FREQUENTLY ASKED QUESTIONS
About the Game:
- What is Evochron Mercenary?
- What features set Evochron Mercenary apart from other space-sims?
- How is Evochron Mercenary different from previous Evochron games?
- What inspired you to create Evochron?
- How do I upgrade my copy of the game to a newer version?
Video, Sound, and Performance Questions:
- Some of the sound or music in the game crackles and/or the framerate is really low, what's wrong?
- When I try to run the game, it closes with an error message about DirectX. What's wrong?
- The game closes with a 'File Error' message or 'Could not load image/object' message?
- I can't get voice chat to work and/or several sound effects are missing while in multiplayer?
- After creating/selecting a pilot profile, the game closes with an 'Error 3002: Could not load sound at line X' message?
- I have a problem running the game and the suggestions here haven't fixed it. What can I do?
Gameplay and Multiplayer Questions:
- I use a router/firewall/ICS/NAT and can't get internet-based multiplayer to work?
- When I launch the server program, it closes with an error message about hardware acceleration or the display mode?
- Why are the atmosphere physics different from typical flight simulations?
Buying and Registering:
- What if I lose my registration information, can I still get the key to the game I paid for?
- I would like to buy several licenses for family/friends, can I get a discount for the game?
- I purchased the game and haven't received my registration key, what can I do?
- How does the order process and key/copy protection system work, can I install the game later on a new computer I buy?
What is Evochron Mercenary?
- Evochron Mercenary is the sequel to Evochron Legends and rounds out a trilogy in the series culminating in the game with the highest level of technology and most extensive feature set. It is a first person 3D space combat, trader, and exploration simulation with a focus on 'lone-wolf' survival gameplay. You can make diverse buying, fighting, and travelling decisions in a large universe without the hesitation of turn-based gameplay or the reduced immersion of a forced overhead/external view. You are literally in the action with a consistent first person viewpoint and can make most gameplay decisions directly from the cockpit.
The main goal of the game's design is to provide the only freeform space-sim that lets you buy, trade, negotiate, bribe, spy, race, escort, transport, mine, explore, recruit, and design your ship in an open, seamless universe without system 'walls', 'rooms', in-game loading screens, or required jump/warp gates. Freedom, interaction, and gameplay choices are the priorities of the game's design. Fly where you want, when you want, and complete a wide variety of activities to advance in the game and make your fortune.
What features set Evochron Mercenary apart from other space-sims?
- Below is a list of unique features found in Evochron Mercenary. Some other space-sims might have some of these features, but Evochron Mercenary is the only one that includes all of them in one game:
- Direct Ship-to-Ship trading in addition to stations and planet cities
- Player controlled seamless planetary descents with city landings, plants, water, and weather effects
- Atmosphere effects (drag, lift, descent burn/glow, maneuvering limitations, etc)
- Diverse gameplay objectives including buying, trading, negotiating, bribing, spying, escorting, racing, transporting, mining, exploring, cleaning equipment, clearing asteroids, recruiting, protecting, and designing your ship.
- Constructor stations that take materials and build valuable items
- Unified single player and multiplayer architecture (keep what you earn in both modes)
- Mouse, Keyboard, AND Joystick/Gamepad control options
- Real-time gameplay docking and trading
- Unrestricted, open space jump drive system travel
- Realistic Newtonian physics
- Hiring and managing specialized crew members
- 3D cockpit with functional displays and readout text rendered as part of the 3D scene, not merely a 2D layer of text and pasted images
- Fuel resource management
- Dynamic changing economy
- Customize HUD, cockpit, and ship/item names
- Per ship reputations with optional bribing
- Realistic revolving inventory availability
- Radar (with 3D spherical direction indication)
- Target status and direction tracking MFD display (including optional multiple target range tracking)
- Player-built stations to expand the game's universe including new trade routes, inventories, technology levels, and AI populations
- Deployable devices to refuel, recharge, and repair player ships along with long range sensors and shield arrays
- In-cockpit inventory and trade management
- Directional shielding with augment control
- Auto-repair ship upgrade devices
- Stealth/cloaking devices
- EMP weapons
- Gravity effects
- AI based trade negotiating
- Variable maneuvering thruster control (for all directions and rotations)
- HUD based direction, movement, and orientation guides (FPM, pitch ladder, compass, and motion spears)
- All degrees of freedom of motion (forward/reverse, left/right, up/down, pitch, roll, and yaw)
How is Evochron Mercenary different from previous Evochron games?
