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Sins Beta 1 - Technical Feedback - *Post Here*

Sins Beta 1 - Technical Feedback - *Post Here*

Put your bug/compatibility reports here!

This thread is for technical feedback for Sins of a Solar Empire Beta 1. 

Please reply to this post if you'd like to make: a bug report, let us know about a compatibility issue, graphics issues, performance reports, etc. (i.e., technical stuff).

Before making a report, please be aware that the minimum system requirements for Beta 1 are:

  • Windows XP SP2 / Vista
  • 1.8 GHz Processor
  • 512 MB RAM (1 GB RAM for Vista)
  • 128 MB 3D DirectX Video Card
  • DirectX 9.0c

IMPORTANT:  When making a post about a bug, be certain to include - your system specs, a description of the bug you encountered, what you were doing when the bug occurred (how to reproduce it), and if it was reproducible or not.  We won't be able to make changes to the game without detailed information.

If you encounter a crash, please install SmartException from the Free Stuff section of Stardock Central and reproduce it (if possible). Send the generated exception to: sinsbugs(at)stardock.net along with a detailed description as outlined above.

If you wish to give us non-technical feedback about Beta 1 (feature requests, gameplay suggestions, etc.), please post it here:

https://forums.sinsofasolarempire.com/index.aspx?AID=148255

By keeping this information separate, it will go a long way towards us making Sins a better game!

Thanks!

241,650 views 294 replies
Reply #251 Top
Its been sent

ill look for more bugs then
cant have you guys getting bored
Reply #252 Top
Another one

I can now report it doesnt matter if you mod the texture or not.

When ever you save a game and then load it, every thing build before the save, losses there trail, or it changes color.

For fighters they loss there long trail and is replaced with a little white engine burn.
Cap ships trail changes to white.

Heres an image of a cap ship, that shows the problem.
And one fighter that got its normal trail as it should, was just build after the load.
Reply #253 Top
Multianna - You don't sleep, do you?   
Reply #254 Top
it happens
Reply #255 Top
Reply #256 Top
I'll start off with my system specs:

Pentium 955 Dual Core @ 3.46Ghz each core
4Mb L2 Cache (2Mb each core)
1066 FSB
Asus P5WD2E Premium motherboard 1066Mhz FSB Crossfire Edition with Gigabit LAN
4Gb Corsair XMS2 DD2 RAM @ 800Mhz
ATI X1900XTX 512Mb Graphics Card
Creative Audigy LS Sound Card
Sony DRU-700a DVD-RW Burner
Sony DRU-810a DVD-RW Burner
150Gb Western Digital Raptor SATA Hard Drive
2x 250Gb Wester Digital SATA II Hard Drives
Tagan 580W PSU
Windows XP Professional
Viewsonic VX2025WM 20.1inch Widescreen Monitor

And thats the short list.

I've given the game a good 8 hours of play. It seems to run very well on high settings. There is one recurring problem I keep running in to. Every time I get to a certain point (on every game I've played) the game crashes. I thought it might be because I used to many ships while attacking a system, but when I replayed the scenario I didn't attack and it crashed anyway. So tried again and quickly eliminated the last enemies in my small galaxy so there was no one else to attack until I was ready to branch off to another galaxy. So as I've said, I eliminated the last enemy, saved and began to move my forces to the star of my galaxy and a minute and a half later it crashes. I reload the game and again, a minute and a half later it crashes. I done it several times to be sure, but it always crashes at the same time frame no matter what I do.

Putting it simply, no matter how I go about a new game, it always seems to let me go only so far and then crashes and from the point of the first crash, it always from that point on crashes at the same time frame.

One final note, I was playing easy A.I., largest universe, higest resources, no maurauders, no pireates (even though they both are there in the beginning of a game), no bounty (but there's still bounty), and everything else was set to high. Plus I had all graphics settings maxed out @ a resolution of 1680x1050@60hz

Reply #257 Top
bignick217
what version are you running?
Reply #258 Top

Bignick, send your dump file (a .dmp file that is written out when you crash) to [email protected] and we'll figure out what it is.

