind of game will Starfleet Command III be like, will
it be like Bridge Commander?
|
| A |
Starfleet Command III is a tactical starship combat, which
is on a 2D plane, as in previous SFC games. Single
Player and Multiplayer campaigns support game play within a larger universe (DynaverseIII)
involving some strategic and role-playing aspects. Though, yes,
some Bridge Commander models have been reused! “…the SFC series has always
meant to provide the most compelling experience as a real-time tactical naval
simulation set in the Star Trek universe. That is it’s [sic] mission.” Erik
Bethke, CEO Taldren
|
| Q |
Who is developing Starfleet
Command III & who is publishing it?
|
| A |
Taldren is developing it, they
also developed SFCv2:EAW and OP, and they are
the team behind SFC. Activision is publishing SFC3. |
| Q |
When will SFC3 be released?
|
| A |
Some time this summer, TBA |
| Q |
Isn’t SFC an Interplay property, so
does Interplay have the rights for additions to existing SFC
games?
|
| A |
No and No. Interplay no longer has a
controlling interest in the SFC franchise. |
| Q |
What game
play modes are available in SFC3?
|
| A |
Single Player:
Single Player Story Campaign
(with unique campaign missions for each of the Federation, Romulans and Klingon,
within the larger DynaverseIII setting)
Single Player Career Campaign (DynaverseIII
setting, without story missions, playable as Federation, Romulan, Klingon or
Borg)
Single Player Skirmish (Quick
Battle / Instant Action Play, several skirmish scripts)
Multiplayer:
Multiplayer Skirmish Mode (Same
as single player skirmish, with the addition of human opponents)
Multiplayer Online Campaign
(online non-storied DynaverseIII)
|
| Q |
What role
playing aspects exist in SFC3?
|
| A |
In the campaign, players accrue
prestige (and rank) by successfully completing missions. Prestige can then
be spent to recruit new officers and upgrade ship systems and weapons, or
to transfer to new ships. |
| Q |
What are some of the options for ship
customization?
|
| A |
Players can customize their vessel's
weapons, engines, shields, armour and sensors. See Ship Systems
-
Customization for more details. |
| Q |
In what Trek era is SFC3 set?
|
| A |
SFC3 is set shortly after the return of
Voyager to the Alpha Quadrant. |
| Q |
If SFC3 is after Voyager’s return, will
the Federation will have Voyager’s ‘super weapons’?
|
| A |
No |
| Q |
Why move to the TNG Universe?
|
| A |
A When development on SFC3 started,
Activision did not have the rights to TOS (or DS9). Development of the game
could not have begun uses TOS / SFB source material. |
| Q |
Is SFC3 still SFB-based?
|
| A |
SFC3 is not explicitly based on SFB-source
material. In many places the game’s reliance on SFB has been reduced or
eliminated. |
| Q |
What are the minimum specifications for
SFC3? Will a PII-350 be sufficient?
|
| A |
Minimum specs will be announced when is
SFC3 near release. The game will require hardware graphics acceleration. A
PII-350 may be barely within or below the minimum spec. It will be at the
very low end of the spectrum. |
| Q |
Will SFC3 be shown at E3?
|
| A |
Yes. SFC3 will shown on the show floor
as part of the Activision booth. |
| Q |
Will there be a demo?
|
| A |
A demo is planned for release when the
game is nearly complete. |
| Q |
Will there be a beta test, if so
how do I become a beta tester?
|
| A |
Taldren is planning on a beta test
program. They may announce an open application at a future date. Most likely
this would be separate from the current EAW/OP test program. |
| Q |
Are there plans for a Mac port?
|
| A |
No plans have been announced as of yet
for a port to the Mac. |
|
|
[Back to Top] |
Modifications, models & scripts
| Q |
In total how many models are in the game?
|
| A |
Approximately 41. |
| Q |
Will the models be to scale, as in Bridge Commander?
|
| A |
No, Relative model sizes will be
balanced for play along with accuracy. |
| Q |
Were any external modellers used?
|
| A |
No. |
| Q |
Were any Bridge Commander models
reused?
