BaggerX

BaggerX

Joined Member # 3037605
2 Posts 73 Replies 554 Reputation

Vid drivers are the latest available from AMD/ATI. Are you talking about the Microsoft.DirectX.Direct3D.dll version? That one is 9.05.0132.0000. Bloom is off. Not sure where to find the Multisampling setting. Is that the Anti-aliasing one? If so, it's set at 2 samples. No background software aside from Spybot and Comodo firewall. They don't take up much in the way of resources though.

16 Replies 8,888 Views

Is there someplace else I should submit my problem? Would a savegame file help? I could really use some help here please... This is the first time the game has become unplayable for me.

16 Replies 8,888 Views

I think that's all there is. Would be nice to at least have a little help info page about the search so that we know what all it is capable of and how best to enter our search terms.

1 Replies 1,731 Views

Ok, I've played quite a few games, but now I've run into a performance problem that I can't seem to fix. I am playing a medium-size map. Two stars with 4 planet groups each against 4 hard AIs. Two of the AIs are already wiped out. The AI that killed the second one has a pretty large fleet that I have cornered. When he finally attacks, my approximately 100 ships and his approx. 150 ships are in the same system and after a minute or so, everything turns into a slideshow, and after another min

16 Replies 8,888 Views

[quote]Just wondering how one increases the fleet supply number.Thanks for any help[/quote] Open your research screen and click on the Fleet research tab on the left side to see the fleet research options. These let you increase fleet supply and capital ship crew numbers.

6 Replies 15,244 Views

[quote]@bagger if i'm not mistaken there is enough logistics for 1 structure. That might just be in the Sins Plus mod though...[/quote] That must be the mod. The pirate base has 0 logistics points. Can't upgrade logistics at all.

13 Replies 14,500 Views

[quote]How a planet I just bombarded into oblivion and is now completely sterile uncolonizble due to enemy culture, I cannot fathom. ...[/quote] On a somewhat related note, I'd like to know why a pirate base that I have colonized still breaks a trade route chain. It's my colony now, so shouldn't it at least be neutral for trade purposes, like an asteroid field or something?

13 Replies 14,500 Views

[quote]The patch deleted all the random-creation maps I had before install.[/quote] I think the files are actually still there, just like the saves. At least they seemed to be for me. I deleted them manually when I realized they were no longer compatible.

6 Replies 5,399 Views

For such a complex game, I think it is holding up quite well. The interface is utterly fantastic, and that alone is a major accomplishment. The balance issues will probably take a while to work out. The game hasn't been out that long yet. There will need to be some experimentation with balance tweaks. Personally, I think they went way overboard with the siege frig nerf, but I'll keep playing for a while and see how it all works out. It'll probably get changed again for 1.04. Hop

13 Replies 28,862 Views

Some good ideas there. I'm not qualified yet to comment on some of it though since I don't think I have enough experience with the game yet. I did have one thing I wanted to add to the list though. I created a custom map in the in-game map creator. It has 2 stars with 4 planet groups each. Each star has 1 planet group set to pirate base and the rest are random mix. Somehow I ended up starting in a star system that had 4 pirate bases in it. Maybe just random chance? Anywa

6 Replies 16,217 Views

I'll never understand pre-ordering. I can't think of any good reason to do it. Wait til the game comes out. Buy it wherever it's cheap and available. How hard is that?

10 Replies 21,621 Views

Are you asking how to mod it to go higher, or just how to increase your fleet cap? I think there's some posts in the mod forum about increasing fleet cap.

10 Replies 8,029 Views

When you open the research screen, you'll see an option on the left side for Fleet research. Within that screen there will be two tracks of research. The bottom one increases your fleet supply, allowing you to build more ships. The top one increases the number of capital ships you can have at once.

32 Replies 17,418 Views

[quote]Just out of curiosity, are you running detail levels on Highest and not High? Cuz there's a pretty big difference between the two.[/quote] I'm not sure actually. I'll have to check when I get home. [quote]Having multiple ships with varying polygon counts (low, medium, high) would be a waste of memory and time. This completely excludes texturing and UV (but that isn't as hard)I do wish sins had an option for shadows; having your planets fight in the shadow of a planet would

25 Replies 16,867 Views

[quote][quote]What's all this COMPLETE and TOTAL BS people keep saying about a "combined arms fleet" should be able to easily beat a spammed fleet of a single type? Why the hell should that be the case, and what real-world scenario is this supposed to simulate? In the real world, if your enemy is massing nothing but infantry men with rifles, You'd be smart to mass heavy machine gun emplacements, and just let those guys charge right in.[/quote]If you're commanding an army in the real world, you'r

186 Replies 120,702 Views

[quote]Sins is designed for weaker computers, not ultra modern ones.That means models and textures need to be complex enough too look good, but not enough to chog down computers when rendering hundreds of ships.[/quote] Giving us the option to use better models, detail levels, etc., would be a great thing for those of us who can take advantage of it. My PC is a mid-level gaming machine, but it doesn't really have any trouble with Sins, and I'm planning to beef it up again in another month o

25 Replies 16,867 Views

Not sure if this has been requested already or not, but I would love to see some way to make your cap ships hold enough anti-matter in reserve to make a phase jump. Basically it wouldn't let them auto-cast if it would take their reserve under 100. It would only let them use it to jump. Auto-cast is usually pretty useful, but it's seriously frustrating when you're trying to bug out and your cap ships decided to use up all their AM.

255 Replies 76,395 Views

I like the standoff ability of carriers and LRM frigates, but you definitely need to keep some flak frigates around them to guard against enemy bombers. I try to send a fleet with a couple of battleships and some cruisers in first and make sure the enemy gets away from the jump-in point, and then follow up with the long-range fleet to pound on the enemy from a distance while they're engaged with my first fleet. Seems to work pretty well, but I've only done it as TEC. Haven't gotten to play th

15 Replies 12,007 Views

Research the Fleet options for supply from the research screen. Should be the third tab, just under the Civilian research. The ones on the bottom row of the Fleet research are for supply and the top ones increase your capital ship limit.

2 Replies 5,483 Views

Did anyone else notice that the TEC Siege Frigates only launch rockets from their port side launchers? I do agree that more animation would be awesome. Not sure how that would impact performance, except that I'm sure it would be badly :)

3 Replies 5,836 Views