- Evochron Mercenary adds many player requested features and changes. I've been able to implement most of the features I've had on my to-do list, some of which have been on the list for several years and weren't feasible under the older game's design. Here is a list of some of the changes and new features found in Mercenary compared to the older games:
Graphics, Audio, and Technology
- All new graphics engine. The game offers broad compatibility and supports most 3D video cards with at least shader 2.0 capability. You can optionally turn off the shader effects (you will miss out on some cool graphics though :-)
- Improved physics system allowing for far greater speeds with velocity adjusted acceleration curves and accuracy for mass, thrust, and vector calculations.
- The new planetary engine offers a much higher level of detail along with new effects. The 'High' setting provides high mesh/texture detail, water with dynamic cube mapping, and plants. The 'Ultra' setting increases the surface detail a step further for better looking terrain (but does require significantly more memory). 'Low' and 'Medium' settings are also available for older/slower systems, which decrease mesh, texture, and shader detail.
- New cloud and haze system provides clouds you can see in the distance from space and also fly through while in planet atmospheres. Planetary rings also provide a hazy cloud effect as you fly through them. New gas giant planets feature moving cloud layers and powerful winds.
- Support for extremely high resolutions, such as 2560X1600 single monitor and 3840X1024 triple monitor resolutions.
- Asteroids now have variable sizes from very small to 500% larger than before. You can also now track the distance and position of nearby asteroids visually using HUD mode 2.
- New multiplayer system includes support for multiple CPU cores for better performance and faster data exchange for improved object movement/prediction accuracy. Encryption is also used for improved gameplay integrity.
- New dynamic object range management for the nav map, allowing for a game universe much greater in size. Many thousands (even hundreds of thousands) of planets can be managed by the game with faster zoom and sector selection than in Legends.
- New built-in voice chat lets you talk to other players in multiplayer using your PC's mic. The 'Sector' mode lets you talk to all players in the same sector while the 'Clan Only' mode lets you talk to other players with the same clan ID tag.
- New dynamic music system (with music by Rich Douglas). Music changes with the level of hostility around you from soft ambient to high intensity action.
Gameplay and Options
- Dedicated weapon controls to support direct selective firing of particle and beam weapons. The firing mode is now optional, letting you use the method you prefer.
- New fleet command system. Send single player commands to AI ships and multiplayer commands to other players. You can order your fleet ships to form up, attack hostiles, defend you specifically, mine asteroids, or order them to reload and refuel which parks them in a local station until ordered to do something else. In multiplayer, the new command system broadcasts the order in a message, so clans can use the same command system to issue orders to their human wingmen. Orders are kept private to participating players with matching clan ID's. Target linking will still keep your orders private, so linked players won't see your orders, but your clan members will. If your rank is high enough (and in multiplayer, if you are the flight leader for the mission), you can even issue attack orders to Alliance military spacecraft in a war zone.
- Double the number of available ship frames, including both civilian and military. New ranges, capacities, and capabilities expand the ship designs available to you.
- Frame storage space resources consolidated into an adjustable system for non-component options. Customize any civilian frame you buy for different crew, countermeasure, equipment, and secondary weapon hardpoint capacities. You can now adjust the frame's default design in these areas for the role you want to play.
- New deploy system you can use to place temporary energy stations, repair stations, sensor stations, fuel processors, shield arrays, and mining probes. To avoid clutter and exploits as indicated by player requests, a player must maintain a link and remain within proximity of the deployed station (within the same sector) for the constructed item to remain active. If a player abandons items they've built by leaving the sector or are destroyed, those items will be scuttled and they will need to rebuild new ones. Also, only one type of station is allowed per sector at a time. Energy stations fully recharge your main power cells and shield arrays. Repair stations restore your ship's subsystems and hull integrity. Sensor stations provide the location of all ships in the area with twice the range of probes and broadcast data to all ships within range rather than being limited to only the ship that deployed it. Fuel processors convert energy from your ship into fuel in 5 unit intervals. Shield arrays can be used to protect large regions of space. Mining probes can automatically mine material from asteroids and planets.