|
| A |
Yes, some Bridge Commander models have
been reused, subject to extensive modification. Specifically models for
the Sovereign, Galaxy, Nebula, Bird of Prey, Warbird, the two Cardassian ships, the
Federation Freighter, the Marauder, and the Neghvar were imported. |
| Q |
Can SFC2 models be used in SFC3?
|
| A |
Yes. However additional work will be
needed to take of the new progressive damage textures and to full
integrate their schematics and associated text into the display. |
| Q |
So schematics can be modded?
|
| A |
Yes. The schematics that appear in the
tactical panels and in Vessel Library (as well as the new Ship Config screen)
are .bmp files that are stored in the model directory. |
| Q |
Is the UI itself modifiable?
|
| A |
No. |
| Q |
Will it be possible to change model
usage without altering the spec file?
|
| A |
Yes. Model locations are now stored in
a separate text file, allowing the use of custom models in multiplayer
games without problem. Models will be subject to a “reality-check” to
ensure players are not using custom model designs to cheat. |
| Q |
In multi-player, will custom models be
visible to other players?
|
| A |
No. |
| Q |
How has the implementation of damage
textures changed from SFC2?
|
| A |
Each set of model textures now includes
the color maps, matching illumination maps, and new matching damage maps
and damage illumination maps. Damage is mapped onto the hull in stages at
the point of impact, "fading" in as it becomes more severe, though the
full damage textures are never seen in their entirety. What portions are
seen is determined dynamically. |
| Q |
Will the new engine support any new
mapping channels (for example bump or specular mapping.)?
|
| A |
Currently there are no additional
mapping channels. There is a per-ship specular intensity level that is not
mapped. |
| Q |
How are hard point and damage point
mappings implemented?
|
| A |
"The hard points and damage points
are still dummy objects in Max; their names are important, but haven't
changed. What has changed is that particular hard point numbers must be
either primary weapons or heavy weapons, and (reaching back here) I think
that system hard point names may be new.” BWS - Taldren |
| Q |
Will the new engine support flashing
lights? (i.e. animated textures)
|
| A |
No. |
| Q |
Is there a hard point mapping for
shuttle launches?
|
| A |
No. |
| Q |
Are phaser rings modelled?
|
| A |
“…the phaser "ring" is simulated by
the strategic placement of hardpoints with clever use of arcs to create
ring-like coverage.” SB - Taldren |
| Q |
How are SFC3’s scripts written?
|
| A |
SFC3 scripts are written in C++ and are
still quite similar to OP’s. |
| Q |
Is it possible to create entirely new
weapons?
|
| A |
No. |
| |
[Back to Top] |
Single Player Mode
| Q |
What is the single-player story line?
|
| A |
In a show of their solidarity, the
Federation and the Klingon Empires set out to build massive starbase, Unity One,
dedicated to peace, diplomacy and harmony. However, the two empires have an
ulterior motive. Unity One will be a equipped with a powerful new
cloak-detection device that will enable detection of cloaked vessels across much
of the neutral zone. When the Romulans learn of this, they set out to divide the
Federation and the Klingons, bringing the two to the brink of war. |
| Q |
How many single-player ‘story’
campaigns are there & how
long will they be?
|
| A |
There is a different story campaign for
each of the Federation, Romulans, and Klingons. All ‘story’ campaigns are at
least 15 missions long, excluding random encounters. |
| Q |
How do the storylines of each race
relate?
|
| A |
The campaigns are structured in
chronological order, beginning with the Klingon campaign, followed by the
Romulan campaign, and culminating in the Federation campaign. Although each
campaign tells a different part of the story, and though they are meant to be
played successively, each campaign stands alone, and they can be played out of
sequence. |
| Q |
There isn’t a Borg ‘story’ campaign.
Will the Borg appear in the other races’ stories?
|
| A |
No. |
| Q |
Will ‘Conquest’ campaigns be available
for single-player, in addition to the story campaigns?
|
| A |
Yes. Additionally, custom conquest
campaigns can be easily created through text file modifications. |
| |
[Back to Top] |
Multi Player Mode
| Q |
What is the Multiplayer DynaverseIII?
