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Sins Beta 4 Technical Feedback - *POST HERE*

Sins Beta 4 Technical Feedback - *POST HERE*

And so it begins....again.

This thread is for technical feedback for Sins of a Solar Empire Beta 4. 

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 4 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
  • LAN or Broadband Internet Connection for Multiplayer

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, Sins should automatically generate a minidump file. Please send the generated exception and a DirectX diag report to support(at)ironcladgames(dot)com along with a detailed description as outlined above. Minidump files are located in (please note these directories are hidden by Windows):

XP: C:\Documents and Settings\username\Application Data\Ironclad Games\Sins of a Solar Empire
Vista: C:\Users\username\AppData\Roaming\Ironclad Games\Sins of a Solar Empire\

If you'd like to give us some non-technical feedback, please post it here:

https://forums.sinsofasolarempire.com/index.aspx?AID=166574

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

Thanks!

206,174 views 269 replies
Reply #76 Top
"Cannot colonize because enemy culture is too strong here" message runs off the info card
Reply #77 Top
The changelog v0.90.034 says:
Fixed: TEC voices being used on Vasari units.

heres a small video
Reply #78 Top
after a certain point autocast colonizing cuts out, usually on larger maps.
Reply #79 Top
additionally volcano and desert planets seem to be the vast majority in games...
Reply #80 Top
Bad luck, I haven't seen a desert planet since the beta, and only three volcanic planets on two maps, both random smalls. The rmg has some really screwy range on the possible configurations, having everything on one side of the star for instance.
Reply #81 Top
yeah, that to happens, even in big galaxies (100 planets, still lopsided)
Reply #82 Top
An oddity, overseers seem to have deplorable pathfinding, just overseers. As in a fleet will be moving through a grav well and the overseers, despite not being noticably slower, often end up way way behind, and often get "stuck" forming up once, after many moons, they make it across. I was producing ships and had two overseers, two skirmishers, and two subverters, in that order. The overseers were still sitting right outside the factory, slowly working their way around an asteroid mine, when the last subverter finished building, they were the last two to leave the grav well. The vasari carriers seem to have issues too, ending up in much the same predicaments sometimes, but they appear to behave normally most of the time.
Reply #83 Top
Ok, me and my friend were playing tonight since Beta 4 and we have encountered the following issues.

1. From the beginning, my friends galaxy had issues. First issue was that you were unable to see anything around the planet/asteroid unless you manuever your camera to a certain angle. This would reveal a few of the structures/ships but still leave the rest of the sector invisible.

2. If I assigned an attack command to my fleet and the fleet is halfway through a warp jump when the ship/object/planet is destroyed, the ship will stop between two planets and you are required to tell the ship to head back to the planet it started it's warp from. If you tell it to go to the planet that it was originally going to, it will slowly use it's sub-light drives to get there.

3. While playing, we witnessed random lag in sectors. No matter if it was a huge battle or just a couple of structures, these sectors would lag for a short period and the lag would disappear. While that sector lagged, other sectors would go on lag free.

Anyways, first time posting and have to say that the game is shaping out very well. I'll keep posting as soon as other issues come up.
Reply #84 Top
I just had a skip, skip all, or break type error (like you got for the missing string ID refs that we keep getting) only I couldn't skip, skip all, or break out of it. I kept getting the error message back, and it was just:

Entity Ref not found: ꭜ^��

and similar nonsense strings. Game over.
Reply #85 Top
Defeated faction still had a planet.

The situation was that I attacked their homeworld but was chased off in the process. But before running away I managed to bomb the planet to death but not colonize it for myself. Shortly after departing that system I took their last remaining planet (an asteroid, actually) through culture. I got the message that a faction had been defeated and their name showed as greyed out on the diplomacy menu. So I turned my fleet right back around to go colonize what should have been their now empty homeworld (all of their stuff should have autoscuttled when the faction was defeated).

The instant my first ship arrived at the planet the game froze and I got the IDS_PLANETDETAILSINFOCARD_CULTURETAKEOVERSTATUS_ALMOSTLOST string not found error. After skipping that, I found that the planet was being held by the defeated faction! All of the stuff that they had there a minute before was gone (as expected) but they did have a LEV - it looked like a freshly colonized planet. So I started bombing it but it flipped due to my culture before I finished it off. Here's a screenie:

Reply #86 Top
I found the mother of all oversights in vasari.

build phase gates, lots and lots of phase gates, assign them a fleet, build up to just under your fleet points, select fleet of phase gates(fill up your interior planets tactical points with them), enable autocast.

Presto, instataneous, and might I mention, game breakingly massive army far beyond your fleet points?

I was just screwing around after I lost, but I managed to get a -1066 fleet usage with four planets left. I could almost match the other guys army, and he had the entire bloody map. Autocasting goes over the fleet points every time when it's close, manual cast wont cut it though.

Just imagine Multianna, you could build a few thousand phase gates and one click in a computer melting armada.
Reply #87 Top
Phase missiles fired from the carrier and the marauder (actual names escape me at the moment ) don't have the blue flare on them like missiles from all the other ships. Makes it pretty much impossible to see when/at what they are fired unless you zoom in really close and catch the tiny engine trail.
Reply #88 Top
Coming back to the research tree.