- New build system you can use to construct space stations, dynamically expanding the game's universe with new trade routes, docking points, and economies. The online multiplayer universe system supports this dynamic station placement, letting you or any other player construct stations at new locations in the game's universe while you are playing online. There are 5 different types of stations you can build. Trade Stations are the main trade locations in the game. They provide additional AI threads for new traffic patterns, ship docking, inventory changes, market values, contract objectives, and more. Constructor stations let the player construct items from raw materials. Research stations provide valuable R&D for increasing the level of technology in a given area. These can improve availability of items while also offering more advanced technology. Energy stations help support the local energy and navy factions by producing critical energy related items such as power cells, batteries, solar arrays, and direct capital ship refueling. Ore processors take raw materials from a nearby trade station (which in turn receives the materials from local freelance mercenaries) and converts them into machinery parts, electronics, and other simple items. These stations can help boost local inventories and provide a better range of items.
- Player built trade stations can be destroyed by players also using Station Detonators. Detonators require maintaining a connection link until activated (very close proximity), giving other players time to defend the station. Destroying the attacking player destroys their link to the detonator and saves the station.
- 5 mining and tractor beam types (4 new specialized models). The 'classic' general purpose device, one optimized for metal ore, one for diamonds, one for platinum, and one for gold. Specialized devices are designed and built exclusively in systems with the right technological economy.
- New equipment technology including an anti-missile system, shield array recharger, cannon heatsink, afterburner drive, and automatic CM launcher. The anti-missile system is a semi-effective beam weapon that targets an inbound missile as it approaches your ship. It fires an invisible beam of laser energy at the missile in an attempt to heat it up and cause it to explode before it reaches your ship. If you turn away from the incoming missile, you give the system more time to be effective and hit the missile with more energy before it hits your ship. Also, since this system operates independently of the countermeasure system, you can also bombard the missile with CM energy for additional effectiveness, which is particularly effective against multiple inbound missiles. The shield array recharger works as an energy transfer system and provides additional shield energy to arrays that become critical by routing power from the main energy system to the shield system. For additional defensive capabilities, particularly for heavy transport ships with fewer offensive options, this can be a very effective device. The cannon heatsink helps keep primary particle cannons cooler during their firing cycles, allowing them to fire at significantly faster rates. The afterburner drive (also sometimes referred to as the afterburner overdrive) uses energy from the ship's main power system for additional thrust. It can improve afterburner performance about 35-70%, depending on frame and engine configuration, but can only operate for short bursts due to the dependency on the ship's energy reserves. The automatic CM launcher does exactly what the name implies. It will begin launching CM's as soon as a missile approaches effective countermeasure range. It can be wasteful with CM's, so pilots should train to use this system most effectively to minimize CM loss.
- New and improved contract objectives including escape pod rescue missions in war zones, ship specific bounty hunting, and satellite orbit placement and recovery. New mining contracts provide additional payment options for recovering and successfully delivering desired materials to local stations. Includes both asteroid and planetary mining options.
- Capital ships engaged in battles now fight much more aggressively, inflicting more damage on each other. They are equipped with anti-shield torpedoes that can deplete the shield arrays of an opposing capital ship. They also now carry flak cannons which can inflict damage to your ship if you remain within range for very long.
- New gun turret binding mode in multiplayer allows players to link their ships together. One player controls a 360-degree gun turret attached to the player's ship they've linked to.
- Larger inventory pools offering a wider variety of items. New scrollable inventory list lets you easily browse through more items at every station and planet docking point.
- Probes and the new sensor stations now update the nav map in real time (no need to continually press the 'Ping' button).
- Expanded equipment capacity to accommodate new equipment options. You can install up to 8 equipment hardpoints as you design and build your ships.
- New reputation system that uses a simplified 'absolute' value structure. Tier adjustments are much smaller (generally within 20 points between transitions) and individual faction reputation values now scale with the overall global reputation levels. This helps make the reputation levels much easier to understand at a glance and keeps the faction values more in line with the global values.
- Constructor stations in more technologically advanced economies can now build weapons from metal ore and electronics.
- Requests for more mouse control of various options accommodated by new HUD buttons at the top of the screen for target functions, issuing orders to fleet ships, deploying temporary stations, and for building long term stations.
- Carriers now have their own dedicated inventory systems. They also now frequently provide secondary weapons you currently have mounted on your ship (allowing you to reload after a combat mission in a war zone).
- New starting role selection system. When you create a profile, you can now select which initial role you want your ship to be optimized for. The role you select also establishes your starting location, what ship you get, and how many credits you're initially given. And of course, your are not limited to the starting role you select. You will still be able to switch your objectives and assets around for a variety of roles in true Evochron tradition.
