This app seems to have been put out there half baked, and subsequent releases seem to just be re-compilations with updated core program. The problem is, this thing is only capable of supporting the basic map editing. Trying to create scenario systems, you cannot even put in in all the buildings to a planet because they aren't listed. The "clear all" button appears to not have even been implemented. Even so, I have been trying to work with this thing, but now I've dis
Fireseal36
Been on beta for 1.5 months, anyone know when it is expected to be ready for release?
I'm thinking it has something to do with memory usage. One thing I've noticed is that if a ship jumps to another planet, missiles that were heading for it don't get destroyed, they just seem to cross the vast empty space. For example, one time I had my fleet enter a system, and the enemy fleet ran. I got some of the ships, but quite a few made the jump before getting destroyed. I then followed the ships to the next system, where they proceeded to jump again towards their homeworld. I stoppe
You sure you aren't putting zeros instead of o's or something like that?
So why am I not seeing one core at 100%? In games like C&C3 I see one core at 100%, and the rest doing nothing. In sins I'm seeing at most one core spiking to 50%, with average total usage at the before mentioned 25-30% (which may not be all the game using it).
First system: Intel Q9450 @ 3.2GHz 4GB DDR3 GTX280 (one) Zalman CNPS9500 heatsink fan WD Veloc 10k 300GB hdd Asus P5Q3 deluxe mobo (with SATA2.0) Vista64, fully updated including drivers I can run Crysis and Mass Effect just fine, so it's not a rendering problem. The game runs slowly when I have 8-10 computer opponents on a "large-ish" size map and the speed is set to "4x" or higher. This becomes more noticeable when there are near max size fleets for ma