[quote who="Thoumsin" reply="10" id="3116099"]... a .dds texture already contain all the lod level ( mipmapping ), using the full quality or the lower quality mipmap don't change anything about main memory use...[/quote] This reminded me of the savings that Major Stress et al made with the Sins Optimization Project when they switched from TGA textures to DDS. In the Rebellion directory there are still quite a few (372) TGAs, while there are 795 DDS textures. Could
NewHorizons
A 300Mb saving is significant, so for a large map that memory would be best used for something else than hi-res textures. Could Sins conditionally load the top level mip? Eg, if a saved game has less than X units, or for small/medium maps. [quote who="Yarlen" reply="14" id="3116360"]Zoomed out to the current levels, things still look good, and many things look even better due to the new shader changes,[/quote] I was quite impressed to see the shadow of the tail
Do mean scuttling your own structures, or de-constructing enemy structure in the gravity well of a planet you've just captured? The >> button in the middle of the lower edge of the screen (or the appropriate key combo) will scuttle your own structures. Deconstructing enemy structures was, IIRC, introduced with v1.32 of Diplomacy. It is an auto-cast ability of construction frigates/drones. If a drone has not been given an order it will
Only the starbase constructors take fleet supply (10), and that is temporary. You can build a few constructors, then order them to build starbases. While that's in progress, you can re-use the fleet supply (that you've just got back) to build a few more constructors ... assuming you can afford it. Do starbases consume logistic/tactical slots? I thought that was just for structures such as labs, turrets etc.
Prices of resources on the black market vary according to supply and demand. Not a bad idea, I quite like it. You can make a handy lump of cash when selling at a high price, and buy resources on the cheap when the market crashes. But should there be a fixed limit to the maximum price? At the start of the game, the price you pay for resources has a significant effect, the max price can seem very high. The variation of prices has the desired effect
[quote who="Thoumsin" reply="19" id="3114113"]the invisible ship thing can appear everywhere to everybody...[/quote] Yup, missing ships does not just affect your own fleet, it would appear to affect all factions. I've also had a planet that was highlighted as being under attack. Two neutral ships were visible in the empire tree, but nowhere to be seen in the gravity well. Missing ships may be the cause or it may be just one manifestation of (hopefully) one
[quote who="Thoumsin" reply="14" id="3113781"]Well, i have the same problem...Well, ready this, i have maybe a theory... it this happening only with x64 OS ( xp, vista, win7 )[/quote] I thought you ran Sins on a monster Linux machine? If so, what type Windows does your system emulate for Sins? It is worth checking out though. The 10s of seconds spent here has never bothered me that much. At that point I usually need a break anyway and get something to e
[quote who="Thoumsin" reply="13" id="3113775"]Well, it is only a theory...[/quote] Indeed, finding patterns and associating causes to effects is often the hardest part of fixing obscure bugs, well spotted.[e digicons]:thumbsup:[/e] Both myself and Sonntagshut with his missing Titan (ouch!) seem to confirm this.
[quote who="Thoumsin" reply="9" id="3113736"] ... first problem was ship who dissappear ( visible in the left tree but not in the game itself )... once this happen all the rest is mess up ( diplomacy failure, trade line failure, proximity mine failure, etc )... maybe the bug who make ship dissappear break down the game who begin to run amok and have strange behaviour in non related thing... somehow like a stack buffer overflow who corrupt adjacent data and lead the sofware to
OK, time to take back my "never had a crash after leaving the stats screen" statement.[e digicons]X|[/e] I've just had my first crash, although it was on a huge non-Rebellion map. Crash info has been sent to Stardock, hopefully it may be of some use to the devs.
I can confirm StarFallArmada's & Thoumsin 's statements : Friendly AI's fire their Novaliths at your systems, although other empires were also targeted. These were systems that had been established for a long time - even before the AI had started building Novaliths. This is IMHO is a new bug, friendly AIs in Trinity did not target your core worl
[quote who="Scudhawk" reply="2" id="3112831"]It's useless against the rebel faction.[/quote] Presumably only once they've researched Truce Amongst Rogues? Should the rebels created by Insurgency be immune to T.A.R? ie, they really are always hostile. Otherwise, Insurgency would have the opposite effect - "here, have some free militia defending your planets that will probably attack me if I invade"
[quote who="DirtySanchezz" reply="10" id="3112344"] Quoting GoaFan77, reply 3 If you want the AI to attack you, retreat your fleet and build a PJI. Then warp it back in once it does. Or just get a fully upgraded starbase and watch it suicide its fleet on a direct attack on it, which I find to be the far bigger problem. I hadn't thought of that. Sucker the AI to attack a well where you have a PJI. [/quote] It does work, although you sometime
I've never had crashes or frantic disk activity after leaving the stats screen. Large late-game maps, with huge numbers of units, do however take a long time to exit - 10s of seconds rather than 10s of minutes. I would image this CPU time is being spent executing class destructors, freeing up memory, closing files, etc. Just consider all the references to those thousands of strike craft, trade ships & mines that need to be closed. Large amou
[quote quoting="post"] Enemy 7 - it just hold position out of range, doing no damage at all [/quote] Sounds like another manifestation of Titans Misjudge Weapon/Ability Ranges from Yarlen's **BETA Known Issues** thread, see https://forums.sinsofasolarempire.com/419438 When that range finding bug is fixed I suspect the queued orders wil
The Occupation Victory icon (below buy/sell metal/crystal) is not shown when loading a saved game. To reproduce 1) New Game -> Random - Small map 2) Victory Options -> Occupation Victory = on 3) Start game, save it then quit. 4) Reload saved game - no Occupation Victory icon All other victory conditions appear to be fine.
[quote who="Mr. Haze" reply="22" id="3106263"]I like this. Have some karma.[/quote] Cheers guv! [e digicons]:beer:[/e]
I got the impression that the Sharlin came after the first Shadow war, may have been designed in reaction to it though. BTW: Congrats on an excellent mod, as Darvroth stated "It is a blast" ! [e digicons]:thumbsup:[/e]
[quote who="Darvroth" reply="2997" id="3105504"]Gave the Minbari a good vetting yesterday .... Once the Minbari have 5-6 Sharlin class or batter capital ships in one fleet they sweep the other younger races before them. It is a blast, but not while on the receiving end. It is cannon but from a game perspective will need close review for balance ... Darvroth[/quote] Agreed. A Sharlin is a very powerful ship to start off with, especially considering the first one is free.</
I was a bit disappointed with the voices for the Advent Titans. IMO multiple voices would sound like an entire Coalescence has descended upon a system to enforce its collective will - think Advent equivalent of "We are the Borg" [e digicons]:borg:[/e] Fav titan quote is the loyalist Vasari :-"The maw hungers!" , I can imagine that munching its way through an enemy fleet.
Minor omission in the Statistics->Capital Ships screen:- There are the standard classes of 'Battleship', 'Carrier' & 'Utility A,B,C' but no 'Titan' class. Would be nice in Statistics->Combat to have 'Titans destroyed'