Does this are original game features, or my computer is a low-end one?

Hello, everybody...

I'm pretty new [just got here by this very new post], and I'm a Japanese, so my English is rather difficult to understand... forgive me about this...
I've bought Sins of a Solar Empire recently this week, so I'm pretty new to this game too...
I'm not sure where to place these kinds of questions, so with bravery, I've put it here...

But the thing I want to ask is not that, however after spending some hours to play it, I've got few questions to anyone about the game graphics...

- The first thing I've recognize is that every ships has been given turrets to fire, especially with TEC [what is TEC stands for?]. When I have my first taste of having Akkan-class Battleship, which is pretty powerful at the moment I play as TEC, she has a large turret consisting of gun nozzles on the right side of the ship. At first I was fascinated by her size and looks, as it looks like a stand-firm ships that could take any type of beating. Then I sent her to her first real test of war, I've noticed that the large turret on Akkan-class Battleship doesn't rotate!? Even if the targetted vessel very around her sides, especially on the right side, that turret won't rotate like any space 4X RTS game like "Sword of the Stars" would do. After noticing this, I've began to 'inspect' another ships and all of them also do not rotate too!? I try the same thing to Advent and Vasari, but almost all of them doesn't have a turret [as far as I notice it, it's pretty convinient to look at as because of their technology]. I only notice this on TEC race!? So I put this curiousness to this very post. If about "Effect" settings, I use full graphic my computer can take, that is Highest Extra, High Model, and Low Bump. If a try to increase it to Highest Model, the game then shuts down and comes a mini dump pop up. My computer also notified me of low virtual drive. My computer had just been reinstalled and it has a 512 RAM memory, also my game has been updated with 1.05 patch. My question is, does those turrets REALLY doesn't rotate at all or my computer is a low-end one?

- I've kept seeing a very attractive MODs going on in this sites, so I've come to ask some questions about this. I've downloaded Forge Tools for Sins 1.05 from Download tab in the main menu, and I've looked inside it. It shows way of modding to basic parts like changing ships properties, but I don't see about "How to add new research"-related topics. Is adding new research that hard? I've downloaded Phase Scout MOD [or maybe that's the name], and I want to make it a tutorial, but after I looked inside, a lot of files were used so I don't know what files and how to do it, as I also mod some files. Is there anyone can taught me on how to do it?

- After I take notice further, the MOD does have to include all files in "GameInfo" folder to properly work. I tried this once and don't work, that is only a modded files were in "GameInfo" folder in my MOD. Does all game files data in "GameInfo" folder has to be copied to succesfully work?

Well, that's it for now...


Regards
Matsu-Taka
Matsuhiko Takagawa
3,284 views 11 replies
Reply #1 Top
Welcome.

[what is TEC stands for?]
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Trader Emergency Coalition

My question is, does those turrets REALLY doesn't rotate at all or my computer is a low-end one?
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Unfortunately, they don't rotate on any graphics setting.

I can't help with adding stuff. I've been fine with changing the stuff that's already there.

I've seen mods that do not have all files in the GameInfo folder, but I do not know if they work correctly.

Oh, and your English is pretty good.
Reply #2 Top
SOASE have no animation at all. How tragic  :SNIFF!: 
Reply #3 Top
WOOT!? No animations!?

Speaking of those animations, why is that? I mean, why there aren't rotating turret in this great game? Is this means that the game engine cannot support rotating turrets?

Also, I've taken notice that Bump effects does slowdown your game considerably. Does this correct as even with Low Model and Low Extra effects, my game still shutdowns itself and the minidump pop up?

A moderate questions, can a research subject be set up with many things, like it also increases max trainable level for capital ships? I know there is a research that allows an increase of these trainable levels. I want a change, so that the original research comes unhindered and with this new research it can upgrade trainable levels, more armor, more speed, etc... what I really meant here... can a research be a one-for-all research?

TEC stands for Trader Emergency Coalition? A trader race that comes bristling with weapons... :D

Speaking of weapons, nearly all TEC ships have projectile weapons, while Advent stands on beam weapons, and Vasari pretty strong on missile weapons, aren't they?

Sorry for many questions, as much of the game's data is much more different with other, so I need more explanations to do the modding.


Regards,
Matsu-Taka
Matsuhiko Takagawa
Reply #4 Top
Speaking of those animations, why is that? I mean, why there aren't rotating turret in this great game? Is this means that the game engine cannot support rotating turrets?
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They're probably out to to keep performance up.

I don't know if the game engine can support it or not, but I haven't seen any yet.

Also, I've taken notice that Bump effects does slowdown your game considerably. Does this correct as even with Low Model and Low Extra effects, my game still shutdowns itself and the minidump pop up?
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I have to admit that I don't quite get what you are asking here, but.

Regarding the minidump:
From the Tech FAQ:
Please open Windows Explorer to the location below and see if your dump file is there.

XP: C:\Documents and Settings\username\Local Settings\Temp\Sins Dump

Vista: C:\Users\username\AppData\Local\Temp\Sins Dump

If there is a minidump file present, please zip it up along with a copy of a dxdiag from your PC and a description of what you were doing when it occurred to support(at)ironcladgames(dot)com. Please note that you must provide your Sins of a Solar Empire serial number in your email to receive support (anti-piracy measure).
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can a research be a one-for-all research?
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I'd say yes, as certain upgrades already affect multiple things.

A trader race that comes bristling with weapons...
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The best kind. :D
Well, unless I'm trying to kill them. ;p
Reply #5 Top
MY guess at why there is not turrets is because they are freaking difficult to do properly in terms of balance, unless you just want them to teleport to the new direction they can mess with all sorts of fire rate, tracking and related things.

