I agree with the cool down on jumps and a speed nerf. I would suggest you make titans constructable from the get go, just have the production time be 4 times longer and twice as expensive. Then have those 4 levels of research that go towards titan production be slow and costly to finish but reduce production time and cost of construction. That way pursuing a titan will either be very slow and costly, especially if rebuilding it constantly or take a lot of attention up front but make
Scudhawk
I recently started getting it. If I just don't zoom in or out for 5 or so seconds it usually goes away.
The AI doesn't always accept the mission in my experience, it'll just keep timing out.
Yes also you get a 2d view in galaxy forge.
I use the 4gb flag, I also play with SHOWERRORS TRUE, so instead of crashing I can continue. Since I fixed my issue I haven't minidumped once.
Also check your faction modifier, even though you're both TEC you get a -5.0 modifier for opposite faction.
Well in regards to the star base, I personally wouldn't drop a point in AA. It takes many strike craft a long time to completely pop a fully loaded, fully research buffed TEC starbase. It's easier to build a couple repair bays and hangars nearby and just send the fleet in to clear out all of the carriers. I know there are specific tactics and situations that I'm sure others would like to cite, but there isn't a one strategy fits all anyway. I also agree that Battleship and Car
Yea as mentioned I pretty much put 5 scouts in their own fleet and have them go in while a group of lrm's follow behind. It'd be neat to add an actual minesweeper that has a vasari starbase front shield type thing to plow through. That might significantly lower the value of the mines though.
It'd be nice to pick starting positions as well if they added the preview.
I've had this close my game twice. C++ runtime error "application asked the program to terminate in an unusual way". It doesn't create a minidump. Two separate maps, nothing in common. Reloading the save it didn't repeat.
I had a similar situation. If you overclock try scaling it back. Just doing that made my game go from unable to finish a single game with saves crashing within moments of reloading, to no more minidumps. My overclock was completely stable for 3 hours in the stress test, but for whatever reason sins didn't like it.
I played cap + flagship yesterday. 3 AI were hitting my home world constantly with novalith shots. I was using aux gov + planetary shield. It hit 0 twice and I didn't lose, I think you should have to have active sight of a planet to fire a super weapon.
It'd be neat if there was a separate level system just for fleets, the longer a fleet stays together the more effective it becomes. For example a portion of all xp gained by the fleet could give passive bonuses described above that would be given to the empires flagship. Then also have the fleet flagship boost those bonuses if it's also in the fleet (not just the gravity well).
I had only one instance of skipping and it was with AA x8 and AS x16, my video card was overclocked and it was causing an issue (also minidumps). When I put my card back to its default speed with all the same settings(rebellion) not one instance of lag or a minidump since. Also what size map / how far into the game / how many ai? You could just be close to the memory cap.
Turning off the video card overclock seems to have done the trick so far, I'm 2 hours into a 1v1 with no problems yet. I'll finish a few maps and at least post that that was indeed the issue. Thanks for all of the suggestions.
Windows 7 x64 professional And that's right, I'm not complaining about the minidump's, I'm looking for solutions. I'll try dropping the overclock on my videocard next. @ psych It varies, I have a file that reaches about an hour and a half and it's 4 players. The other one reaches about 25 minutes and it's 2 players. There's no particular thing that is happening that I can pinpoint what's causing it.
Well in general a super weapon on / off would be nice. I'd like to see a competition mode where you can only have a single super weapon as well. Another suggestion would be to hold a certain percentage of homeworlds to win.
What cooljedidude said is most likely what happened. Even in diplomacy against 7 very hard (or whatever the hardest setting is called) so many super weapons on autocast would have shots flying all over. Many allies were hitting each others planets since shots were flying so far the planet would have changed allegiance or would already be empty, but lack of intel would keep the auto cast firing at it.
Didn't change anything, TM shows it as 8 logical cores and 4 physical, when in heavy combat (at least 200 ships) it shows total CPU usage at 10-15. The process also hovers from 1.1k to 1.5k in terms of memory usage so I have no idea what's wrong.
It seems unlikely since the mobo "stable" clocked it and it is water cooled. I'll give it a try thanks.
I can't seem to get through a single map. I've only tried a few small / medium maps ( 1v1 / 2v2 size). There's no lag or distortions at all just the sudden freeze with the mini dump message. I already sent in my save files to stardock since the mini dump files are to large to attach. I looked through the current known bug list and don't see anything I can avoid, so are there any suggestions? All drivers up to date. Specs Intel Core i7-2600K
A lot of the implimencations your adding will definantly keep me coming back here even if I get bored of vanilla sins, This may be a little over the top but, Do you think once a ships shields go down and its basically just mitigation stopping it from being ripped apart, could ships take area specific damage? Like the engines are damaged and for a set time the ships speed is reduced or some of its weapons are damaged or disabled. I mean you couldn't abuse it since ships are ranged from massive to
Well if you use windows xp it should be in C:\Program Files\Stardock Games\Sins of a Solar Empire\Galaxy , Make sure you named the map and it's in there. If so, also make sure you defined how many players and its reccomended game type so you know if it will appear under small, medium or Large maps. Hopefully that helps.
Well most people do bash the advent super weapon, but paired with eyes of the converted it works as a very effective early warning system and a weak planet capturer. Anyway a new super weapon for the Xin, I'd like it to be different from the ones everyone has now. Hows about something that disables all ships in orbit for a set time? Leaving a heavily defended planet vulnerable for a short period of time giving the firing empire an edge in combat or time for a joint strike on an empire focused on
I have one question about the galaxy forge. In the custom map maker that comes with sins you could alter the nuetral colony severity with a slider bar. For example the more to the right the bar was, the more things neutral colonies had, like extra ships and gauss turrets ect... How can I alter that with galaxy forge? I like having the neutral colonies more seemingly realistic in the fact that they can at least fight back rather than getting run over in 10 seconds, plus it's good xp for your star