[quote who="Marshal_Rhadagast" reply="18" id="3104479"] Technically, they do collect resources whenever you or your opponent gives them bounty to attack somebody. When you look at it from this perspective, they don't come from nothing, so why should they go to nothing? Also, yeah, trade ships are a much bigger burden than pirates just sitting around a gravity well.[/quote] Growth proportional to the resources they take? Negative.</
minidump-hellboy
[quote who="JA_394" reply="19" id="3104481"] quoting postI expect the Sins creators to do the same or I will demand my $29.99 back or sue the bastards. First off, that is no way to treat the developers. Second, you cannot sue the developers in a court of law because you are unhappy with a game. Third, you seem to be the only person with this problem. Maybe it isn't the game, but perhaps something you did? Try a fresh install or something. That&
[quote who="JA_394" reply="19" id="3104481"] quoting postI expect the Sins creators to do the same or I will demand my $29.99 back or sue the bastards. First off, that is no way to treat the developers. Second, you cannot sue the developers in a court of law because you are unhappy with a game. Third, you seem to be the only person with this problem. Maybe it isn't the game, but perhaps something you did? Try a fresh install or something. That&
[quote who="KarlBar99" reply="13" id="3104365"]@minidump: in a 3 hour 4 player game i see a total of about a 100 pirate ships accumulatte that way. Trade ships are a bigger issue than pirates.[/quote] I dont play 4 players games. This game was made to be epic. I play 10 player games that last for 2 days. I just showed a screen of rebels accumulating at a planet. I could show you a screen of the pirate planet that is 10
"AI Difficulty has no effect on pirates. Also those are rebels, and that is a blatant problem, there is no problem with pirates accumulating forces from successful raids, though I agree with NHD that they should actually do something with those forces.[/quote]" No problem in terms of game-play or eating needless system resources to maintain the literally thousands of pirate units that accumulate&n
[quote who="NHD-151" reply="9" id="3103994"] I disagree. I sort of enjoy the fact that a successful pirate raid will return to the base. I do not enjoy, however, that they just sit there. I think it would make them even more of a threat if the remaining pirates from a raid (or some of them, at least) join the next raid. As they are, Pirates are nothing more to me than free experience. Every 15 minutes or so, i just make sure a capital o
[quote who="martox1" reply="6" id="3103957"]yeah im pretty sure the pirate always have built up on there base as there threat lvl of high[/quote] Are you talking about the original Sins? The pirates did not build-up at the pirate planet. Always about the same number. When the pirates went out on mission, the planet spawned the raid automatically... Easy to take out the pirate base with a half fleet in about ten m
"I'm pretty sure the pirates have always accumulated un-checked on their planet. I remember spending upwards of 2 or 3 hours to defeat the pirates on their planet. Haven't encountered any rampant rebels yet." No.
I haven't read like any of the forum so I don't know if this has been talked about..but when a faction is not attacked by rebels or pirates they just f^&*ing sit there at the planet and accumulate. I'm about to cap a planet with about 2,000 rebel ships. It will take me at least two hours the clear them out. I don't have to- I do it for the hell of it. But this must be addressed...there must be a limit to how many ships can accumulate at a planet and
They initially replied that understood and that they would help with the problem. I did receive a PM from what I guess is Maelstrom support. It's not so far-fecthed that sins support would help. I believe they were active in supporting the Maelstrom mod and I swear I read somewhere that sins was supporting the mod. Maybe it's the Maelstrom team support page I was reading. We'll see if we can work the problem out.
hmm...in my email I specifically spelled out the problem and that fact that it was a mod and the reply was specific enough. Can't solve the issue with the saves I sent I guess. "We figured the submitter was referring to the Maelstrom MAP, not a mod. [e digicons]:P[/e] No, we don't offer support for mods. Pretty funny. Thanks for throwing me under the bus. asshole. You're all still
no no no my son. I was told there was NO way sins support would help. goddamn noobs.
Original Message sent to sins support: Hi... > > See attached....latest drivers, up to date patched, memtest86 passed, > OCCT passed, Prime95 passed. > > > Maelstrom Minidumps deep into 10 AI games. Tried EVERYTHING....4 GB <span
lol... a large address aware header makes a "hacked executable". unreal...you guys take this shit way too seriously. "We're modders, it's clear that you're not. We know a lot more then you not only about this, but about dozens of other issues you don't even know about." When then...if you're modders and soooo knowledgeable, TELL ME WHY I MINI DUMP WITH THE MOD. And if the fucking
For the benefit of those who have a similar problem... Maelstrom mod ran with 7 AI's without a minidump. 9 AI's might be too much to run the mod well. I will report back if I find anything else.
I said I don't minidump with the mod off. COMPRENDE? OH jesus....you anal retentive asses are talking about EULAs...I don't give a crap about the EULA. I want to know why I minidump with the mod enabled...that's it. "Remember one thing. Just because a mod includes something, does not make it official." lol...who said anything about official? Official what? I know it's a mod...I'm here for
lol...the 4 GB enabler is the best thing to happen to this game and Supreme Commander...CANNOT play large maps without it. And don't you think I checked the RAM usage for minidumps? If I turn the settings all the way down to low and use only about 1 GB, the game still minidumps with the mod. My guess is, although I hope not...the game can't handle all the AI's with the mod, regardless of settings or RAM. I
Are you on crack? The Maelstrom mod COMES WITH THE 4GB fix. It's impossible to play huge maps without the fix. I didn't mean ten AI's. I meant me + 9 AIs. The huge maps are not custom- the come with the game. As I understood, Sins support extends to the Maelstrom mod. I just played the same map for 7 hours yesterday without the mod and NO crashes or minidumps.
I have them too...Maelstrom mod 10 AIs deep into game minidumps... 4 GBs enabled. EMAIL SENT TO SINS SUPPORT PLEASE HELP. My system is tested and no other games crash. I just played 140 hours of GTA IV without a crash. I HAVE TRIED EVERYTHING. I have a 2500k, 8 GB 1600 mhz RAM, GTX 460, p67 motherboard, brand-new thermaltake XT 775w power supply, latest drivers. memtest86 passed, AAAARRGGGGH!