sc456a

sc456a

Joined Member # 3096780
6 Posts 53 Replies 619 Reputation

I think this has been resolved internally, but my flagship disappeared in a star's well. I can't see it and it won't move. (Maybe resolved as of v2a) Militia Weaponry didn't increase the "Average Gauss Damage" statistic for Gauss Platforms. I don't know if the damage was actually increased...it also doesn't increase weapon damage on ships in friendly territory as advertised. (still exists in v2a) I captured the Occupied Planet in a 4 player F

1 Replies 7,130 Views

[quote who="Tridus" reply="1" id="3127070"]Yeah. It's because the game engine is from a few years ago now, and doesn't support multithreading at all. It's gotten gradually more problematic over time as they added more "stuff" into the game for that one core to try and handle. There's no plans to change it sadly. Maybe in a sequel.[/quote] That's a damned shame.

13 Replies 28,191 Views

During a large scale battle I noticed the game begin to slow down, which is odd given my system is quite beefy. I pulled up task manager and noticed that Sins is only taxing the first CPU core. It's 2012 folks - let's multi-thread. For the record, I'm using an AMD FX-6100 with an AMD Radeon HD 6800 and 16GB RAM. All drivers/firmware/BIOS up to date.

13 Replies 28,191 Views

I've had many people point out that you can shift-click to have ships avoid mines and other defenses, but I just disagree that this should be required. Like you, I get furious when I see ships get wiped out by mines. Especially because one ship can fly past a mine and nothing happens and then another comes along just as closely or even further away and BOOM. This is just shoddy programming. As for the default view issue, I simply think the game should remember your viewing angle e

2 Replies 14,629 Views

Well folks, it's been almost four years to the day since I posted about my " Minor Annoyances " with Sins. In that time there have been two expansions, tons of updates and one brand new Beta - that's a lot of water under the bridge. I was so excited to get my hands on the Rebellion Beta. Four years, I thought, surely would be enough time to address some of those issues and I was really looking forward to the new T

2 Replies 14,629 Views

I have posted two videos from my testing of SoA2 on my XFire profile here: http://www.xfire.com/profile/sc123/videos/ On the second video you can see that there is a pretty serious bug where the fleet flies through the Borg cube. Oh, and the Cube is insanely difficult to defeat - probably unbeatable without a maxed out fleet. v0.03c works fine for me in Windows 7 with Sins v1.16. It's a lot of fun and I'm looking forward to the next version!

791 Replies 1,936,013 Views

[quote who="Yarlen" reply="12" id="1907200"]Minefields and subspace inhibitors will help. Starbases will have very long range as well, so unless you do a poor job of placing one, it should be able to deal with incoming fleets pretty well.[/quote] Still, I'm concerned that a player could simply fly right past a starbase and bombard the planet from the other side. Regardless of the amount of damage inflicted on a fleet, if even a few ships with bombardment capabilities get through

23 Replies 26,646 Views

OK - I'm excited about Entrenchment, but I can't believe no one has thought to ask: What stops your enemy from just going around the starbase ? From the videos I've seen the starbase was placed on one side of the planet, so unless the thing is going to shoot through or around planets, then they would seem to be somewhat pointless. Thoughts?

23 Replies 26,646 Views

As I said before, I think this mod is pretty much dead (:( Major Stress is keeping Star Trek Mod hopes alive [link="https://forums.sinsofasolarempire.com/173883"]here[/link].

285 Replies 604,326 Views

Every time I get on to play there is almost no one in the lobby, and it's nearly impossible to get a game going. I've been playing SP and MP with friends LAN style. That's how I came up with my thoughts on it: https://forums.sinsofasolarempire.com/319919

7 Replies 2,985 Views

I don't like how all modern RTS games don't support defensive tactics. I can't think of one in the last five years that has. Sins is no different. Sure, you can turtle, but as a previous poster stated you can simply go around it. The range increases available through research for cannons aren't enough, and hanger defenses are useless because the strike craft don't attack other strike craft, and it's impossible to build up enough hangers to mount a serious defense by themselves. <

52 Replies 122,730 Views

[quote]5 patches later, the geniuses behind this game still think that 1 enemy ship should be able to defeat 50 TEC heavy cruisers. See for yourself:http://avenger.kirenet.com/~nexworks/sins.jpgThere sits my fleet of 50 heavy cruisers, unable to move, or shoot (and conventiantly they clump themselves together, even though their orders are for Loose formation). Crippled by 1 enemy subverter ship (and they just keep spamming them endlessly). Ive been fighting in that system now for some 30 minutes

90 Replies 215,997 Views

[quote]Reduce it in size by at least 30% and add the name of the enemy bounty is being placed on (and who is placing it on me),Umm - no. The whole point is that you don't know. Why? Because they had a direct deal with the pirates!!! Letting people know would ruin FFA for those that play since they would know who is attacking them via pirates (could be an ally???).When are we going to have a way to send or ask for resources from allies? I'm very dissapointed that this still hasn't been implement

5 Replies 3,069 Views

Well I've had a chance to play a good deal of SP and MP 1.09 and my general feeling is that, while there are certainly minor improvements, 1.09 isn't what I had hoped. Since this is just the BETA of the 1.1 patch, I can only hope that some of the things mentioned below will be corrected/added. Balance Issues Single player is a lot more challenging. I used to be able to take on any number of Hard AI without i

5 Replies 3,069 Views

[quote]i downloaded it n it works fine up to when i some of my ships gets into a fight the game freezes and i get n error box any ideas???[/quote] There is nothing wrong with your computer or installation - it's a bug in the mod. It has been identified earlier in this thread, but the mod hasn't been updated in so long and it has never been "fixed". It happens when you destroy a particular ship type - read back through this thread to find out which (I can't remember). Too bad

285 Replies 604,326 Views

I'd suggest the Enterprise-E shuttle as seen here: [link="http://www.ex-astris-scientia.org/schematics/starfleet_shuttles.htm#standard"]WWW Link[/link]

285 Replies 604,326 Views

Don't forget - fighters and bombers launch from cap ships. In the series, the ships you have been mentioning were independent. I suggested shuttles and runabouts because they both launch and dock in shuttle bays of the various vessels being considered for cap ships. Just trying to keep it canon :)

285 Replies 604,326 Views

Ezraeil: It hasn't imploded - we're just waiting for a stable release. We all seem to agree that it has a lot of promise, and I know I'm very excited about it. The Sabre worked very well, in fact I prefer it over the Miranda in-game. Read the previous dozen posts or so and you'll see where the real problems are relating to the mini-dumps. I have some thoughts on the mod, and I'll list a few of them here for discussion in no specific order: -Each race should be in

285 Replies 604,326 Views

Even after replacing the FrigateTechHeavy file the game eventually crashed - but not because of the cruiser explosion. I don't know why this time, but I'm tired of fooling with it for now. I guess I'll wait for a new build and hope for the best.

285 Replies 604,326 Views

Lol - my grasp of binary left me long ago after my first year of programming - and even then it was shaky at best! :) Going to try replacing the vanilla files now. I'd be interested to know what "mod features" we're altering by switching out these files!

285 Replies 604,326 Views

I had no problem editing the files with Notepad - even though some of them had a space between every letter. They didn't look like typical binary files. Also, bear in mind that just because the vanilla files include "ExplosionName" doesn't mean the ones in the Mod do. Of course, that could be the issue.

285 Replies 604,326 Views