Yarlen Yarlen

Sins Beta 2 - Technical Feedback - *Post Here*

Sins Beta 2 - Technical Feedback - *Post Here*

This thread is for technical feedback for Sins of a Solar Empire Beta 2. 

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 2 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(dot)net along with a detailed description as outlined above. If Sins generates its own crash report, please follow the instructions on the dialog that pops-up (if you send in a Sins-generated report, you don't need to send in a SmartException one).

If you wish to give us non-technical feedback about Beta 2 (feature requests, gameplay suggestions, etc.), please post it here:

https://forums.sinsofasolarempire.com/index.aspx?AID=155665

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

Thanks!

222,756 views 271 replies
Reply #126 Top
yea and its stupid if u make the game only run on vista thats like 70% costomers gone and dont make it focused on duo core (i have 1 but many of my friends that want this game dont) that also means bye bye costomers
Reply #127 Top
Jperzio - what are you talking about? Sins runs on WinXP, it's the primary development platform.
Reply #128 Top
There's a text error during the Advanced Interface tutorial, at the part where it asks you to merge the LRM frigates with your Fleet.

It says "It is also possible to add a selection to an existing fleet by the pressing the fleet's number while holding down shift"
Reply #129 Top
dont mind me i understand now some 1 was saying something it dosent matter lol
Reply #130 Top
Phase lane visual bug

If I zoom in a lot on a phase lane it tends to disappear from view. Quite reproducible too.

Here's two screenshots at nearly the identical place, all I did was pan the cam slightly downwards (towards me) from my point of view and the lane disappeared from view.

Image 1

Image 2

System Specs:
OS: Windows Vista Ultimate x64 (All security updates and latest DirectX)
Motherboard: DFI Lanparty Ultra-D
CPU: AMD FX-55 (2.6 GHz)
Ram: 2 x 1 GB OCZ Titanium
GPU: Nvidia 7800 GTX, using the latest beta drivers 162.22 (Happened with 158.22 too though)
HDD: WD Raptor 150
LCD: Samsung Syncmaster 930bf
Sound: Creative X-FI Fatality, using the May 30th driver 2.15.0002
Reply #131 Top
Hey, I just downloaded the beta last night and this morning I encountered an odd bug. I had started the first tutorial sesssion and I got to the point where it wanted me to fly units to the next planet where the pirates are using the move command. I right click moved rather than actually clicking move and when they got there the pirates came over to attack, my ships moved to engage, but nothing fired, they just sat there looking at eachother. I figured if I used the move command it would advance the tutorial, which it did but still nothing fired.

I left the tutorial to start a fresh skirmish and the no firing bug followed there as well. Restarting the game and starting a fresh map did cure the problem. I've not had it since.
Reply #132 Top
Fixed in today's hotfix (July 12)
Reply #133 Top
Wasn't entirely sure where to put this, so here it goes!

Currently if you setup a 20 planet, 2 star system with 3 vs 3 (human + 2 AI, vs 3 AI) players, it generates the galaxy in such a way that all players are in the first star system.

What'd I'd like to see is the option to have say a 3 vs 3 setup, where one team starts around the first star, and the other around the second star.

Image of the currently generated galaxy
Reply #135 Top
Blair you ninja poster, I didn't have time to correct the borked image link hehe.

Fixed Link!
Reply #136 Top
Fixed in today's hotfix (July 12)


Yea I noticed that when I started reading the other forum posts. <_< >_>
Reply #137 Top
Stupid question, will it Run on Windows 2000? My cousin asked me , and I didn't realize anyone still used Windows 2000.....
Reply #138 Top
I have no idea - we aren't officially supporting Win2000 but I'd be curious to know if anyone had tried. I don't think anyone I know even has Win2000 let alone someone someone here at Ironclad Central
Reply #139 Top
I've run into two control problems. I appologize if they've been posted already, but I don't want to search for them.

About half the time the game doesn't register that I'm holding down the control button so when I want to reassign a group it just selects it instead.

