Well I've tried changing the refresh rate as well as resoution with no real changes, any other ideas? Forgot to mention - running game in 1680x1050
chazzie
umm - no I've not tried that - by defult my monitor is set to 60 Hertz, and its the only option I can select. As far as you know is this an issue with this game? All my previous computer monitors has been set to 60 Hertz, and I've had the same stuttering with it - from XP to Vista 32 and 64 bit, but it seems to be getting worse! Another good example of this is the main loading screen - is this smooth for you? When you select different options such as multipla
Hi, I've found that Sins in stuttering alot in SP games, this happens when I zoom into any object that has an animation. This problem has always been present but not as bad as this. If I focus on a ship for example the screen stutters as it moves with the ship - the same if I focus on a planet, anything I zoom into close. The odd thing is that the game starts with this problem and the size the game and fleet makes no difference. I've tried turning all detail to minim
* Fixed starbase jiggles lol - You guys are the best!! [e digicons];)[/e]
The only time I've noticed this is with random maps, all the other pre-set scenarios don't do it.
Another odd one. 1. I've had the bounty placed on an ememy AI wiped out during the bidding phase - I had just outbid one player (several thousand) and I got 'all bounty on this empire has been depleted' and it was reset to zero - it cost me a fortune.
A few more; 1. The Vasari starbase level 3 weapon upgrade icon is the same as the level 2, its not clear at a glance that there is a level 3 as all the other icons change if there are more upgrades to be had. 2. Frontal Shield and Debris Vortex to do not show an upgraded icon on the selection/auto-cast screen if you are using upgrade level 2. As mentioned by Szadowsz mines are not being used very well by the AI on normal - I'm not sure if thats intentional. On a g
A few bugs remain from the final beta and into the release version. 1. Star surface activity slows to a complete stop as the game progresses - takes about 10 minutes to completely stop, looks a little odd as I use starbases at stars as a choke point. 2. TEC and Advent starbases still 'jiggle' left and right when trying to aquire new targets that are out of range.
Got to be a solid single player campaign, maybe about the 'things' that are chasing the Vasari. Some multiplayer stuff would be cool as well - but hell, I want it all!
[quote]Hate the carrier not the strike craft. The irony is though, the capital ship carrier really really needs a buff since its so craptastic compared to cheaper Light Carrier Spam. [/quote] So very true - I thought that from day one.
I personally agree that the strike craft are to powerful, my only suggestion is that the flak craft/turrets need a slight buff. The problem is that changing the balance to much can wreak the game and you end up with redundant units, for example if the vasari had a bomber nerf then their ablity to deal with torp cruisers would suffer. I also belive that you could risk ruining cap-ship carriers as well. Its very, very difficult to do balance well - as one other
[quote]- The Vasari starbase's Debris Vortex ability doesn't do anything. At all. Ever. Nothing ever happens when I click the button, and the ability is never used if set to autocast.[/quote] No, that's wrong, in testing the Debris Vortex it requires debris in order to operate. It sucks in destroyed ships and scrap in order to power a quicker repair rate. I had a close look at all the starbase upgrades to make sure that they were working as intended in beta 2.5.&n
Well after further testing the TEC Akkan ion bolt glitch is a little more serious than I thought, at present its pretty usless as its too short! I found myself not bothering with it even after being upgraded sereral times. Not sure if it needs a buff of sorts! [e digicons]:thumbsup:[/e]
I'll add one last lot - then I think I'll wait for the next beta or the final!! [e digicons]:D[/e] 1. Are starbases supposed to be affected by the bonuses of Stars, Plasma and Magnetic storms? As at the moment they don't gain/lose anything. 2. Star surface activity slows to a complete stop over the course of time. (about 10 to 15 mins).
A few more minor glitches 1. Vasari Planet Drain animation does not work on the Pirate Base - it misses the asteroid completely. 2. TEC Planet Shield does not cover the entire asteroid. 3. The TEC Akkan ion bolt says 3 (seconds?) for duration in the info card but only seems to last 1 second, this seems to be a constant as each upgrade seems to be about 1 -2 seconds short of what the info card says.
Thats odd - the 2.5 beta stopped all crashing for me at max detail across the board. The only thing I can think of for you to try is the verify option in Impulse to make sure the install is good. To verify open Impulse - go to my games, right click the Sins icon then click verify! If that does not work, turn down all options to lowest, bloom off e.c.t and see if that helps. I know some people had their problems fixed using this option. <p
Good - I'm glad you guys are taking the extra time, I just can't wait for the final though!! [e digicons]:thumbsup:[/e]
I've always liked the AI in Sins - But at present its not coded to deal with all of the Entrenchment additions yet! The bits it does get right it does well. I played a game a while back where the AI surprised me with very tactical playing - and from what I can tell it did not cheat either, (a scout had seen what was at the planet before it's main fleet attacked) in the end I got kicked in. [e digicons]8C[/e] I got to admit - Stardo
There are some really cool ideas here! I second the idea of more planet types and moons. Moons could be based as a massive resource boost (metal and crystal). How about an Ambassador class cap ship? A ship that carries no weapons but has loads of powerful diplomacy ablities, used for more remote allies? I think spies is a good idea but not to go to far (like galciv 2 did) as I don
For some daft reason the starbase jiggle really bugs me! Only the Vasari SB does not do it. [e digicons]>:([/e]
As far as I can tell the achivements are shot to hell at the mo - since changing to the Beta 2.5 I've not recived any! Maybe when Entrenchment is released they might be fixed.
Scrap that - the Advent starbase 'jiggles' as well!! [e digicons]>_>[/e]
I can confirm this as well - after a save and reload the adjudicators don't fire anymore - I wish I knew that before I quit last night!! [e digicons]>:([/e]
Well - After several games with 2.5 beta, and reading alot of posts on mines and mine sweeping - I have an idea. Do you think that if the scout had a reduced mine detector range and a special pulse (with one very long cooldown period) that could temporarily disable the visible mines for a duration that suits the game balance. This would have the following effects. 1. The possible need for several scouts to disable a section o
Well - I can confirm that this is from the Vasari point of view - the TEC base 'jiggles' when your fleet jumps in. I was able to test the Advent SB though and their SB is fine (as is the Vasari one) - it's just the TEC's one. @ LordAlthalus - Yeah. I thought they might have done that - at present then it's just a text error. They are both very minor bugs - but knowing SD and IC they like to know anyway.