[quote who="kryo" reply="1" id="1968350"] The problem doesn't stop after a system restart. If the issue persists after a reboot even when you haven't run the game yet that session, that right there tells that it's a hardware or driver issue, not any fault of the game. And Creative's driver support has been pretty poor since Vista was released.[/quote] Sins of a Solar Empire is the only game which causes the issue. [i]Where[/i] the issue lies is immaterial - if I pay a mechan
ShadowDragon8685
Now I remember why I stopped playing Sins of a Solar Empire the first time. Every now and then, it will spontainously "break" the sound on my PC. I don't know how else to describe it - it's one of the very few games that's ever done this - I think Sins is the one that 'breaks' it, though it affects Source-engine games as well. I can be trucking along, just playing, having a high old time, and then... Ugh, it's hard to describe. The
Okay, let me adress these questions: 1: Yes, I have all eight research stations. 2: Yes, Novalith Cannon is fully researched. 3: Yes, the planet's tactical slots are all upgraded. 4: No, I didn't cancel the planet improvements, just the structures. 5: It didn't just, like, refuse to build, it [i]started[/i] building, built 1% and 27 HP worth of the building, and then stopped.
What gives with this? Okay, here's the situation. I'm playing an absoloutely huge map - five stars, dozens of planets and stuff on each of four stars which were started with one and only one player. The fifth star is mostly wormholes, a few planets, and a Pirate Base. I've got the pirates in my sights, so I've got a huge fleet of capital ships ready to rock and roll in on the pirate base, but just one phase jump upstream from the pirate base is a newly-conquered planet. <
I have figured out a (sort-of) workaround, but it's a pure pain in the ass. Whenever I install the updated sound driver, it works - for awhile. Then it stops working, and when I check dxdiag, it says the driver didn't update. So I reinstall it again, and it works normally - for awhile. So, it's a pain in the ass to be playing, cruising along, kicking bottom and taking name, and then the sound starts crackling. But at least I can temporarily fix it. >_<
I'm having a similar problem, and frankly I'm confused. When I first started using Sins again, I had the crackling instantly. Obviously that's unacceptable, so I went and looked for soloutions. My audio is set to full hardware acceleration in DXDIAG, I changed the user.settings file, and then I went and found and update for my sound drivers. I'm using an SB Audigo B800,and when I updated my drivers version, the problem fixed itself. I come back today, and Sins works just fine f
Congratulations. You've learned how to use basic Windows functions such as hotkey copy and hotkey paste. May I ask, because this is something that confuses me, exactly why you needed to name your character "ƒ¦ùƒƒŸ" instead of simply "Fluffy"? It conveys the exact same meaning to an English reader, it serves only to confuse the issue as far as reproducing the exact characters of your name go. I know that in the old Half-Life multiplayer, cheating assholes used this t
There's nothing I hate more than microsoft nonsense - especially since half the programs on my damn PC won't uninstall anymore, it gets to be that a brute-force shift-delete of the install directory is the only way to clear up some gorram harddrive space. I like to think I'm fairly advanced Those 2 things dont fit <img id="ImageResize_Image_9" onload="ImageResizer.createOn(th
May I suggest a really simple soloution to this problem? In the install directory, put a shortcut to all the directories that microsoft makes you spread out all over the computer. Then place a big text or document file in the install directory, labeled "README - SHORTCUTS" that explains the "Games for Windows!" nonsense and why it is because of Microsoft that you must spread your game all over the damn computer instead of, you know, doing the sane thing and keeping it all
Seems kind of lame, really.
I have to say, I really like the sound of "Multiannilliator Cannon". It sounds like it should be a ship with a lot of clustered tubes at the front, and when it fires, they all come online, but not at once - one, then another, then another, then another, not stopping until you've got a bright, multicolored lance of various colors slamming into an enemy ship/structure/planet. As far as appeasing Novalith, would it be too hard to insert a one-frame (showing time) blurb about
I have to ask, what will happen to repair yards? I usually build 2-3 repair yards and a huge clump of defenses. If the repair yards continue to acrue antimatter, they could prevent the structure deteroration altogether, or at least prolong it to a ridiculous extent. With just one yard, eventually the repair yard itself will die, but with two they can repair each other.