Is it an MMPOG?
|
| A |
The multiplayer aspect of DynaverseIII
is best described as a persistent online universe within which players interact.
Tactical combat within the dynaverse setting is similar in player numbers to
multiplayer skirmish combat, though its outcome affects the Dynaverse as a
whole. |
| Q |
Will the DynaverseIII server be
released, allowing for fan-run servers?
|
| A |
Yes |
| |
[Back to Top] |
DynaverseIII
| Q |
Is the DynaverseIII based on a hex
map?
|
| A |
Yes. |
| Q |
Does DynaverseIII use ‘prestige
points’ as currency?
|
| A |
Yes. |
| Q |
Does DynaverseIII have a rank system
& what does rank affect?
|
| A |
Rank affects the quality of officers
available and the availability (and cost) of refits and ships in supply
dock. More is better. |
| Q |
Playing with other humans in DynaverseII was difficult, even if they were in the same hex. Has this been
addressed in DynaverseIII?
|
| A |
Yes. Human players can now move and
fight together in the dynaverseIII. |
| Q |
Persistent AI players in DynaverseII
behaved rather randomly. Will this be the case in DynaverseIII?
|
| A |
The AI players in DynaverseIII now have
specific goals and motives, along with the overriding goal of territorial
expansion. AI characters may take on specific roles such as scouts, skirmishers,
invaders or defenders, and will organize themselves into fleets. |
| Q |
Will convoys appear on the meta-map, or
just in convoy missions?
|
| A |
Convoys will appear on the meta-map,
and travel between planets and bases. Players (human and ai) may link up with the
convoy in the meta map and escort them. |
| Q |
How many non-story mission types are
present in the DynaverseIII?
|
| A |
There are over ten general Dynaverse
missions. |
| |
[Back to Top] |
Races
| Q |
What races will be in SFC3?
|
| A |
The Federation, Romulans, Klingon and
Borg are present as playable races. Additionally, the Cardassians, Ferengi, a
Pirate race and a new race will be present as non-playable races. |
| Q |
Why isn’t the Dominion
included?
|
| A |
Activision did not have the
ST S9 license when development began. It is too late to refit the Dominion
into the game. |
| Q |
If Activision didn’t have
the ST S9 license, why is the Defiant class in?
|
| A |
From a licensing standpoint,
including the Defiant-class and including the Defiant are two different
things. |
| Q |
The Gorn and Tholians are both Trek
canon races. Why weren’t they preserved/included?
|
| A |
Neither have major roles in
the TNG
universe. Moreover, licensing regards them as TOS properties, for which
Activision did not have the rights when development began. |
| Q |
Why is Taldren bringing in a new race
when so many canon races have been omitted?
|
| A |
The new race fulfills a plot
point that no canon race could. |
| Q |
Will each race have a unique
UI?
|
| A |
No. A single shared UI is
use for all races. |
| Q |
In the non-story campaign,
will the Borg start with territory in the Alpha Quadrant?
|
| A |
This remains to be
determined. |
| Q |
Can the Borg assimilate the
technologies of other races?
|
| A |
No. This was felt to water
down the uniqueness of the Borg. |
| |
[Back to Top] |
Ships
| Q |
Which ship models are in the game?
|
| A |
Playable Races:
Federation:
Sovereign, Defiant, Galaxy,
Akira, Intrepid, Nebula, plus three others
Romulan:
Warbird, plus four original
designs
Klingon:
Negh'Var, K'T'Inga, Bird Of Prey,
Vorcha, plus one (or two?) others
Borg:
Cube, Sphere, Diamond, plus two
original designs
Additionally, each playable race
has a shuttle, freighter, and multiple starbase configurations.