Multi, another good find. The colors aren't being setup properly when reloading. Consider it fixed.

Reply #259 Top
It's the latest version with the hotfix.

What do I use to open the dump file and submit it?
Reply #260 Top
Oops I just re-read it. I already submitted it when it gave me option to send the dump file.
Reply #261 Top
Ok, I just re-submitted it via the email address you provided just to be sure.
Reply #262 Top
Crashed. Dump sent.
Reply #263 Top
Dump sent.


that sounds so bad...
Reply #264 Top
Keep your mind out of the sewer lordkosc

On a more technical note, the game doesn't seem to respond to the right shift, ctrl, or alt keys. The left hand ones work fine, however.
Reply #265 Top

The right shift, ctrl and alt are considered different keys in Sins so you can map them to whatever you like. They are not currently mapped to anything. And I suppose the question will arise, why did we not map those keys? - and it happens to have an interesting answer:

The idea with Sins is that you could leave your non-mouse hand in the standard WASD position and execute everything.  Also, the position of all keys on the action grid map up to their spatial counter parts on the keyboard.

For example, Attack is always on the 2nd row, first column which lines up to "A" on the keyboard which is the 2nd row, first column of the letter keys on the keyboard.

qwert
asdfg

As a bonus, Attack and Stop also happen to line up with their first letter position

Reply #266 Top
Nice to know...

On a different note, when I was finishing up the game on version 62.10, I noticed that I had conquered and colonized a planet while 2 enemy shield generators were at still at full strength. Sorry , I didn't think fast enough to save it.

I also noticed that after I had sent a portion of a (big) fleet that I had on group jump to take out an asteroid. When the squadron returned, the fleet wouldn't respond to any movement orders. I had to un-group jump them, individually select the units and redefine the fleet before any movement orders would be obeyed. I had not defined the detached group as another fleet - I just selected and sent them.
Reply #267 Top
I noticed that I had conquered and colonized a planet while 2 enemy shield generators were at still at full strength.


Shield generators don't prevent planet bombing, they just reduce the damage the planet receives.
Reply #268 Top
Ahhh - that would explain it    Thanks
Reply #269 Top

I noticed that I had conquered and colonized a planet while 2 enemy shield generators were at still at full strength.


Shield generators don't prevent planet bombing, they just reduce the damage the planet receives.




I think this should be changed..... Its a SHIELD!!!!!!!
Reply #270 Top
Hmmm, does that mean if you colonize your opponent's planet, but leave his shield generators intact, they will protect your planet?
Reply #271 Top
Nope once you waste the planet and plant your flag they vanish if memory serves.
Reply #272 Top
On a slightly different note, I was gratified to see that the AI in ver 66 has realized the value of retreating from a losing battle. Before, it always stayed put and got wiped out if its intended target was well defended.
Reply #273 Top
sadly still in version 66 the AI still builds 10000000000 bizillion scouts, at least in my games...
Reply #274 Top
Well, yeah, the initial rush attack was the KOL and 22 scouts, but they retreated when the KOL got to ~ 200 pts. Part of that damage happened when it ran the gauntlet through an asteriod g-well on the way to the terrestial planet that was the target.

It's to be expected in the early game - the scout is the best all around frigate at that point. Later on you see the other types, and the 2nd rush attack generally has a number of capital ships as well as the scouts and some siege frigates, but the AI does need work on fleet mechanics. I'm looking forward to improvements here later on. It is Beta 1 still, and not to be fun   
Reply #275 Top

LAG ISSUES!!!

I'm certain I heard one other account of this out there someplace...
a game could run smoothly with 100 + planets, but if you save it, leave sins, load it later and try to play; it lags insanely. for me its anywhere between 3-5 FPS. its gross...

same issue even occurs in 20 planet games, even on a similar magnitude, so I doubt it has to do with system overload.