170 squadrons. Maybe it has to do with system capacity? If you're watching a massive battle with 100 different ships firing lasers constantly and you decide to tinker with your squadron ratios, it probably puts a bit more strain on your computer than doing it in a battle-less situation. This is especially true considering how the game would have to update the damage percentage of all your squads simultaneously in addition to everything else.
kurkistan
[quote who="Tkins" reply="11" id="1967310"]Unfortunately i lost the mini dump . Yup Mini dumped again. This time it was a lot quicker. It happened just as I was clicking on the fighter bomber tab with all my Republic fleet selected. I did notice the executor blew up a ship and started firing at another one and it was fine. [/quote] That's like what happened to me. [quote who="kurkistan" reply="24" id="1965140"]I've had minidump problems when I try to open the s
[quote who="Ultimate_Trekkie" reply="7" id="1965301"]Guys, how do I play the mod? It is enabled ,but where are the Star wars ships? Only the original teams are there [/quote] You may have a double SOGE folder (if there's a technical term for this, I don't know it). When 7-zip extracted mine, it put a SOGE folder with all the mod info into another folder named SOGE, so that the game wasn't able to understand what it was supposed to do, since the mod f
[quote who="EvilleJedi" reply="25" id="1965141"]170 strike craft in one gravity well? damn okay well I can't fix that bug [/quote] It's what happens when you have 15 escort carriers, 2 Executors, and a few score other ships that can deploy strike craft in the most epic battle to crush rebellious slime in all of galactic history![e digicons]}:)[/e]
I've had minidump problems when I try to open the strike craft management tab when I have ALOT of strike craft in a fleet. I tried to test it just now, and it seems to dance around the 170 area, but I can't pin down any solid numbers. I now have a new appreciation for the time you spend loading and re-loading the game when you test for bugs. :) Hope this helps.
Eville, will you consider increasing the number of strike craft that a hanger can deploy? Considering the number of strike craft that ships can produce, hangers aren't very cost effective at only 2 squads.
EvilleJedi I've tried to post a few bugs to this site http://warlords.swrebellion.com/forums/viewtopic.php?f=587&t=27411 but I've gotten a message that says that my post will be looked at by a moderator before its shown publicly, then nothing happens (I wrote my first post yesterday). Should I re-post the bugs here, or just wait awhile?
Thank you for your agreement[e digicons]:grin:[/e] EDIT: I call it " illogic " mostly to stop myself from looking like a complete idiot if it turns out that I'm wrong. The basis for calling it illogic is actually quite sound, though, seeing as you can make a quite logical argument for the sun revolving around the Earth based on the assumption that the world is flat. This false supposition makes i
[quote who="Tkins" reply="9" id="1960045"]Does anyone know what causes the ships to lose their formation? I think Eviljedi had mentioned it somewhere, all the ships seem to bunch up into a little ball. At first I thought it was because the ships have short ranges, but even if they aren't attacking they seem to keep very close to one another, like they try to fly on top of each other. [/quote] <
[quote who="EvilleJedi" reply="9" id="1959344"]The exe errors are probably because you don't have the latest version the mod will only work with 1.1 and up, it would be a huge amount of work to downgrade it to older versions and would take away from fixing bugs. ( I have to make a decision about entrenchment though, because I have it pre ordered and would like to use the new features, but I don't know how modding will change with it released.) I have no idea about
You're doing a fantastic job so far Eville! By the way, what's going on with the galaxy map and large gravity wells and such? Are they in 0.75 but I can't find them? Do I download them separately? Or are the map/large gravi
Thanks for answering, and keep up the good work!
I've been lurking around this thread for the last couple days and I'm really excited about the mod, but I noticed something odd on the ship list. Is it intentional that there are no Republic cruisers that can carry more than 1 squad of strike craft? Also on that note: is the general imbalance between the factions' strike craft numbers per carrier intentional?
If your empire was in a good enough state so that you could micromanage battles to that incredibly small degree, you wouldn't need to micromanage, just throw a couple dozen extra ships at them.