Non-Playable Races:
Cardassian:
Keldon, Galor
Ferengi:
Marauder
Pirate:
Light cruiser, frigate
New NPC Race:
Unknown
|
| Q |
In the initial screen-shots ships
appear to have few weapons than in early SFC’s – what’s going on?
|
| A |
In SFC3, ships will have fewer weapons
overall; however, each weapon has a higher volume of fire, and is more
survivable. Additionally, weapons performance degrades as it is damaged,
rather than working (compared to the previous digital online/offline
approach). |
| Q |
Are shuttles, fighters & patrol
ships in SFC3?
|
| A |
Shuttles yes. Fighters and patrol
ships, no. |
| Q |
Can players control fleets, as in EAW
and OP?
|
| A |
Yes and no. Players can issue orders to
other ships within their fleet, however players will only have direct
control over their ship. |
| |
[Back to Top] |
Ship Systems - General
| Q |
How will Electronic Warfare work?
Will it be similar to ECM/ECCM in SFC, EAW and OP?
|
| A |
In SFC3, electronic warfare is affected
by ship size and speed (target ship and firing ship), and environmental
conditions. The old 0 to 6 point system is gone. |
| Q |
Will officers be similar to those in
the original SFC? Can officers be killed?
|
| A |
The officer system is similar to that
of the original SFC; however officers now have multi-dimensional skill sets.
Officers can be killed during combat. |
| Q |
What are the different officer skill
sets and levels of skill?
|
| A |
Officer skills correspond to the
different officer stations on the ship: tactics, medical, security, helm,
science and engineering. Each officer has a rating for each skill. The
skill levels are: skilled, veteran, elite, legendary. |
| Q |
How do officers’ skill levels affect
ship performance?
|
| A |
Skills break down into two types -
percentage-based skills and integer-based skills. A weapons officer, as he
levels up, will have certain percentage-based effects on the weapons of
your ship. Phasers may charge more quickly, or weapons accuracy or damage increase,
etc. Officers will also have finite skills at each level. A new engineering
officer may be only able to manage the repairs of two simultaneous systems at
once. He levels up, he can now manage three. |
| Q |
Do officers gain experience?
|
| A |
Yes, officers gain experience over the
course of a campaign. |
| Q |
How will the cloaking device work
& will it be invisible.
Will there be counter
technologies?
|
| A |
The cloaking works like the TNG cloak.
Shields drop during cloak fade-in / -out. Enemy vessels may scan for cloaked
ships. The cloaked vessel knows when other ships are scanning for it, but not
whether it has been detected. |
| |
[Back to Top] |
Ship Systems - Customization
| Q |
What options does the player have in
ship customization?
|
| A |
New systems, engines and weapons can be
added to ships in the shipyard. |
| Q |
How many variants of each type of
configuration are there?
|
| A |
Unknown. For Federation vessels, there
are over two dozen types of phasers, 6 classes of heavy weapons, 5 shield
strengths, 3 transporter types, 3 warp core classes, 5 impulse engine classes,
multiple sensor classes, and armour. |
| Q |
Can any warp core be mounted on any
ship?
|
| A |
No. The largest warp core may not be
mounted on small ships. |
| Q |
What limits are there on weapons
configurations?
|
| A |
Each ship hull is broken into groups of
hard-points. Each hard-point has a mass limit, and an overall mass limit
exists for each hull. Additionally, weapons hard points are classed as
either primary or secondary. The two types are not interchangeable.
|
| |
[Back to Top] |
Ship Systems - Movement
| Q |
How is the success rate for high-energy
turns determined?
|
| A |
The success rate for high energy turns
is determined by ship mass, officer skill, and the ship’s current damage
level / hull integrity. |
| Q |
What determines ship’s maximum speed,
turn rate and acceleration?
|
| A |
Maximum speed, acceleration, and turn
rates are determined based on the loaded mass of the ship and currently
available engine and thrusters power. i.e. loss of engine power through
damage will impact turn rate as well as speed. |
| Q |
How does warping work?
|
| A |
Ships may warp in-system during play.