- Particle cannons and beam weapons now have unique ranges and also now have some unique attributes beyond just damage, range, and firing rate. The Banshee cannon is now a heavy kinetic weapon. While its damage isn't as high as other weapons, it inflicts massive kinetic force on a target, causing it to bounce around from the impacts. This makes it much more difficult for the target to return fire back at you. Likewise, the Eclipse cannon is also now kinetic and while it does far less damage than the Banshee, it can fire at a much faster rate. The Trebuchet cannon has been modified to deplete a target's shields, giving you earlier access to inflict damage on the hull. The SunRail cannon now depletes energy from a target, reducing their ability to sustain return fire at you. Particle shots travel twice as fast as before for improved high speed accuracy and tactics.
- Heavily revised and expanded training system to cover details on displays, ship control, consoles, and various objectives. Reading the instructions won't be so important this time if you prefer the interactive training approach to learning the game.
- New 'quest' system that features multiple objectives spanning many solar systems throughout the game's universe. The quest will further train you for the game, teach you details on the history of the game's universe, and guide you through systems useful for upgrading your ship. Completing quest objectives also provides information on secret locations and hidden benefits in the game. The requested feature of being able to recall the last message has also been added.
- New lobby mode for stations, cities, and carriers. You can now enter a lobby for these docking points that give you access to full chat controls (voice and text), inventory management, the shipyard, and storage hangars. Once inside a station, city, or carrier, you are safe from attack.
- New clan territory control system. Clans can take partial control of solar systems through cooperative contracts and clan-vs-clan battles in multiplayer. The server tracks events involving completed contracts and clan wars, then awards percentage points to victorious groups, giving them a partial ownership interest in the system. When your clan control is above 80% in a system, you get paid a percentage of earnings from that system.
- Many new hidden benefits, some of which have visual clues. If you're exploring a planet and it looks like some smooth trails were made toward a location, there may be something there worth following the trails for. And be sure not to pass up certain shipwrecks.
- Improved control system offering better response and adjustable settings for joystick/HOTAS devices. You can now optionally activate the afterburner with the throttle axis and adjust the energy setting with an axis control.
- You can now manage up to 100 separate pilot profiles for the game.
- Many more gameplay, graphics, and sound improvements.
What inspired you to create Evochron?
- I've enjoyed many of the space trader/mercenary games in recent years, but wanted to create my own design for such a game that provided the gameplay, control, and immersion I was looking for. I wanted to make a game that would be easier to get into, offered complete control options, and included a seamless universe. I collected my ideas for such a game, reviewed feedback from players of my previous space games, developed a design concept, then began working on a project that eventually became Evochron. A childhood fascination with sci-fi and space was probably a major contributing factor to my interest in developing a freeform space-sim that allows the player to go where they want, when they want, and complete objectives they select without being constrained by predefined role or plot requirements. The idea of piloting a spacecraft into the depths of space to explore and survive on my own without being told what to do is a captivating concept to me and is a primary goal behind the design of Evochron.
How do I upgrade my copy of the game to a newer version?
- The game can be updated, patched, and reinstalled using the same downloadable installation file available on the game's website. Simply download and run the installer to either install the game or update it. This helps make the process of installation and upgrading easy. You can upgrade/patch your copy of the game without interfering with the registration status for both the demo and full version. Your settings and player profiles are also preserved when upgrading.
Some of the sound or music in the game crackles and/or the framerate is really low, what's wrong?
- Sound crackling/stuttering can occur if your system has trouble keeping up with the resource demands of the game due to low 3D performance and/or low system resources. The first step to try is update the drivers for your 3D video card and sound system. If the problem continues, stop all non-essential running programs to free up as much of your system's resources as possible. These two steps solve many performance problems. If performance problems continue, try reducing the detail settings in the Options menu (Graphics, 3D Cockpit, and Texture Detail). For additional information on improving system performance, click here.