They have a pretty awesomely simple front/back/left/right system (2D esentialy). With turrets this makes it difficult to work with since turrets could potentialy rotate to all four and then if it can, which one does it count as?

Its just trouble and it would take a lot of time to get a good turret system in the game. The technical (3D model conversion and transform/tracking code) aspect is almost trival to good programmers like those they have.
Reply #6 Top
I see... well making a full graphic details on a model is a hard-work already, so I think I can understand that...

Thanx Kitkun! I don't know if we can report this back to their maker. After I e-mailed my zipped minidump to Ironclad guys, they sent me replies that according to the copied DXDiag, it is MY PC that sucked up, not the game [Quote: You do not have the appropriate virtual memory to play the game].

So, back to business!!

Whether turrets is somehow supported or not, I can try a bit of modeling later. For now, I want to ask something so that I can make a better adjustments...

Now there aren't any turret in the game, so I thought of a gimbals range of a weapons, like I stated before in the first post, for an example the Akkan-class Battleship has such a three-barreled cannon in its right side. Since there are no turret [ATM, until I try them out], I kept seeing something that isn't suit me well, the arc of attacking weapons. So, my REAL question is, at what file do I have to change for am arc of a weapon? You know what, seeing a large, visible cannon in the side and firing its volleys to the enemy in its above without turning first is a bit no fun at all... :D

Now the second 'piece of rocks'... huh... what I'm saying...

After a total universal warfare, last night [I'm trying to play for the betters, so I play more than four players in a Random Medium Scenario maps, sorry... still newbie... he... he...] AND LOSE MYSELF TO THE PIRATES!! Damn it! Oh well... ah, what I'm saying...

I after above explanation, I notice that the effects and the damage taken is not synchronized. What I really mean, is that when your ships or any ships were to get damage by weapons, the effects display first [pretty nasty], and then the damage taken kicks in. Like an example, the TEC's Cobalt Frigate fire it's full complement of forward lasers, and when it's very first laser bullets hits the shields or hulls of an enemy ships, those shields or hulls does not applied in constant way, instead all of the weapons fire must hit the target and then the damage applied. Is it a bit kind of late for between a bullet and applying the damage? Is there a way to increase this in a constant way?

Thanx for everything you can lend your help to me...


Regards,
Matsu-Taka
Matsuhiko Takagawa
Reply #7 Top
[Quote: You do not have the appropriate virtual memory to play the game]
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If you're using Vista, you should be able to set the Vm by going to Control Panel\System\Advanced System Settings\Advanced tab. (It's somewhere similar on XP, but I don't remember exactly.)

Generally, it should be about 1.5 times your RAM. Unless you have a whole ton of RAM (3GB or more I think...), then it should be closer to equal. At a certain point, I think it becomes useless to give more space to Virtual Memory, but I don't remember what that is.

What I really mean, is that when your ships or any ships were to get damage by weapons, the effects display first [pretty nasty], and then the damage taken kicks in.
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Actually, I think damage is applied when the unit fires, before the weapon actually hits.

I haven't the slightest clue where to change weapon arcs... :NOTSURE:
Reply #8 Top
OK then, I'll give a shot to it... thanx... :D

Actually, I think damage is applied when the unit fires, before the weapon actually hits.
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Huh? Even for the missile-firing ships like TEC's Javelis? The thing I notice first on that ship, is that all missiles fired, traveling, all rounds hit target, damage applied... is this something similar?

And so, can it be changed to even more constant way?

I haven't the slightest clue where to change weapon arcs...
End of quote

So, everyone else know this confusing thing?


Regards,
Matsu-Taka
Matsuhiko Takagawa
Reply #9 Top
My technical Japanese is rusty, so I'll just use English. :)

As far as I know the weapon arcs are locked to 90 degrees in each direction (in the files with damage as FRONT, BACK, LEFT, RIGHT). They cannot be changed, but the ships will automatically bank as needed to bring their turrets to bear on a target. Obviously this has problems - a long barreled cannon will fire off to the side occasionally, when it is not targeting the main target (of course, the ships will only bank to face one target at a time).

Is it a bit kind of late for between a bullet and applying the damage? Is there a way to increase this in a constant way?
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I believe there is a variable for that..but I can't remember it offhand. It's in the WeaponData block..I'll see if I can find it and check back. The reason you're seeing it behave differently on missiles is that they use a different value for that variable.

edit: you're looking for DamageApplyType "BACKLOADED". In true Sins style, this isn't documented or intuitive at all, but I know it's the right one.
Reply #10 Top
you're looking for DamageApplyType "BACKLOADED". In true Sins style, this isn't documented or intuitive at all, but I know it's the right one.
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THANX! Carbon016!

As for weapon arcs... is it locked... kind of a... bit hardcoded, may I presume?

a long barreled cannon will fire off to the side occasionally, when it is not targeting the main target
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Well, try TEC battleship... she made sure out of it... :D

I got another question here...
Nearly all support ships in all three races has their weapons fired in a powerful broadside way. I have already made some 'reworked' ships, especially with those frigates and cruisers. Some of them, I want it fired broadside. Is there a parameter to control that?


Ragards,
Matsu-Taka
Matsuhiko Takagawa
Reply #11 Top
The game should automatically do that for you. A ship with attachment bones (for the weapons) pointed within one 90 degree arc will only let you set the damage of that side - for example, a ship with cannons on both sides but none in front will cause an error if there is FRONT damage set. If the weapon is set up properly (the attachment bone is pointing the correct way, LEFT or RIGHT damage is set, there's no problem in the .entity files) the ship will automatically turn to bring those weapons to bear.