It runs fine but then you save it and reload it and it lags? If so, plz send us the save game at [email protected] and we'll check it out. That shouldn't happen.
Blair Fraser
Those should all be in there already. Check to make sure you have files in your DataSource\Sound\UI Alerts\Tech directory. Some of the files are no longer used but the ones you listed should be there.
Our bad haha. We'll fix the description up for beta 2
It will change the starting ships for anyone of the same race.
There is no more parallel research, it was cut out in one of the early patches.
Can you zip up a save game (they compress very well) where this is happening and send it to [email protected] ? That will allow us to track it down for you. Thanks
Hmm, we can't seem to recreate this internally. Fighters are indeed attacking other fighters both automatically and manually and they also rip up bombers. Are you absolutely positive you have the latest hotfix? Would you mind sending us something to help track it down? If so, please send the sinsofasolarempire.exe to [email protected] and we'll take a look at it asap. Thanks
We preferred the old way as well, which is why the first one shipped with it. However, this patch it was easy enough to let you try the requested method unlike some of the other requests of things we've tried before that didn't work. There was another suggestion in another thread that we might experiment with. It basically meant you only had to go as far as 90 degrees. More ideas are welcome
I agree, that is a bug we'll fix asap.
The skyboxes aren't fully random but stars are. The type of star you get determines the valid choices of skyboxes that can be associated with it.
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
lol (to everyone), i think the confusion is one of mixed jargon. Open maps vs fully connected seems to be the root. Fully connected means lots of phase lanes and open means no phase lanes. Highly connected maps (possibly fully connected maps) are almost guaranteed (as a mod option) and open maps are quite unlikely.
Modding Hints: 1. If you want to change the ship you start with, look in the Player files. 2. If you want to create a brand new ship that you can modify without affecting any other ships, start by copying and pasting another ship and modifying it. 3. Get a tool that allows you to 'find in files' for certain strings in a directory.
We'll be making sure the AI strikes are more effetively for next beta. Do you play against them with all 3 on same team or are they fighting each other as well?
I'm going to have to agree with that, the idea of massive battles around stars is awesome. We need stuff in the game to encourage that more
Cool descriptions guys. Leger, can you describe what you meant by this so we can account for it in improving targeting and AI stuff: "I'd like to note that it would have been nice if I could have ordered my fleet to 'attack siege-capable ships' instead of having to knock out the capitals and Krosovs one by one (and one-by-stack)." Thx
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.
Ya sure, try that too - the more info the better!
Oh my! You guys are amazing for finding stuff we can't recreate no matter how hard we try - apparently we missed a condition If at all possible could you send a save game where that happens to [email protected] ? Also, if you could describe what steps led up to it or how to recreate it that would be great. Thanks Multi.
We already tried removing any objects that would get in the way. This means the ships don't even need to do pathfinding and we still find it too slow. In otherwords, no matter how good the pathfinding gets, the problem will still exist. We are looking into other ideas.
The travel times is one of the primary reasons why we previously allowed jumping through gravity wells. Even with improved pathfinding (next build) or the complete removal of objects in the way, it will still take what we feel is too long. Regardless, it was easy enough to let the community try it out and see how they felt. The obvious solutions to reduce that time are to make the ships faster and/or the gravity wells smaller but the problem with those is that
I was referring more to archpsi's problem The modding functionality is now there, but its not part of the user interface yet.
As of patch 4 it is possible - other circumstances made it simpler to expose previously hidden modding functionality then to remove it.
If you want all black and stars you can disable the color portion of the skyboxes altogether. Looks like Multi figured out how You can also choose which of the beta 1 skyboxes (there are 5) you wish to you use without relying on chance - it's not much more complicated.