Hmmm, have you guys (at least the ones having super frequent crashes) tried lowering texture settings? If it's memory related that should help, and if that's the case then we have a good starting place.
MasonOfSparta
So I think I may have found this problem, and I'm trying to repo now. If anyone gets a save that shows this please post.
Had some lag issues around patch time today, restarted the server. Diplomacy patch has some code that should help with the lag issues people have been reporting.
Thanks for the feedback guys, we'll see what we can do to bring GF up to snuff.
Thanks for all the feedback, we'll likely be looking over this for the next few weeks/months, and I'll try to post when we can actively fix anything in there.
Now that the Diplomacy team is beginning work on Rebellion is seems that we could put some time and love into Galaxy Forge (though it can't really be our main focus). I wanted to reach out to the community to see if there are any major issues the people might like to see addressed in terms of our galaxy forge tool. I've posted a more general suggestion thread in the Diplomacy forum ( https://forums.sinsofasolarempire.
Hey guys. We're looking at ramping into Rebellion development now that 1.2 is out, and I'm looking at core work we could do while simultaneously working on Rebellion specific features. These would be things we could look into patching into Diplomacy while we go forward with Rebellion, so this isn't a feature request thread. There are really 2 types of things I'm looking for. 1. Long standing complaints, bugs, and glitches: Anything that's existed in Diplomacy, or previous versions tha
Looking into the autocast thing.
Didn't read some of the thread because you guys started writing books, but I will say that our work thus far on 1.2 could be described as work parallel to TSOP from an engine standpoint, but not intersecting with it yet. I'd love to incorporate the plethora of data optimizations from TSOP in the coming months as we move forward with Rebellion. The more memory we can free up the more fun stuff we can do with that extra space after all.
Can you resend the save? Our internal bug tracker had some hiccups earlier and we seem to have missed your file.
Do you have a save file that reproduces this issue?
Our bad about the heavies, I'll look into that shortly. We'll discuss that lovely summary also. Well formatted summaries will do wonders more than complementing my infinite manliness, so I would suggest more of that.
The AIs will more readily accept each other as allies from the get go, but this has always been the case. When humans meet their relationship requirements they will prefer the humans.
We're going to be changing the relationship stuff soon, such that we're no longer using percentages at all, and the numbers will simply be as they look, 0 - 10 for normal stuff, 11 - 20 for pacts.
They should be in the same location, under User/AppData/Local/Temp/Sins Dumps.
Sounds like a bad install, I recommend you check all your all files in Impulse. If fixing those doesn't work just try a full install of all Sins products and the problem should clear up.
Yeah, we may have made it a bit too easy to get friendly with the AI now. We'll be tweaking this stuff up until launch I'm sure.
This is definitely something we'll be doing soon, however for now we have to prioritize other things.
Yes, sadly we're bound to forget something here and there I suppose. If it's just a % then I'll sleep well tonight.
To be honest I'm starting to think that Envoy ships may need some kind of help, as I was having quite a hard time getting mine through LTW's planets while playing a game with him last night. I solved this issue at the time by befriending an AI and having the AI attack his planet while I sent two envoys through. We'll see what others think on this I suppose.
Most of the crashes we received dumps and reports on seem to come from an autocasting issue. We weren't able to reproduce it ourselves, but found an area of code through the dump files that looked a bit fishy, so this should fix most of those issues. We still have a few other issues, but they appear to be much less frequent, and we'll get to those ASAP.
I'll have a look at this and see if I can find where things are going screwy.
I'm gonna guess that this was simply a typo when we created the entity file for this particular pact, and it will be fixed in the future.
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