April 6-10
TechnicalCrashes and sound issues in 010 (
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3. [Stability] Sins crashes regularly during the end game. I'm down to one other AI player, he's backed against the wall, I have a large fleet (40+ ships) closing on the last planet- and Boom... hard lock of the game. A dialog appears prompting me to send the dump info to the devs (see #1). *Note: I've never been able to actually win the game without a crash- the crash is always on the last couple of systems that need to be conquered.
4. [Sound] Sometimes when Sins starts the sound is all crackly. The technical term is "digital clipping". Quitting the game and restarting it solves the problem.
Crashes under .009 in windowed mode with Vista+nVidia, no word if problem persisted in .010 (IC) (
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+ Multiple Research Labs are needed to reach higher tiers of research.
i have a thought, what if instead of just having multiple research facilities to gain tiers of tech, you could upgrade the research centers as well.
Crashes with large numbers of objects in the game (
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so i got this game, which is crashing all the time. with 3000 objects in total.
Its reported to sinsbugs@stardock.net
'Objects' here referring, note, to everything you can count--capital ships, frigates, squads, civilian ships, planets, asteroids, and modules.
well you can try this savegame of mine, but im sure it will crash.
savegameGame will not run after .010 update (
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I can run 0.60[b].004 but I can't run 0.60[b].010, any chance of some help please I've sort of exhausted all efforts to get it working.
I have tried restoring from an archive, I haven't done a complete install over the Internet again. I might give it a go when my PC is free for a few hours... I only have a 512kb connection so it takes a while.
Strange process behavior after exiting the game (
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Ive also seen after quitting sins that my CPU usage, would be at 100% without any processes takeing more the a max of 1-2% like normal.
hmm, it seems like its getting worse...
When ever i quit a program, it will quit but still be as a process, and take 50%
i just quit notepad, after that it needed 50% lol
Inhibitors inhibit as soon as construction begins, and some issues with dead ships phasing... (
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The first picture show that it IS under effect of jam while the second picture show that is it is uncompleted.
Another discovery. I kill a ship at the last minute cause the FTL animation to happen WITHOUT the ship.
Enemy ships wander off into space when an inhibtor is built while they are trying to phase out (
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Enemy ships seem to get goofy when you build a phase space inhibitor when they already have orders to jump. They will just idle there and some even drift all over the place:
Slowdowns after exiting the game when also running VLC Player. Solved by deleting temp files. (
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Problem:
When i exit sins, windows works very very slow.
Reproduce:
The problem seems to happen, if i start the game, when i got VLC player open (not playing). alt-tapping and click on the vlc player will also make windows work slow.
The ends of phase lanes "pulse" when saturated with culture (IC) (
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I've seen it too in the previous version (haven't gotten to load up the new one yet). It seems related to culture "push", so you won't see it on "unsaturated" phase lanes.
Repair stations 'repair' unbuilt orbitals (IC) (
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When a structure is first commissioned, it is shown as transparent and has a hull of zero and the hull rating goes up to full as the structure is built. I guess the repair platforms read this as damaged. So they will repair the thing before it has been completely built. Not sure if that is intentional.
Repeatable crash in .010, with savegame (
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OK with the new patch I keep getting a crash that is repeatable 100% I would attack it to this post but we cant UL - sad. I will email it to minidump@ironcladgames.com
The file name default has this in all of them: v1.04.06.10.12
BTW I found the save files. Strangely they are hidden in some new user "roaming" directory in Vista. I have UL it to one of my domains. This is the
LinkFighters chasing ships out of the well and through a phase jump (
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i was woundering where all my fighter were going. Found them long away from home
got a savegame if its needed
Scrollbars way out of place in options screen (
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So, I noticed this with the scroll bars yesterday. In any menu where a scrollbar isn't necessary (but not during the actual game), I see the bars stuck at the top of the screen. Graphics card is, as mentioned, a Radeon 9600 LE, and the drivers are the most recent ATI official ones (07.3).
Research item infocards block view of techs on the right side of the screen (
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Problem Description: In the research screen the lower level items are blocked from view by the descriptor window on the right side. (sorry I forgot to have the pointer show in fraps.)
Suggested Resolution: Have information window appear on the opposite side. IE if selecting an Empire tech, have the window appear in the Combat side and visa versa.
Research item infocards do not tell when additional research stations are required to advance to next tier (
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Problem Description: No information to build 2nd research (or is it a bug) station to advance past the 2nd tier research.
Problem Type: [Missing Information] requiring 2nd research station
Suggested Resolution: update text or check for bug for research advancement
Kol beams stretch way out when the target phases jumps while under fire (
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As long as we're ragging on the Kol, has anyone ever noticed that if it's firing its big beams at a ship as it goes to phase space that they'll track it for a REALLY long way? When the enemy goes to phasespace, the thing doesn't realize that the target is no longer available and the beams will track the thing sometimes up to 2 planetary diameters away before wearing out.
Development hotkey and planet elavator option unresponsive (
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1. The hotkey for planet development (or, the a key) does not work. The hotkey itself works for other units, and so does other hotkeys for the planet (i.e. build frigates) 4/8/07.
