This will hopefully become a more general guide, but for now I'm starting with what I think is a critical question. I guess you've all have seen the canonical tactic of hitting a planet with capital ship and then to run back to repairs. Assuming proper timing of the retreat for repairs, the critical question is: how much fleet do you need to kill the capital ship while under repairs. The answer depends of course on a good number of factors. Below I explain how to find out what I
RespawnedTitanL10
If you have a save game made not much time before that happened, try loading it and see if the unexplained defeat is reproducible. If it is repro, consider uploading the save game with a bug report.
The wisdom nugget du jour in the gaming industry is that RTS are a risky investment [and very much passe], while MOBAs are the future. But lets not get into that here... There's another thread for it: https://forums.sinsofasolarempire.com/440090/page/3
Like I said elsewhere, the minidumps encountered nowadays in [unmodded] Sins are most likely not due to the program running out of memory (address space); I looked at Sins with VMmap to figure that out. It's plain old programming bugs that are the likely cause of those crashes/dumps. (See http://blogs.msdn.com/b/lagdas/archive/20
[quote who="Frogboy" reply="63" id="3436153"]Don't assume that more units = more things you have to manage. Right now, we are forced to abstract a lot of things for the sake of computing power. If I'm managing an army where my "units" are the equivalent of battalions, it would be nice to be able to see the units fighting it out rather than have 1 guy represent a battalion. It would be like someone saying they don't need their fir
As far as I know, Steam region locking isn't done by shipping different exes, but I'm hardly an expert on that. Does Sins use any form of Steam regioning? I haven't heard of Sins using regioning before this thread. Apparently Steam regioning starts with using a different Steam appid for the game in the desired market segments (although it doesn't stop there): http://forums.steampowered.c
[quote who="Seleuceia" reply="7" id="3474818"]the MP community can't survive without ICO[/quote] Other MP games not only survived but got better when the devs/publisher gave up on MP support. http://www.faforever.com/ is probably the prime example of a community-based continuation and improvement. It seems that very few companies have managed to make a buck in the RTS MP niche, the exception being mostly Blizzard. Jon Mavor also appears
[quote who="Rovert10" reply="5" id="3474810"]the last DLC puts them really close at the 2GB limit I hear[/quote] Far from it in my experience (using VMmap on it). The common crashes aren't due to running out of address space.
This reminds me of Evolution RTS' launch ( https://www.youtube.com/watch?v=KEmj2vwBedw ), except that is a free game. A Steam sale (or launch) is basically a new way of getting "slashdotted" ( http://en.wikipedia.org/wiki/Slashdot_effect ), or is that called "getting steamed" now?
Same topic being discussed in https://forums.sinsofasolarempire.com/455434/page/1/
It happens with my own recordings that I get the assertion about (failure of) " savedCheckSum == currentCheckSum" and that even with the recording and playback being made with the exact same version, 1.82.5006. So I don't think it's caused [only] by varations in exe. I think with Steam everyone gets the same binaries, by the way, there's no "regioning".