Sound crackling/stuttering may occur on sound devices that resample audio through filters/algorithms, altering them from their original forms. What is being played may be different than the original wave form contained in the game (that is, the new artificially generated sound effect doesn't exactly match the original sound effect as produced). The transitioning, filtering, bus requests, delays, and/or compression occuring in the resampling process may result in pops/clicks and various other audible artifacts. The effects can vary from systems to system and game to game. For example, a more CPU hungry game might have the effect more than a lighter CPU game on a certain system. Or one with a certain hardware component configuration may experience problems that another system using the same sound device combined with different components doesn't experience. You can test this by simply disabling/uninstalling a plug-in sound card and then using the motherboard's built in sound system. If the problem goes away, then a solution specific to the original sound device and the hardware/driver configuration you are using will need to be found. If you are using a Creative sound card, the manufacturer support link related to crackling/popping/clicking problems below may help provide some assistance:
Creative Sound Blaster X-Fi: http://support.creative.com/kb/ShowArticle.aspx?sid=24669
Another potential cause for crackling audio is playback 'clipping'. This effect can occur if the sound output exceeds the limits of your speakers/sound configuration. The overboosted audio may contain crackling when the output limit is reached. It can also be specific to a certain range of sound (ie bass, mid, treble, etc). If this is the cause of the problem, simply adjusting the volume (externally and/or in the Windows control panel) or adjusting EQ settings (if available) will usually solve it.
When I try to run the game, it closes with an error message about DirectX. What's wrong?
- Update DirectX. Even new computers with new versions of DirectX may lack various DirectX files that have been updated. You can download the DirectX web installer HERE. Installing the latest drivers for your video card can also help with similar issues. Here are links to several 3D video card manufacturer websites:
The game closes with a 'File Error' message or 'Could not load image/object' message?
- This indicates the game could not load media it needs into memory. It can happen if an outside program blocks resources the game needs or if the system lacks sufficient resources for the game. First, make sure your system meets the minimum disk and memory requirements and that it has enough free physical memory for the game. Next, check to make sure there isn't one or more other programs running in the background that could interfere with the game. Some anti-virus software may prevent the game from loading media it needs, so if your anti-virus software includes a 'gaming mode', that may also resolve the problem. Further steps to troubleshoot and solve such issues are available here: http://www.starwraith.com/forum/viewthread.php?tid=6595
I can't get voice chat to work and/or several sound effects are missing while in multiplayer?
- This can sometime occur on systems with 5.1 audio (particularly Realtek) that have trouble providing the resource needs required for the game. A driver update can often resolve the problem. If you do not wish to update your driver or want to try another solution, switching to traditional stereo may also resolve such problems. If you have a Realtek sound system, you can update the driver here.
After creating/selecting a pilot profile, the game closes with an 'Error 3002: Could not load sound at line X' message?
- This may occur on systems that have a corrupted, altered, or missing standard Windows audio codec. Information on this error and steps to solve it are available here: http://www.starwraith.com/forum/viewthread.php?tid=9308
I have a problem running the game and the suggestions here haven't fixed it. What can I do?
- If you haven't been able to find a solution to a particular problem, you can complete the following steps to forward your system specifications/details in an e-mail so further assistance may be possible.
- Click on Start, Run, then type in MSINFO32 and press enter.
- Then click on the File option at the top and click on Save.
- Save the NFO file, ZIP it to compress the size of the file.
- Locate the save game file you are currently using (default is pilot0.sw in the c:\sw3dg\EvochronMercenary folder).
- Attach both files to an e-mail, send them to
and include a detailed description of the problem.
I use a router/firewall/ICS/NAT and can't get internet-based multiplayer to work?
- On most systems, you can simply join a multiplayer game. However, certain routers and/or firewalls may block the needed ports for the game. You may need to open/forward ports manually to get multiplayer to work (for details on how to do this, refer to the documentation for your router/modem/firewall). Hosting a game will often require opening the needed ports. With many devices, you can often access the settings by entering the IP address 192.168.0.1 in your web browser. The following ports are needed for the game:
- 22888 TCP
- 22889 UDP
If you're using a router, another option is to bypass your router and connect directly to your modem via ethernet or USB.
Another option is placing the gaming computer in the DMZ (refer to your router's documentation on how to do this), although this is not recommended due to the higher security risk.
For additional resources on configuring ports/routers for multiplayer games, visit PortForward.com
On occasion, some multiplayer sessions may terminate without being removed from the list of games if the host does not (or is not able to) exit the session from within the game. Such inactive games are generally removed from the list quickly, but some may be listed briefly. If you suspect one of the sessions listed is not active, simply inform a forum moderator/admin or contact me directly.