Also, the X to close the research or diplomacy screens often doesn't work. I have to click it a number of times before it registers.
Reply #140 Top
Bug Reports

- Music stopped playing during the final moments when the enemy had 2 planets left. will retest

- The little orbital stations on the planets disseappeared. Not too sure what triggered this but might have been alot of alt tabbing out by myself and pause unpausing.

Performace Reports - minimum end performance is excellent!

Celeron 1.6ghz PC , 1 gig ram , ATI X200 radeon , medium textures , no samples , 1024 resolution

6 player small galaxy setting , 3v3 . During battle stages and full pop fleets zoomed out fps was around 15-18fps , and zoomed in on battles 8-10fps , max fps around 22-24. Sins very playable even at 8-10 fps , very little mouse lag and pace of the game doesnt require such a high fps anyway. Excellent especially for a celeron low end pc.

Reply #141 Top
v076.018

multi found a "bug"

turret is on the side
only seen it once, and dunno how to reproduce it
Reply #142 Top
The game is really great so far, especially considering it's technically in beta. I've got a little issue though: the amount of space taken up by saved games is rather high. Maybe you guys will be using compression or something in the final release, but at the moment my ~6.5hr game is taking up 75MB per save. Multiply that by frequent autosaves and it adds up quickly. On the plus side, out of the 30 hrs or so I've put into the game, it has yet to crash, so I can probably turn the autosave off and be okay.

I'd like to request one or more of the following, regarding saves:

1. An option to choose where games are saved, so I can put them on my empty drive instead of on my 20gb OS-only partition.

2. An option to regulate how often the autosave is triggered. Not a big deal, but it does get a bit annoying in long games when it pauses for 20 seconds to save.

3. In the absence of compression or some other means of reducing disk usage, maybe you could have the autosaves rotate a fixed number of slots. For example, each separate game would have 10 slots, and it would overwrite the earliest one when it ran out. Allowing the user to set the number of slots might work, too.

I apologize if this has already been brought up, but a quick board search didn't turn up anything.

Reply #143 Top
nothin dl me !
Reply #144 Top

1. An option to choose where games are saved, so I can put them on my empty drive instead of on my 20gb OS-only partition.

This isn't possible as Microsoft now requires PC games to put their save files in specific directories on the C: drive.

2. An option to regulate how often the autosave is triggered. Not a big deal, but it does get a bit annoying in long games when it pauses for 20 seconds to save.

This is planned, but hasn't made it into the UI yet.

3. In the absence of compression or some other means of reducing disk usage, maybe you could have the autosaves rotate a fixed number of slots. For example, each separate game would have 10 slots, and it would overwrite the earliest one when it ran out. Allowing the user to set the number of slots might work, too.

Gods save me for saying this, but I think some console games have it right on this. It would be cool to allow the player to set the number of autosave slots (say 1-10) and for the game to iterate autosaves into each slot until full. Once the last slot was full, it would overwrite slot 1 with a new autosave.

Reply #145 Top

turret is on the side
only seen it once, and dunno how to reproduce it


That isn't really a bug, but it is what happens when a capital ship rams a turret with full speed.

Happens to me quite often when I fly trough a gravity well with lots of gauss turrets with a capital ship heavy fleet.
Reply #146 Top
1. An option to choose where games are saved, so I can put them on my empty drive instead of on my 20gb OS-only partition.

You can always use an ntfs junction point to redirect the savegame directory to another drive. See this wikipedia page for information about this.

Reply #147 Top
You can always use an ntfs junction point to redirect the savegame directory to another drive.


yes... thats what always do too... and make sure you dont use too many jigawatts
Reply #148 Top


You can always use an ntfs junction point to redirect the savegame directory to another drive. See this wikipedia page for information about this.




Thanks! That's just what I was looking for. It's kinda silly that Microsoft would make that kind of requirement, but I suppose if you want the Games for Windows label you gotta follow their rules...

Reply #149 Top
Well, Vista doesn't like (or allow AFAIK) files to be written to unauthorized locations, so that's a big reason for it. It's meant to help prevent malware.
Reply #150 Top
poor yarlen, foiled again, ull have to get more creative w/ ur hidden malware next time