While at warp, are shields lowered and primary weapons cannot be fired. |
| Q |
Is reverse movement possible?
|
| A |
Yes, up to ¼ impulse. |
| |
[Back to Top] |
Ship Systems - Power
| Q |
How do power systems work?
|
| A |
Ships have two power sources: impulse
engines and the warp core. Impulse power is required required for normal
movement, along with a small amount of warp power. Warp power powers all
other ship systems, specifically: primary weapons, heavy weapons and
shields. The power requirements of other systems, such as tractors,
transporters, sensors and shuttle bays are abstracted. |
| Q |
Can players set power allocation
priorities?
|
| A |
Yes. Players can prioritize power
allocation between Primary Weapons, Heavy Weapons, and shields. |
| Q |
Can players make power allocation
macros?
|
| A |
No. |
| |
[Back to Top] |
Ship Systems - Tactical
| Q |
How many different weapons
will be in SFC3?
|
| A |
41 weapons systems (variants) currently exist, as well as a damage inflicting tractor upgrade
(Borg). |
| Q |
What are each race’s
primary weapons?
|
| A |
Federation – phasers
Klingon – disruptors
Romulan – disruptors (different from Klingon)
Borg – cutting beam
|
| Q |
What variations exist for primary weapons?
|
| A |
Variations based on weapons
power exist for all races’ primary weapons; additionally some races have
rate of fire variations. |
| Q |
Can phasers miss?
|
| A |
Yes, although visually this
may appear as a hit for zero damage. |
| Q |
Are pulse phasers in the game
& will
the Defiant have them?
|
| A |
Yes, pulse phasers are in. However the
‘Defiant’ with pulse phasers is a ‘special’ one. The standard defiant comes
equipped with standard phasers. |
| Q |
Can phasers be overloaded?
|
| A |
Yes |
| Q |
How are Romulan disruptors unique?
|
| A |
Romulan disruptors fire in multiple
bolts, as opposed to in a beam. All bolts either hit or miss. |
| Q |
What are some of the heavy
weapons types?
|
| A |
Photon torpedoes (1 type),
quantum torpedoes, plasma torpedoes (3 types), gravimetric torpedoes. |
| Q |
Can photon and quantum
torpedoes be overloaded or set
to proxy?
|
| A |
Yes and yes. |
| Q |
How do quantum torpedoes
differ from photon torpedoes?
|
| A |
Quantum torpedoes have
larger warheads. Quantum launchers are more massive, and cost more. |
| Q |
Do plasma torpedoes
dissipate with range, do
they always hit & has
their speed changed?
|
| A |
Plasma torpedoes do not
dissipate. They can miss, and they travel at much higher speeds. |
| Q |
How are percent-to-hit
probabilities determined & are
they discrete (as in SFB) or continuous?
|
| A |
Percent-to-hit chances
change gradually from optimal-range to maximum range. |
|
Q |
What is the optimal
percent-to-hit range? |
| A |
In general range 4-5 is
optimal range. This was changed from range 0 in earlier incarnations to
improve game-play. (i.e. discourage ‘humping’) |
| Q |
Are mines in SFC3?
|
| A |
Mine racks can be installed
into weapons hardpoint as a refit. Several types of mines are available. |
| Q |
Are Transporter-bombs in
SFC3?
|
| A |
Presently no. |
| Q |
Are hit-and-runs in
SFC3?
|
| A |
Yes. Hit-and-run raids are
unchanged from previous SFC’s. |
| Q |
Why the change from six to
four shield facings?
|
| A |
The six shield facing model
of previous SFC’s originates in hex-based play. Taldren did not feel it necessary to
continue that convention. Additionally, the four-facing model is more consistent
with the TNG universe. |
| Q |
Is it too-late to back to
six? Could six shields be modded?
|
| A |
The change to four shield
facings was non-trivial. After considerable play testing, both Taldren and Activision are
happy with the current implementation, making a return to six facings unlikely.
Six facings cannot be readily modded. |
| Q |
Can shields be reinforced?
|
| A |
Yes. |
|
 |
  | 
|  | | User Comments |  | The following comments are owned by the user that posted them. SFC3 Files is not responsible for their content.
