First of all, there is no "ExplosionName" reference in FrigateTechHeavy. There is a reference to "Cruiser0", but if you change that the mod won't load. Please don't take this the wrong way derbal, but have you even tried any of your suggestions? Everything you've suggested has either made things worse or not had any effect at all. I really appreciate you trying to help, but when things get worse instead of better we're heading in the wrong direction. Maybe we'd all save some time if
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OK, well as if it wasn't obvious from the dump file, I have figured out the exact issue in-game. When you destroy a cruiser class vessel, in my test a Heavy Cruiser, the game dumps. This is because there isn't an explosion file (or something of that nature) for the cruiser class. It explains why some people play for longer periods of time before dumping - they just don't get to a cruiser as fast :) Now we just have to figure out what to replace, which I'll leave up to those who know
I should also add that the following change you recommended caused the mod not to load, so I removed it: [I]Put: Prerequisites NumResearchPrerequisites 0 (Assuming there are none) between numRandomDebrisLarge and MaxMitigation.[/I]
derbal: I was able to easily complete you first two suggestions, but this one I cannot: [I]My guess here is that the Cruiser0 file is spelled wrong. Go into the Particle file folder and double check the spelling of this. Open up Explosions.Explosionsdata and compare the spellings. It's possible the particle file is name CruiserO instead of Cruiser0 or something like that. This is my guess as to what is causing all of the minidumps. My experience messing with explosions is that they
le dump: [22:37:26] Failed to convert 'Ivalid' to an enum value. [22:37:26] Text FileArchive missing Label. File: C:\Users\sc123\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods\Starfleet_Ship_Mod\GameInfo\AbilityProbeExplore.entity Label: researchPrerequisites Line Number:18 Line Contents:antiMatterCost [22:37:26] Text FileArchive missing Label. File: C:\Users\sc123\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods\Starfleet_Shi
[quote]Does anyone have log output on? If so, post the log after you get the minidump, so someone can try to help.[/quote] How?
I'm running Vista x32 and getting the dumps.
Nah - I don't even research the probes (not even sure what benefit they provide). My best guess is that it has something to do with a sound effect/music. It happened recently when the music changed tracks.
[quote]I love this mod!!but I don't know if it's just me or not but after about half an hour of gameplay my game crashes... not sure if it's the mod or my comp... it didn't do it with the reg game so i don't knowbut very cool while it's up [/quote] Mine is doing this as well. Gives me a minidump, but it's not so mini at 5.67 MB :) Let me know if you want to see the dump, devs.
For Vista the path is: C:\Users\ \AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods
diresaint: I don't think caps in this mod should be larger than their normal scale size - I think the idea is to make the more powerful ships caps ships, i.e. the Galaxy, Sovereign, etc. They had the better weapons and shields, so it just makes sense.
If you want to play the game with as many ships as Multi and get the same experience, print out his screen shots and bind them together in book-like fashion, then turn the pages slowly :)
Yeah, imo if they release any time soon it's going to be a disaster - even worse than Tabula Rasa.
I played in the AoC Tech Test last weekend which was a disaster, even for a Tech Test. The test was several hours long and I was able to play a grand total of maybe 45 minutes - most of that waiting for things to long or lag to catch up. Sigh - it was a Tech Test so I can't hold them too much to blame for those issues. However, the game itself isn't anything new. You are a *insert generic MMO character type here* and you go through overly scripted events to perform tasks. The graphi
I'd love to see a Galaxy class vessel! Nice work!
Annatar11: I had no idea that players could collect bounty, but now it makes sense - thanks for explaining it! I guess the real "bug" is that when you and only one AI are left and the pirates have been destroyed, the AI keeps raising the bounty on you. I'll modify the OP to relect this.
Zero: What amuses me and saddens me at the same time is when people say something like "no other RTS has good pathfinding, why should Sins"? Why should we as gamers not be asking for [B]better[/B] games? Thanks for your support:) Annatar11: It is a bug, but maybe you misunderstand. I'm talking about the AI raising the bounty on a human player after the pirates have been killed off. The AI will spends thousands on bounty for pirates that no longer exist.
I don't know marty, but if it does that ain't a solution in my opinion :)
I have added points six and seven to the OP.
[quote]The only thing ship AI needs improving on is the autocasting of abilities, many of them, IMO.[/quote] I agree with this. I find that at I have to disable autocasting on a significant number of cap ship abilities because of their inability to use them effectively. [quote]Actually, I've had 6 Frigate factories building at the same time from the same planet.What you've encountered might be a slight oversight in the code.Let's say for example you have 1 factory. You create
I'd just rather focus on fleet building and attack strategy rather than hand guiding my units through a pirate zone filled with turrets. There are better and more interesting things to do with your time than manually watch useless sectors and guide your units through them by hand. I'm talking about making the game better and smarter - not making it easier for the noobs. Those few seconds you save not having to guide moronic units through a sector could be better used elsewhere.
[quote]1. Give it an attack order.. pay attention.2. Huh?.. ships don't sit by while there are things to kill unless your fleet orders are messed up.3. Pay attention...4. Set engagement rage to grav well, which is default. You hit a key on accident probably.Well actually there is some weird issue with ships ignoring and resetting orders..5. Interesting. Should be fixed if true.[/quote] innociv: While I will simply "agree to disagree" with you on point one, though I feel your comme
Here are a few small things that bug me, hopefully the devs will add them to their to-do lists: 1- Cap ships auto-bombard after everything else (or almost everything) has been destroyed in the gravity well, but if a single vessel like a scout enters the well the entire fleet gets distracted and runs after it - not even catching it in time to destroy it. This is very undesirable. It means you you have to manually select each cap ship and tell it to bombard, every single time. I suggest
Lol Windexglow. I'm not going to do a never ending point by point with him. He's just wrong and is giving people faulty advice. You can't discuss things rationally with people like the_monk. He just thinks he's right and isn't. I think I'm right too, but I have the added benefit of actually [B]being right[/B]. :) I'll leave it up to the users to decide which advice they want to follow.
Here is my post regarding setting up your firewall for Sins: https://forums.sinsofasolarempire.com/307644