Note: Disabling a firewall, placing a computer in the DMZ, or opening ports can result in lower security for your network/internet connection. By disabling such security measures, it's possible for someone to break into your network and cause harm to your computer and/or obtain personal information from your computer. If you choose to disable your network security measures, you do so at your own risk. The most secure way to play multiplayer games is through a wired LAN (local area network) and NOT a wireless one.
When I launch the server program, it closes with an error message about hardware acceleration or the display mode?
- This can occur if you try to run the server program on a system that lacks 3D hardware acceleration. The 3D version of the server program has inherent DirectX dependencies that require basic 3D support, including the rendering of the online clan territory control map, player positions, player list, controls/settings, and chat system. Only rudimentary 3D support is needed however (no shader requirements), so even a 10 year old 3D video card can usually work. If your system has 3D acceleration and you still encounter the problem, then it may just not be enabled. You may need to install the required drivers for your 3D video card and/or adjust display settings. If the computer you are using does not have a compatible 3D video card, you can use the included 2D version of the server program located in the server program's install folder.
Why are the atmosphere physics different from typical flight simulations?
- Evochron simulates spacecraft physics, even in atmospheres. It does not simulate many of the limitations of modern aircraft. Spacecraft in Evochron are not limited to only forward powered thrust to generate lift and do not need the control systems of an aircraft due to their thruster capabilities. There are no flaps, ailerons, or elevators, there is no need for them because the craft are not limited to air flight, so they are not subject to the same limitations of aircraft. Their thruster systems and bi-directional wings are powerful enough to allow them to fly backwards and keep their nose up when flying slow, but not fully hover at high altitude and not generate enough lift to fly sideways like they can in space. The game does simulate changes in the flight model as a result of atmospheric flight, including drag, friction, gravity, and additional fuel consumption. The changes in the flight model also realistically scale with altitude.
What if I lose my registration information, can I still get the key to the game I paid for?
Yes. If you ordered the game directly, simply submit an e-mail requesting your registration details and include your name and e-mail address used on the order (any additional information just makes the process faster, but isn't required). If you ordered the game through a reseller, contact the reseller for your registration details.
I would like to buy several licenses for family/friends, can I get a discount for the game?
Yes. The discount varies based on the number of copies needed. Have a member of the group contact me with the details of your group (name of group, names of members including e-mail addresses, number of systems, etc.) and I will supply instructions on buying multiple licenses at a discount price. A separate registration will be given to each group member (each one will have the renewal option and full registration benefits).
I purchased the game and haven't received my registration key, what can I do?
One of the most likely causes for a delay is the e-mail address you provided with your order is rejecting the registration e-mail (usually because the e-mail address you provided is spelled incorrectly or your e-mail service has blocked it or routed it to a spam folder). There may also be a technical problem. If your payment has been finalized and you still haven't received your key after around 12 hours, please contact us or the reseller you ordered from to follow up on the status of your order and resend your information as needed. To expedite your order, please verify your e-mail address is correct when placing your order and make sure your mailbox can receive the e-mail.
How does the order process and key/copy protection system work, can I install the game later on a new computer I buy?
Once an order is processed and passes the fraud check (which usually takes less than a few minutes or few hours at most), a key is e-mailed to the registered user. The key does not expire and can be used to install the game on a different computer at a later date. There are no installation count limits that would risk preventing you from installing the game months or years later. Likewise, there are no uninstall 'deactivation' requirements to restore installation functionality.
Once the game is registered, it converts itself into the full version. The full version can be updated, patched, and reinstalled using the same downloadable installation file available on the game's website. One installation file is used for the demo, full version, and all upgrades/patches. This helps make the process of installation and upgrading easier. You can upgrade/patch your copy of the game without interfering with the registration status for both the demo and full version.
For copy protection, the system uses a couple of methods. Here is an overview of the copy protection system:
- Online verification check at the time of key entry (verifies the key is valid).
- Offline verification check each time the game is launched (verifies the full version of the game is being played on the same computer it was registered on).
- Multiplayer and update check verification (prevents using an invalid key).
No hidden external background programs or device drivers are used for the copy protection/key system. The game handles everything internally and only performs a key check when needed. So no system resources are consumed unnecessarily and no hidden applications/drivers are used. I don't want hidden background programs or hidden drivers installed on my own computer, so I certainly don't expect the players of my games to have to use them either. If you have questions about the registration system or anything else about the game, I can be reached via e-mail.
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All rights reserved.