I've played games with friends and i can say with certainty the desyncs DO CARRY OVER from saved games. If you load a savegame you will resume with the desynced status you left with, no matter which person saves the game.
LogicSequence
[quote who="Yarlen" reply="62" id="3159077"]It's resin, actually. Metal would have been very expensive (the model is quite large) and plastic seemed cheap to me. Existing pre-order folks will get first dibs on Collector's Edition boxes while they last (we're not making very many) at cost. The plan is to make them each individually numbered too. As a heads-up, because we won't have replacements, the plan is to ship the CE's out via FedEx. Those
Oh i know, i don't disagree at all. I've been lucky and have had maybe 4 minidumps since the beginning of the beta, my friend that got the game this weekend hasn't had any. If it weren't for the desyncs we would be ok on MP. I'm sure the excessive minidumps are just as infuriating. Hopefully things will be worked out for the final release. :)
I too, have yet to play a MP game without a DeSync. I was very [e digicons]X([/e] cause my friend and i can't play MP at all.
I'm hoping for a patch that fixes these multiplayer desyncs, my friends and i can't play a single MP game
Well minidumps would be passable as you can set the autosave for 5 min and not lose too much. But these desync's are terrible because they happen and there's no notification so you could go on for 30 minutes with one.
So i take it that means everyone's having the issue?
So my friend just got the rebellion beta and we tried a couple MP games. We noticed that at several minutes into each game we were desyncing, and he was doing things that were not showing up for me, etc... Had i note been eagle-eyed we might have gone half an hour or more without noticing. We have yet to play a MP game where this did not happen. Is this a common occurence with the beta? Is there a fix or some steps we can try to figure out what is causing the d
I think it's more a sign of business as usual. :) There may be ONE more patch before official release, but that would be about it i would guess. I also imagine some bugs won't get fixed until the official release.
[quote who="mactuo" reply="5" id="3159928"]So single core and 2GB RAM cap? I love Sins and was glad to pay the money for the pre-order. I did make the assumption that "updated engine" meant it was brought into this century though. Sins players are "re-buying" a game (a great game BTW) - this should be paying for an updated engine that can benefit from today's hardware. Original Sins not running 64 bit was totally acceptable given the age of the app.
The message says the minidump has been created for the developers, NOT that it has been SENT to them. That is your job as a beta tester. :)
Oh i know all about it, and i do have one that's not shabby. I *DO* wish for multithreading, but i know it's not going to happen, i have no delusions. :p
I'm getting lots of lag too, none of it appears to be graphics setting related. It all seems to be bottlenecking on the CPU.
Indeed, you wouldn't have access to those resource 'roids if you couldnt' recolonize the dead asteroids.
Those who preordered will be able to change to the collector's edititon, right, right? *drool*
[quote who="Rovert10" reply="3" id="3155211"]Quoting LogicSequence, reply 2I too, want to turn it off completely. I don't ever use it. I find that very hard to believe. Everybody has to use it for 1 thing every once in a while. It doesn't even take up such a large part of the screen. Just use stacks and compresses into like half the size.[/quote] Sorry to burst your bubble, but i really don't use it at all. I minimize everyt
I too, want to turn it off completely. I don't ever use it.
Regarding #5, i think it is intentional that you don't have access to the artifact any more. However, i think that once you strip an asteroid with an artifact to the core, all the badges and text blurbs about an artifact existing on that planet (there is no more planet, just empty space) should go away, as not to be misleading. That's more along the lines of what i meant.
The following are several bugs i've noticed in my latest game. My apologies if they are already known. 1. The Advent's ability to generate culture automatically on their planets (via tech research) does not go away if the planet is bombarded. Meaning it's possible (moreover, i had this happen) that you can run through their entire territory destroying every planet and not be able to colonize a single one because they are all still gene
[quote who="kryo" reply="10" id="3148682"]Quoting ice27828, reply 8 someone has posted a link that enable the conversion of 32-bit programs into 64 bit. I am not sure if that would work for sins but if someone were to give it a try it wouldn't be the worst idea. Large-Address-Aware is not the same as native 64bit. The LAA header just expands the portion of the 32-bit address space that the program is permitted to access; they're still 32-bit.[/quote]
Obligitory bump so the devs see this.
I do beleive it is, seeing as it disappears quite nicely if all the remaining AIs ally with the pirates instead of the scenario i outlined above.
Oh and i have pleanty of savegames that you can load if you need one.
Hey there devs, small UI glitch here. In this scenario, 2 AIs have been defeated and 2 have allied with the pirates. I eventually kill off the last remaining AI who was not allied with the pirates. The pirate bounty box does not disappear when things happen this way. Screenshot below. (click to enlarge)
I beleive it's meant to indicate, as the voiceover suggests, that the rebel vasari are our only hope of forming an alliance to stand against whatever is chasing the vasari.