I'm a developer so I very much understand how frustrating it is to reproduce stuff like this. Cheers for the kudos. (Were those kudos with all the ptthppt =P ?) I'd give Ironclad a repro case for the bug like I do for Derby et al if I could ;) Unfortunately my friend and I weren't savvy enough to save a game right when we were witnessing the bug and we couldn't find the auto save that matched. Annatar11 are you @ Ironclad or just happily in love with Sins?
velshin
My friend and I caught a long game this weekend and we didn't see these movement bugs at all. (Us vs 5 compys on hard.) I assume since the Ironclad guys haven't been able to reproduce it, and no one that has seen the bug has been able to consistently reproduce it, that this is going to be troublesome to get fixed. If anyone sees this bug, please save the game and send it to [link="mailto:[email protected]"][email protected][/link] Thank you!!
kanesfury do you have a save game you could send to [email protected] that illustrates the bug? It can be really hard to reproduce things like this from just a description, even when a bunch of us are seeing it during our games.
Annatar11, to answer your first question about ships changing targets when their current target is nearly destroyed, unfortunately no that's not what I'm seeing. Kelvaris, I've seen *exactly* what you describe when attacking a planet, with my Devastator as well! (And no, the planet was not almost destroyed.) If I get a game in this weekend, I'll be sure to save when I see the bug and send the game to [email protected] As LFFPicard said, this bug isn't that bad
One bump so devs see it.
I've played 1.04 a bit now and seen movement and attack orders randomly canceled, the result of which is that a ship will go off and do something else. For example, if you tell your siege cap to attack a planet, it will do so for awhile, but then for no apparent reason (and without giving orders to that ship or even any other ship in the same grav well), the siege cap will turn around and attack a nearby enemy frigate. The siege cap wasn't part of a fleet, auto attack was off,
I'm really impressed at the continued support of Sins. Usually you have to pay a monthly fee (e.g. WoW) for that level of service! p.s. didn't the developers take a post-release holiday?!?
Annatar11, thanks for the suggestion, didn't know about the support email address. I'll see if I can find the save game that exhibits the problem! Cheers
Annatar11, sweet, glad to hear it's fixed. Ron, I agree, what you described doesn't always work, and that's the problem. ;)
Bump so hopefully dev sees this. Though they probably have plenty of work already ^_^
Bump so hopefully dev sees this. Where's a bug tracker like JIRA for Sins anyway?
I've seen this AI amassing fleet bug in a few multiplayer games now. Our set up was: 2 human players teamed against 3 AI on hard (2 aggressor + 1 eco), medium map, normal fleet size, locked teams, with all 3 AI on the same team. A single AI player on hard aggressor amasses a fleet one jump away from the target player's planet. It then jumps in to attack. If you kill its cap ship(s) it retreats back to that one jump, even if your fleet is smaller than the AI's, or if you retreat. It then
When loading a multiplayer game, the Game Options are grayed out and have been reset (i.e. they don't reflect the actual game settings). For example, if we have Fast + Locked settings for everything, play for awhile, save the game, then reload, the game options have been reset to Normal + Unlocked. They also don't allow changes; we cannot just set them back to Fast + Locked at that point. The only workaround we've found is to load that game with the incorrect game options, save it immedi
I do use peerguardian, and that was the problem. Thanks Outbackozzie2! p.s. peerguardian works so well I had forgotten it was sitting there. I feel daft!
the_Monk, thanks for the excellent guide. They're here for any future searchers: [link="https://forums.sinsofasolarempire.com/174432"]https://forums.sinsofasolarempire.com/174432[/link] [link="http://www.kiclan.com/Monk/Networking_and_SINS_by_the_Monk.pdf"]http://www.kiclan.com/Monk/Networking_and_SINS_by_the_Monk.pdf[/link] Unfortunately that didn't help. I stopped being lazy. Looks like a routing problem between my ISP and Stardock. > netstat -a | grep 6000 T
I've successfully played multiplayer via Hamachi and LAN direct connections. My ISP doesn't block any traffic. However, in-game when I try to connect to Ironclad Online, after I enter my username and password, it waits awhile with the login button grayed out, then says, "Disconnected from Ironclad Online" with no further explanation. It's done this for 2 days now. What gives? How can I troubleshoot this? I'm on a DSL connection in Hong Kong, behind a firewall (router, standalone device,
I just bought Sins and it's the first game I've been able to play on my laptop since World of Warcraft. Brilliant move making a game that works on older hardware! More game developers should follow suit. And Sins still looks pretty too! Thank you as well for the hassle free install and no DRM! Here's hoping to the financial success of Iron Clad and Stardock!