That's a hell of a bug. Maybe you should figure out how to turn it into a feature? I'd gladly give up twenty minutes of real-time in exchange for immunity to PSIdar interplanetary sublight travel. Just don't do it interstellar; that would suck.
Well, if that's going in... Sins of a Solar Empire just got way more boring. I want to deathtrap AI fleets and watch them squirm. It's not my fault they're too stupid to actually do something logical - like make a concerted effort to squish the inhibitor and then make a run for it. Frankly, it's more of a nuisance pain in the ass than anything else, because it allows your enemies to probe your empire at will. Unless you have like, 10 squadrons of bombers sitting on top o
I don't! Hell, I'll go all the way through the visibile spectrum! I think the pimproid ought to have a huge gold chain with a hanging medallian the size of a Death Star, though.
May I make a small suggestion? Make ships take greater damage at the aft, and lesser damage from the front. This will automatically create dynamic battles, as ships will try to find the optimal angle of attack (IE: hitting the other guy in the engines) while minimizing it's own vunerabilities.
Pursueing a strategy of scorched earth is much more difficult when the enemy only has to use a kamakize colonizer to hit up a planet you just bombarded and bring it back to full strength. It's damn-near impossible when you have the capital ship with colonize set to auto-colonize and it auto-colonizes a lpanet that immideately flips. Like that makes any sense whatsoever? "Look, we just landed from a ship after our forces finished bombing the snot out of it - oooooh, look at all
Again, go with a "Pirate Hub" sort of dealie. A very well-protected pirate system. You invade and conquer that, and you can claim ALL the bounty laid in ALL the galaxy!
Thank goodness for the simple fiction of artificial gravity and inertial compensators, so we can soundly not give a gorram about that and get back to what's important - watching big ships beat the snot out of one another.
I do agree we need more unit chatter in this game. Go play Homeworld/Homeworld 2 sometime, for some good examples. I'd think the audio should provide information based on the size and number of ships in both fleets, IE... Say your Group 1 consists of five frigates, and the incoming attackers are five frigates. It might say "Group one engaging enemy... This doesn't look good." Whereas if the enemy is twice their number, "Group one requesting immideate reinforcemeents, Command!" and if th
None of this has any bearing on Sins of a Solar Empire, unless we're going to remake the whole game into a WWII historical simulator, where the aircraft utterly pwn all ships by dive bombing and torpedo runs. Fighters are not standoff weapons in space games in general, and in Sins in particular. Unless seeing giant fleets of Sova and maybe a few of the one that restores shields is your cuppa.
They did this in Sword of the Stars. Want my advice? DON'T . It was a game-breaker in that game, especially as things were randomized and uncompensated. IE: I could start off down the line towards phasers, bypassing Green lasers only to get roadblocked after UV lasers, with no further upgrade. Then I go down missiles, only to find I get crap for missiles. You'd think that after that, I'd be all but garunteed to get good mass drivers, right? Wrong!<
Just as a side-note, though, it's worth pointing out that if the person who posted the bounty is dead, there's absoloutely no reason the escrow agent won't just pocket the money himself, thus reducing the bounty on everyone that person put bounty on by as much as that person paid out.
The thing is, I think pirates can spawn in any system - any system at all - that isen't actually watched by the player. Were the systems they jumped in from un-seen? Also, they might have been your own trade ships turning into Insurgents, which are labeled as pirates.
Call me crazy, but... Combined-arms is good for realism. I don't want realism. I want fleets of mighty, proud capital fleets phasejumping into a system and laying waste to all and sundry. Picket ships are harassers and planetary defense, but they shouldn't stand up to capital ships unless massed in truely ridiculous numbers - swarm-type numbers. Frigates should kill frigates and trade ships, do scouting, and serve as cannon fodder. Cruisers should kill frigates an