Total comments: 27 | Last comment: 07-18-2010 at 16:50
Guest (CPE-65-31-241-137.new.rr.com) Joined: December 31st, 1969 Posts: | Any one heard of good site to dl either of these types of ships for SFC3???
email me at ludka007@yahoo.com
thanks. |
Guest (autons.plus.com) Joined: December 31st, 1969 Posts: | can you make it so there can be more than 6 ships on a quick battle? |
Guest (autons.plus.com) Joined: December 31st, 1969 Posts: | can you make it so there can be more than 6 ships on a quick battle? |
Guest (ca-dstreet-cuda5-c9a-53.snbrca.adelphia.net) Joined: December 31st, 1969 Posts: | I can't figure out how to make my own majer internet server.I have searched just about everywhere and nothing has what I want. Since this is the official website for Sfc3, I figure you could help me. can you tell me how to creat one? |
Guest (adsl-215-200-191.aep.bellsouth.net) Joined: December 31st, 1969 Posts: | is there anyway to edit how many marines can fit on a ship. email me at sanksbj@yahoo.com |
Stargazor_001 From: Joined: April 16th, 2004 Posts: 502 | I downloaded the tacticalcube but I can't fill it into the game. Does anyone have any specs??? If so, would you please send them?? |
Stargazor_001 From: Joined: April 16th, 2004 Posts: 502 | now the Enterprise NX-01. Where are the specs?? It says 'see site faq to install ship'. What do you mean by that?? It isn't there(?!?!) |
1701Asplinter Joined: May 9th, 2004 Posts: 7 | Does any one no how to get a promotion. Does it happen automatically or do I have to do something? Can you be promoted in Conquest mode? if any one knows e-mail me at drgnvarsity7@aol.com |
Guest (p3E9E4C62.dip.t-dialin.net) Joined: December 31st, 1969 Posts: | Hello I have a problem. It is so: I have Direct X 9.0 on my Computer and Starfleet Command needs 8.1. Then when I start the game, I message show me that I have to Install Direct X 8.1, but I have 9.0 what can I do? (sorry If it is bad English, Iam german) |
Guest (ipc3791d87.dial.planet.nl) Joined: December 31st, 1969 Posts: | i have direct x 9.0 but a message shows me i need 8.1 what can i do e mail me please jefryheddema@msn.com |
StarSaber Joined: November 28th, 2002 Posts: 8 | If you have DX9 installed on your computer you need to get the DX9 Fix to play the gaem, it is availible here at this site |
Eddiaz00 From: (Oxford, Ma) Joined: October 9th, 2004 Posts: 1 | I downloaded new ships to add to the game but I am not able to add them. I unzipped them into the correct directory...why can't I see them when I launch the game??? HELP!!! ANYONE!!! |
Guest (L1179P27.dipool.highway.telekom.at) Joined: December 31st, 1969 Posts: | I installed SFC3 recently and the program wants the directx version 8.1 but i have already installed directx 9.0c. Perhaps somebody can help.
Email me please at 1bb.Schobesberger@gmx.at.
Thank you! |
dmarxf From: (Pretoria) Joined: October 15th, 2004 Posts: 1 | You mention that there is other non-playble races ie Card*****ian cl***** ships.
I have played hours on the SF3 game and have never seen one card*****ian ship around even though there is place made for them in the moddder's files.
Could you also be so kind as to inform me how to change multiplayer games so that more than six AI players can be hosted in one game. |
USSForest Joined: December 8th, 2003 Posts: 1 | How can I import self made ships? |
Ryoga3 Joined: September 21st, 2005 Posts: 1 | Hello!!
Sorry fore my not so gor english!!! Im in English not so god!!
I will have a Exporter fore 3 DS MAX 7. I must my Models export in a MOD Datei.
I find a Exporter fore 3DS MAX 3,4 &. 5. Give Exporter fore 3DS MAX7??
