sirphoenix

sirphoenix

Joined Member # 3118309
8 Posts 151 Replies 617 Reputation

hmm I merged this mod with 1.04 in about 1 minute as it doesn't conflict with any of the 1.04 changes. so where is the problem? just copy the changed files from 1.04 over the mod and you're done. . . . one question to uzii - what does or should "a deadly secret" do? i just discovered it on a desert planet i had and the second it was found the planet got kinda "disabled" - like it doesn't exist anymore. i can't build anything, all my build-queue is

1,334 Replies 3,497,141 Views

turning off as in your power instantly shuts down when you play sins? that sounds a lot like a damaged or too weak power supply.

49 Replies 20,850 Views

Yes, it seems so and I already addressed this here twice since the SC-version gave me troubles I had to re-update with the website-version.

13 Replies 4,036 Views

agree on this. my system also can't handle very large advent fleets with loads of guardians. 2.2 GHz Core 2 Duo GF8600 GTS 256 MB 2 GB RAM DDR2-667 it's usually barely playable - no total lockups but extreme fps dropdowns from my usual 40-60 down to 10 and below.

9 Replies 8,241 Views

ok I played your game and it didn't totally freeze as you described but it still "stopped" every 5 seconds for about 10 seconds and was unplayable slow. between the "frezes" my fps was about 10-15 and the game seemded to play faster than usual. no micromanagemend possible at this moment, after 10-15 minutes almost all your fleet was gone and the attacker lost ~50% of his fleet. still something is weird as i know i have waged bigger battles and didn't have that extreme hangu

50 Replies 21,734 Views

I know what you guys mean with slowing down because of that AOE effect of those guardians. my fps usually drop below 10 at those points - but if I zoom out far enough it steps up to 40-60 again. if this is a graphic issue turning down the details and effects should resolve the issue. if it's not helping than that's not the cause of your freezes

50 Replies 21,734 Views

so you can still enter the menus, move your mouse, look around? or is it a full freeze where everything stands still? does the music keep playing? is your cpu / gpu still under load?

50 Replies 21,734 Views

that is a very narrow viewpoint of things. of course the company profits from people modding their game. but it was them to implement this possibility in the first place. i'm a developer myself and i know how much work it is to put up a game (or project) like this and then start adding mod tools. you can always test and develop 1000 ways of your own game but once you let people mod core configurations / graphics / gameplay etc. it becomes [b]much[/b] more difficult to m

6 Replies 11,105 Views

hmm weird. in my 1.04 game last night I finally attacked an hard AI TEC after 4 hours of trying to stay alive against that bastard. he had his fleet capacy maxed where i only researched it to about 3/4 that size. judging by his fleet setup i'd say he researched at least to tier 5 but i cannot be certain of that. my hostility-research was almost at max. so there he had a fortified planet, 3 capital ships ~level 5 about 200 ships and 45 fighter squadrons. i j

41 Replies 57,033 Views

I just finished a small random map against an hard agressor and in my opinion they definately improved it a bit. he stood up some pretty nasty fights and even attacked me on 2 fronts at once! didn't run very much, mostly because he outnumbered me 3:1 but my tech was way better than his so in the end I won. and he lost about a dozen cap ships in this game didn't run either :-) so patch 1.04 pros: - AI stays fighting more often - AI cap ships = no more pussys

17 Replies 16,260 Views

I have the exact same issue. updated through stardock central today from 1.03 to 1.04 and just started a small random game. after updating [b]all my graphic / sound / effect and player options where gone[/b] (:( except for my custom keyboard-settings... also the market was 3:1 with all rates like 1.03 and 1 weird thing i have never seen before: [img]http://www.purebytes.de/stuff/sins/double_planet1.jpg[/img] [img]http://www.purebytes.de/stuff/sins/double_p

13 Replies 32,595 Views

yes i've noticed that too. it's all about their flagship - damage that to at least 50% hull and in 99% of the time they will try to run away with the whole fleet. in my last game i had about 30 ships + 3 capitals agains about 100 enemy ships + 1 cap. after losing almost ALL my frigates and cruisers I managed to damage their cap ship and they ran away... they would have easily killed my fleet but instead tried to save their cap ship which didn't work either thanks

17 Replies 16,260 Views

I would guess that your 1GB RAM is not enough to run this on high settings. when I play on "high" or "very high" the game-process takes up to 1.2 - 1.4 GB of RAM alone. so you're windows is constantly swapping around and thus makes the game unplayable slow.

7 Replies 4,382 Views

I agree with jacarr - "level cap" [b]is not[/b] a clear definition of "max trainable level". I also thought this ability was broken, but when I researched it most games I played were nearly over so I didn't care much.

14 Replies 6,781 Views

very nice! the original game music is getting really boring after a while. I am going to add some tracks from galactic civilization 2 now ;-)

12 Replies 7,155 Views

- the ability to capture / salvage damaged enemy ships - to *not* to destroy every ship out there but to disable and disengage once they're floating space-junk - disable auto-repair / regenerate on ships once they are below a certain amount of hull-points left - the possibility to disable/jam weapons in my opinion it doesn't make sense that a 10 HP / 0 shields frigate can still fly around in space burning and shaking but still shooting on my fleet as if nothing happened.<br/

272 Replies 435,857 Views

[quote]Having to compute the movements of 10 large fleets, hundreds of Trade/Refinery ships, and all the data for each planet (pop, cult etc.) is simply too much for a single CPU. Conclusion: Sins is fine for "small" games, but it´s programming as it is does notfit for using the game´s full potential - aka playing extremely huge maps (which may easily take 20+ hrs playtime each).[/quote] I agree, see also my thread here: [link="https://forums.sinsofasolarempire.com/306

87 Replies 45,070 Views

I did a little further testing on my large map scenario: reducing screen resolution and/or AA-values didn't change a thing. removing all effects and reducing quality to "low" does nothing either. removing bailknight's graphics mod and both things as above - still 8-10 FPS on that game. but then I thought about your "all those little" ships statement. on this map I play a mixed mod version of "sins plus" - "sins enhancement" and "bailknight's gfxmod" + some mino

7 Replies 6,813 Views

hmm I just made a test scenario if the resolution really drops my FPS that bad. I loaded up a small random map - 14 planets 1 AI - and made 1 massive fleet meeting at 1 planet and then looking at the fps with fraps. at 1280x1024 (all settings as above) I get about 32-40 FPS depending on view-angle and ships movement. the exact same game and same fleet on 1650x1050 (same settings) gives me about 30-38 FPS - so no big drop here. and it doesn't matter if i'm zoomed in or vie

7 Replies 6,813 Views