2. The "show planet elevators" box is always on and can not be turned off. It's located in the effects menu in options. 4/8/07.
Report of savegame overwrites not working (
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3)saved game overwrite doesnt always work sometimes- sometimes doesnt give that option.
Gameplay/CosmeticMore discussion on in-depth Diplomacy... (
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So, to summarize:
-Diplomacy in this game MUST be drop-dead amazing in order for it to stand out as far as it truly should. This is the difference between an 8 and a 9 in a review score.
-Everything you do to another faction has a permanent effect that is visible, Civ 4 style. To change your relations, you must make up for what you've done so far.
Idea to make research stations upgradeable, rather than requiring more to reach higher tiers (
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+ Multiple Research Labs are needed to reach higher tiers of research.
i have a thought, what if instead of just having multiple research facilities to gain tiers of tech, you could upgrade the research centers as well.
request for more feedback about research completion and availability (
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For example, in Civilization, a popup window appears whenever research is complete asking what technology you'd like to work on next. Now, with Sins, this is impractical, as it's real time. However, if a research station is free, the research button could begin to flash. Once clicked, a specific technology could begin flashing as a "suggested" technology, much like how Civ 4 (or GalCiv, I'm not sure, haven't played it much) suggests technologies. While not automatic (as this would give you a case of, "Hey, where are my credits running off to?"), it does give the player some more prompting to keep research moving. Sometimes the "Research Complete" announcement isn't noticeable in the heat of...something else.
Request for slow tech option (
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In the game I was playing yesterday, I stayed in my solar system and didn't travel to a distant star, but I had practically maxed out the tech tree. I think to make this game truly feel epic, technology needs to be slowed down, or have more techs in the tree to make the game feel epic. I think the best solution would be to have the tech rate in terms of costs of each tech and the time to research each tech customizable.
Request for moons or gas giant planets (
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I was thinking that perhaps moons would be an interesting dynamic to add to the game. They would not only extend the gravity well of a planet, but also, when colonized, would provide a fractional bonus to the planet's tax income. It would also be interesting to see if multiple players could colonize a planet and its moons, sharing a gravity well. Perhaps the owners of the moons could pay tribute to the planet's owner as long as they were neutral or friendly to that player.
Request for turbo-resource mode as in Rise of Nations, for deathmatch games (
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Im sure someone has already brought this up, but it would be nice if there could be like a "turbo" resource option. In some games that require a great deal of conquering and economy before going out to fight, they have the option that you get resources at a faster rate than normal, therefore allowing you to just enjoy the game for battles.
Ideas to make black market resource trading easier (
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1: Move the buttons from diplomacy to right underneath the money bar (I dunno what you call, that bar near the top that shows your current credits, metal and crystal reserves) for easier access. Going into the diplomacy window to convert 100 metal to credits is slow and tedious and best if you are micro managing your economy.
2: Add a second option to convert 500 (example number) crystal/metal to credits, for the same rate as 100 to credits. Same with credits to cystal/metal. The current values are a little low if you need to convert, say, 10,000 metal to credits. Right now that is 100 clicks. (Carpal tunnel, anyone?)
Idea to send ships to a recycling center for disassembly, rather than getting resources back for scuttling in open space (
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Ah - the simple solution there is to not get resources back from scuttling a ship.
Perhaps the best thing to do is to force the ship to return to a shipyard for deconstruction if it needs to be reclaimed for resources. So your options are 'scuttle' and 'recycle'.
Request for ramming ships (
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I agree, they are unbalanced, however, they would be very cool looking. So how about this. A ship made for ramming, no guns, no shields, little hull. The crew are ready to die for the cause. Maybe they take out frigates in about one hit, but it should take a few to take down a cap ship. They should inefficient cost wise, possibly only used as a last resort in defense of a planet which has a frigate factory and can churn them out. They should die from fire easily.
Request for hero characters (
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One of the things i really liked about Master of Orion 2 was all of the ship captains \ planet administrator characters they had. They were essentially "hero" characters and had a unique portrait and provided the ships \ planets \ whatever they were in charge of some nice bonuses. They didnt do anything overpowering, maybe +5% damage dealt, or a small speed increase etc. They made the ships \ systems they were in charge of seem more important and less generic.
Complaints about the Akkan Targeting aura icon (
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Thats interesting i wasnt aware of that - but surely there may be some other way of signifying it - the red globes really do look ridiculous in battle. But is there really any need to signify those ships ?
Sorry it really does look strange - i thought they where some whizz bang forcefield
Request hiding the infocard "socket" when the card is moved to the corner on widescreen displays (
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That's cool by me. The only change I would suggest here is to modify the UI graphics slightly so it doesn't appear as though they should be together when you're in widescreen mode. For normal screens, leaving it the way it is looks good.
Long lists of assorted feedback
Spartan's Impressions (IC)
Beta Issues (IC)
The reality debate still burns...
Phase Highways in space is a bad game concept!A real Solar SystemGame play, Realism and FunSeriously, a new galaxy is desparately needed.