Military and empire research should work independently as they have independent labs. So I should be able to conduct one of each simulaneously instead of them piling up regardless of the tech tree being research, The way it is now makes redundant to have to set of Labs if the research itself will be done in one single line.

ie: I should be able to research shields and volcanic terraforming (if I meet each of their lab requirements) at the same time.

cheers
Reply #89 Top
Sound bug: I had a large TEC fleet, and I fleet-jumped them to some hostile planet. I zoomed all the way in to watch the nifty graphics. zoom zoom. When the ships arrived and started fighting, the "in phase space rumble" sound effect kept going! Even if I zoomed out. Saving and reloading made the sound go away.

Smart Scaling Bug (aka missing icons): In a big game (4 stars), if the ending node of a star "tree" is too close to the center of another star, the game does a sort of "onBlur" where it brightens the star whose center I am closest to, and dulls the others. Alas, this seems to shut off the smart scaling for the planets that are close enough to the other star that the blur switches to the next star in the line.
Reply #90 Top
I got the same bug as Annatar11.

This bug seemed to happen just as 2 enimy TEC planets were about to be taken over by my culture at the same time. It usally displays a message, insted this error occured.
I was the vasari.

Failed to find StringID: 'IDS_PLANETDETAILSINFOCARD_CULTURETAKEOVERSTATUS_ALMOSTACQUIRED'. NOTE: Any following StringID failures will be supressed.

You can continue if you chose skip.
Reply #91 Top
Found a couple things I don't know if they've been noticed. Sometimes when a planet can't be colonized due to influence, if you leave a colonizer in there it will sometimes do it anyways. I had that happen once and then I got that same error Annatar did when the planet was taken over almost immediately by culture again:
Failed to find StringID: 'IDS_PLANETDETAILSINFOCARD_CULTURETAKEOVERSTATUS_ALMOSTACQUIRED'.
Also when my planets are getting attacked by culture it pops up with a string not found in the planet info window when it flashes.

Vasari subverters seem to have their disruption ability whether or not you have researched the tech.

Vasari skirmishers seem to have a move issue when they have charged missles activated. If you have skirmishers in a group that are currently using charged missiles, and then give that group a move order out of system while they're still fighting, they toggle the missiles off, then back on immediately and get left behind.
Reply #92 Top
Failed to find StringID: 'IDS_PLANETDETAILSINFOCARD_CULTURETAKEOVERSTATUS_ALMOSTLOST'. NOTE: Any following StringID failures will be supressed.

I have the game saved right after I saw this, if thats of any use.
Reply #93 Top
i am also getting the bug with movement, if a group of ships are given a destination several phase jumps away (or even the next system) that means they have to cross some space before jumping roughly 20 to 30% of them will bug up. they begin moveing a tiny amount ever couple of seconds. this means they are effectivly stuck until you manually give them a move command to the edge of the gravity well and then manually jump them.

it only occours when giving a move command on a differnt planet never with just a normal move command within a gravity well.

it makes the game very unplayable sa you have to micromanage the fleet to get it to travel just 1 or 2 jumps
Reply #94 Top
I have two bugs to report:

One, capitol ship pathing for "cluttered" areas needs improvement -- I lost a cap ship because instead of simply going in one direction, any direction, it chose to go in circles instead.

Two, capitol ship bombardment needs improvement -- my ships were in orbit around a planet and failed to bombard it. Ordering them directly to bombard the planet and they did so, without halting fire on the other target they'd been given earlier. Bombardment should occur whenever a cap ship is in range of an appropriate target, even if its "focus" is elsewhere.
Reply #95 Top
I don`t know if this has been adressed but here goes.

My system specs:

Windows Vista 64bit
Intel Core 2 Dual 2.4 GHz Processor
2 GB RAM
512 MB XFX Nvidia 7700 Series Graphics Card
DirectX 9.0c
Broadband Internet Connection

The game actually runs better and better with every release. My compliments to the programming dept for all the good work.

Last game I played was with two hard AI and one medium on Gateway. Right now it runs perfect until I develop enough to start building some major trading stations with about a third to a half of a galaxy conquered. This is usually when the graphics adapter starts constantly failing. Thanks to vista it restores it in about 10-20 seconds, but because it fails so often it is impossible to continue the game. Eventually it gets to a point where it fails when I move the mouse.

I think it might have something to do with the large ammount of trade ships flying around. But then I know for a fact people have no problems running much larger fleets.

You can understand the frastration when you just got the upper hand and are about to show the enemy your might as the graphics adapter starts constantly crashing.

Earlier issues with memory dumps seem to have been adressed, and the graphics adapter seems to appear a lot later in the game then in previous releases, however... It`s stopping me from being the almighty conquerer of the galaxy thus not making me a happy camper   

Great job on the rest of the build though...

Thanks
Reply #96 Top
Movement at a star is bugged it seems. If you give a ship a jump order it is insanely slow, though force a move or attack command and it works fine.
Reply #97 Top
Critical Bug: If you try to save a replay at the end of a multiplayer game, it saves as a save game instead -- you can not do manual replay saves.
Reply #98 Top

Critical Bug: If you try to save a replay at the end of a multiplayer game, it saves as a save game instead -- you can not do manual replay saves.
End of quote


confirm, I actually thought afterwards I pressed the wrong button.

but ron, if you have a save, you can load the game in sp and create a new replay from it.
Reply #99 Top

but ron, if you have a save, you can load the game in sp and create a new replay from it.
End of quote


That replay has a duration of about 3 seconds -- however long it took you to hit "save replay"
Reply #100 Top


but ron, if you have a save, you can load the game in sp and create a new replay from it.


That replay has a duration of about 3 seconds -- however long it took you to hit "save replay"
End of quote


really? d'oh. then I suppose it IS quite a critical bug.