[quote who="Teun-A-Roonius" reply="13" id="3474712"] Quoting Lavo_2, reply 12 holy gravedig batmanThis. This exactly.[/quote] The reason for the necro is that there was another thread ("4GB") on the same topic recently, which I linked to. Also this thread contains the semi-official response from the devs, unlike the other one. It doesn't help that this forum isn't moderated much, so the exact same topic is discussed in N threads with no pointers to ea
[quote who="Wintercross" reply="7" id="3474524"][...]Something akin to Supreme Commander[...][/quote] If we get into that, ETAs for ship movements and split-screen or multi-display support would be in my top 2-3 items to borrow from Supcom. Wouldn't it be nice if you didn't have to calculate in your head how long that Protev needs to regenerate AM after jumping to colonize? Or even how long the whole jump-then-colonize order would take to complete [taking AM l
[quote who="Seleuceia" reply="5" id="3474519"] I think someone has a crush on Grimm and Doci....[/quote] Lol, no. But unlike other games with a [more] serious MP cult following (faforever etc.) there's little in the way of recordings for Sins available on the web, either as in-game format or videos. So it's hard for me to provide a more diversified set of references that others can access/check... especially for 1v1 Sins MP games. Do you want me to discuss GoaFan77 vs Ch
[quote who="Turchany" reply="42" id="3474476"] Why do you necro? Do you even realise this thread is 6 years old and it is likely that most people here do not even visit this forum anymore?[/quote] Celennax seems to spam links to a certain site by linking words in posts even though said links don't seem to have any relevance to the context they're posted in; see his other posts ( https://forums.sinso
[quote who="Delnar_Ersike" reply="17" id="3474505"] Either way, these issues all seem confined to GalaxyScenarioDef. I suggest you make a mini-mod for the ones you think should be fixed (eg. the TerranHome Social one does have a valid reason). [/quote] Not quite that as one has to design/decide what the Fair versions of Oceanic etc. should be and write those files (by copypasta+tweak, of course.)
I'm not going to comment here from a user's perspective, but Steam is indeed the big ticket for indie developers. Just listen to the first few minutes of https://www.youtube.com/watch?v=KEmj2vwBedw&list=PLmJnvU5T53FlE1H7-zqN49fk_772K-KF4 (you don't have to watch the video)
[quote who="Frogboy" reply="69" id="3474395"] I liked TA more than SupCom mostly due to balance.[/quote] The two TA factions (ARM & Core) weren't that different from each other. So, TA is balanced mostly like chess is: one side gets the white pieces and the other the black ones. For example, the commanders had nearly identical upgrades, every unit has a fairly similar counterpart in the other faction, etc. Most playing TA in MP actually play[ed] TA:CC (due to maps)
Just a comment on blur here. Looks nice in demos but sucks in any sort of strategy game. (Lots of devs jumped on the blur bandwagon because it's easy to do in DX10.) SotSII, as bad as it is as a game, at least has option to turn blur off.
[quote]The problem is, in the age of YouTube, anyone can just go on and see a “build” that lets them win against people who haven’t seen the counter to that build. [/quote] I hope your solution to that isn't to design a game in which the only winning strategy for the 1st hour of play [if the opponent is skilled] is to spam the same basic unit... See https://forums.sinsofasolarempire.co
"Ironclad’s Sins of a Solar Empire series pushes RTS’s about as far as they can go on the current hardware" Alas it's pretty far behind Supcom FA in my book (which took Total Annihilation to the next level, according to more than one critic.) Too bad the producer/publisher dropped the ball on Supcom (I/FA) with a subpar sequel. But the community took over at <a href="http://www.faforever.
[quote who="GoaFan77" reply="1" id="3444014"] With the current fleet supply cost a fixed percentage of your income, rebuilding a big fleet can be difficult after a loss. Even though your current fleet supply usage is only 100, you are paying for 2000 supply with a crushing 75% tax burden. I understand that fleet supply is designed to keep powerful players from becoming too powerful, but sometimes it feels too punitive. Fleet supply would work better if it was a fixed cost per unit
Bump as I've significantly updated/corrected the original report.
From my own experiences and what I've read from others the following have been observed: Using the same recording file, the game can show two different things on two playbacks of that. Examples of divergence points include: ships not blowing up in one playback but doing so in another, ships not executing a user order in one playback but doing it in another (including: using and upgrading their abilities). This behavior even happens with single-player recordings. W
[quote who="Xehlwan" reply="9" id="3183659"] As soon as a player flags his game for LAA, he never crashes again.[/quote] With the 2014 version of the game [1.82], running out of app/user address space is far from the main cause of crashes [using the stock/non-modded game]. I've loaded 10-way FFA map recording (which really just plays the game anew if you know its internals work) and the game still had plenty of address space left after 45 mins: about 700MB free and the largest con