Spish

Spish

Joined Member # 2739348
0 Posts 31 Replies 85 Reputation

The problem turned out to be a case problem. The entity file was named FrigateXinLongrange.entity (note the lower case r in range) while the entity wanted was FrigateXinLongRange (note the upper case R in range). The next patch will have case insensitive searches.

10 Replies 4,811 Views

The server in sins only provides a single location for all clients to talk to and makes sure everyone is in sync. It doesn't require really any CPU. Every client is processing the entire simulation on their own computer. If one computer is slower it will drag down everyone else. A dedicated server won't help here.

21 Replies 11,617 Views

Hi ThrakaAndy, sorry you are having issues playing multiplayer. Could you be more specific on how the game is dying? What exactly is happening? Is the game crashing? Does it just say "so and so has disconnected"?

12 Replies 15,286 Views

There is also a bug in 1.02 that will cause all particle effects to not show up and has a high chance the game will crash when you load the mod after the game is started. To get around this turn on "Load Mod on Startup" and start the game up again. This will be fixed in 1.03.

95 Replies 70,133 Views

Are you both running exactly the same mod with the same files. Could you verify that the mod checksum that is reported when you load the mod is the same on both computers? Thanks.

3 Replies 4,021 Views

How are you adding the weapons? How many weapons are you adding? Unfortunately due to memory constraints all ships only support a maximum of three different *types* of weapons. You can then have up to 10 points per bank. So in total you can have 120 weapon points (3 weapons * 4 banks * 10 points).

10 Replies 8,516 Views

You will have to create a mod with new .entity files that Kildyu has mentioned. If you also mod the GalaxyScenarioDef.galaxyScenarioDef file with these new .entity types GalaxyForge will read it and you should be able to place your new .entity types directly.

9 Replies 6,693 Views

This is as designed. You have to keep your stations up to preserve structure and frigate/cruiser unlocks. We want you to have to choose whether your slots are used by research or by other things.

4 Replies 8,388 Views

You have to kill enemies to see the victory screen. This means every player's portrait must be cracked in the diplomacy window. Human's disconnecting from multiplayer games don't change the simulation state (so the game can be saved and transfered). This means their planets are still around so they haven't officially "lost" the game, even though they are no longer in it.

17 Replies 35,829 Views

It is one of Microsoft's "Games for Windows" requirements that we store all user-generated application data in this directory.

8 Replies 5,323 Views

Haha, I'll never forget playing Dune II for the first time in high school. Being compared to it favorably is a dream come true. :)

33 Replies 53,447 Views

Hmmm, that looks like you have a corrupt installation. The game has found data files it can't read. Where you in the beta by any chance? The safest thing would be to completely uninstall and install again from scratch.

3 Replies 3,539 Views

If you are both behind the same router then there should be no problems. If not, then you may potentially have to configure the router to direct traffic to the host port. (port forwarding).

4 Replies 10,997 Views

They are in binary purely for optimization reasons. There is no purposeful obfuscation.

66 Replies 34,817 Views

Thank you for the detailed description on how to recreate this bug! It is now fixed and your modules will construct until they can construct no more! (when they really run out of actual slots).

8 Replies 3,479 Views

Nice find! This was caused due to a certain programmer's over eagerness to optimize the rendering of these graphs. New points in the line are only added if the y value actually changes. The programmer has since been reprimanded and now the extra points needed are added to show accurate changes in you simulation state.

4 Replies 1,724 Views

Nice find! We already have ally colors setup (you can see the entry in your .colors file under MinAllianceFriendly, MaxAllianceFriendly). Unfortunately there was a bug in code that used the wrong colors. This has been fixed. Infocards will also respect this setting as well. For example the breakdown on groups of ships won't be in the player's actual color anymore, but instead use the alliance color.

7 Replies 2,297 Views