MfG Ryoga3 |
oacc2k From: Joined: February 5th, 2006 Posts: 3 | Unhandled Exception! in Version 1.00 Build 435
SFC3.exe caused an EXCEPTION_ACCESS_VIOLATION in module SFC3.exe at 001B:00595F8F
EAX=0A70F734 EBX=00853C64 ECX=0A82DF56 EDX=00000000 ESI=0A70F6EC
EDI=00000000 EBP=0013EED8 ESP=0013EE34 EIP=00595F8F FLG=00210246
CS=001B DS=0023 SS=0023 ES=0023 FS=003B GS=0000
001B:00595F8F (0x00000058 0x02A38CA8 0x0013F9C4 0x100885A0) SFC3.exe
001B:00594B61 (0x00000058 0x0013F934 0x0A70F6EC 0x000000D7) SFC3.exe
001B:00590E8F (0x00000058 0x0013F934 0x00000000 0x000000D7) SFC3.exe
001B:0044D8A1 (0x00000000 0x40B4C9B4 0x00000002 0x00000058) SFC3.exe
001B:40B0DEA7 (0x000000D7 0x00000001 0x00000000 0x10210750) Kli_Obedience.scr
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thrustmaster Joined: May 11th, 2006 Posts: 1 | I have Just brought SFCIII and have a problem , I have solved the Driect 9 problem but now have a new one, everytime I push start I get CTD, I dont understand about how to disable EZDESK or if you can,so if anybody knows haw to fix this problem I would be grateful. Thank you |
The_Sith_Lord_Ragnos From: Joined: June 3rd, 2006 Posts: 114 | I always get this when trying to start a battle :
Unhandled Exception! in Version 1.01 Build 534
SFC3.exe caused an EXCEPTION_ACCESS_VIOLATION in module d3d8.dll at 001B:6DF6BA2D
EAX=00000000 EBX=000003BB ECX=04EA9914 EDX=0149BFE0 ESI=00000400
EDI=01498480 EBP=000003FA ESP=0012FBDC EIP=6DF6BA2D FLG=00210206
CS=001B DS=0023 SS=0023 ES=0023 FS=003B GS=0000
001B:6DF6BA2D (0x00000000 0x00000000 0x00000000 0x00000000) d3d8.dll
How to fix it?? |
richfranklin Joined: August 9th, 2006 Posts: 1 | is it possible to edit the in game files to change the recharge rates so for example the pulse phasers fire quicker? |
Onibur1 From: (nEW jERSEY) Joined: November 22nd, 2006 Posts: 1 | getting same screen as 19? |
CraigStryker From: Joined: June 30th, 2007 Posts: 2 | I was confused why i get this message after i try to start a campaign/single-player.
Can anyone here help me with this? |
dtreske From: Joined: August 19th, 2007 Posts: 1 | Im getting the same error
Unhandled Exception! in Version 1.00 Build 435
SFC3.exe caused an EXCEPTION_ACCESS_VIOLATION in module d3d8.dll at 001B:6DA4BA20
EAX=00000000 EBX=00000348 ECX=01E5315C EDX=003CC000 ESI=00000400
EDI=003C8B80 EBP=000003FA ESP=0013FBD0 EIP=6DA4BA20 FLG=00210297
CS=001B DS=0023 SS=0023 ES=0023 FS=003B GS=0000
001B:6DA4BA20 (0x00000000 0x00000000 0x00000000 0x00000000) d3d8.dll
Since I dont see a response anywhere could somebody email me a response at DanielTeske@hotmail.com? thanks |
gaz87 From: (oxfordshire) Joined: September 10th, 2009 Posts: 1 | just installed sfc3 but every time i try to launch the game it askes me to install directx 8.1 but i already have a higher version installed. please help! could you email me please at david.lands@ntlworld.com |
Black200 From: (Frome) Joined: November 8th, 2009 Posts: 2 | just installed sfc3 but every time i try to launch the game it askes me to install directx 8.1 but i already have a higher version installed. please help! could you email me please Jbreaden@googlemail.com |
xovian Joined: January 16th, 2010 Posts: 4 | For WinXP and Vista users:
If you get the above errors or are having the game crash after fresh load / patch, you'll need to change the SFC3.EXE (the file you start the game with) compatibility. Right click the EXE file that starts the game, there will be several tabs, one of them is the compatibility tab. Click it. There are several options, check the option to "disable visual themes". Once this is checked, it should resolve the above errors with the game as they are DirectX errors.
The game can sometimes still give errors, so if that happens just restart the game, and reload your last save file. |
Sovereign_73811 From: (Gran Mendoza) Joined: April 19th, 2008 Posts: 154 | Is there a limit to how many marines/shuttles/mines you can have on a ship?
Can you have more than 6 players in a skirmish?
Please help! |
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