Yarlen Yarlen

Sins Beta 4 Technical Feedback - *POST HERE*

Sins Beta 4 Technical Feedback - *POST HERE*

And so it begins....again.

This thread is for technical feedback for Sins of a Solar Empire Beta 4. 

Please reply to this post if you'd like to make: a bug report, let us know about a compatibility issue, graphics issues, performance reports, etc. (i.e., technical stuff).

Before making a report, please be aware that the minimum system requirements for Beta 4 are:

  • Windows XP SP2 / Vista
  • 1.8 GHz Processor
  • 512 MB RAM (1 GB RAM for Vista)
  • 128 MB 3D DirectX Video Card
  • DirectX 9.0c
  • LAN or Broadband Internet Connection for Multiplayer

IMPORTANT:  When making a post about a bug, be certain to include - your system specs, a description of the bug you encountered, what you were doing when the bug occurred (how to reproduce it), and if it was reproducible or not.  We won't be able to make changes to the game without detailed information.

If you encounter a crash, Sins should automatically generate a minidump file. Please send the generated exception and a DirectX diag report to support(at)ironcladgames(dot)com along with a detailed description as outlined above. Minidump files are located in (please note these directories are hidden by Windows):

XP: C:\Documents and Settings\username\Application Data\Ironclad Games\Sins of a Solar Empire
Vista: C:\Users\username\AppData\Roaming\Ironclad Games\Sins of a Solar Empire\

If you'd like to give us some non-technical feedback, please post it here:

https://forums.sinsofasolarempire.com/index.aspx?AID=166574

By keeping this information in one place, it will go a long way towards us making Sins a better game!

Thanks!

205,319 views 269 replies
Reply #201 Top
Hi, we just had a heavy game against 7 Computers. And after one and a half hour during an attack all my bombers wich comes from hangars docked on them and stay in them. i do not now why. I had 5 Hangars and 10 Bombers and only 1 came back after a while. is this a bug or a special weapon against hangars? Greetings
Reply #202 Top
Sounds like a bug. If you have a save game, please zip it up and send it to [email protected] along with a description of the issue.
Reply #203 Top
now we have three confirmed cases of the printpicture not working on Vista. Yarlen, Smarec and myself.

NO, I've looked in every fracking folder for it, its NOT THERE.
Reply #204 Top

Hi, we just had a heavy game against 7 Computers. And after one and a half hour during an attack all my bombers wich comes from hangars docked on them and stay in them. i do not now why. I had 5 Hangars and 10 Bombers and only 1 came back after a while. is this a bug or a special weapon against hangars? Greetings


the only thing I can think of: you sure they are not set to "hold position"?

oh, another tiny thing, but you probably know anyway: Kronac's Cross still has a picture with the name Kharak's Cross in it. if you haven't already, you should probably change that.
Reply #205 Top
Aww, but I like the name Kharak's Cross better :P

I've got a couple of minor graphical issues:

If the Vasari Evacuater is too close to a planet when it uses it's Drain Planet ability the big cone of death goes inside of the planet. This is especially noticeable on asteroids when the green tornado sticks right through the asteroid and the wide part is sticking out the other end. I can provide screenshots if needbe.

When purchasing level ups for cap ships the yellow progress bar momentarily gets real wierd. This is especially noticeable in a laggy multiplayer game. I don't think I have been able to catch a screenshot of this since it happens fairly quickly and I'm not ready to hit the print screen button - and when I am ready to press it that will be the time that it works normally. I can try harder to get a screen of it if you don't know what I am talking about.
Reply #206 Top
Wedge, are you talking about how it starts out "full" then gets the correct amount a fraction of a second later?
Reply #207 Top
It's even more than that. It'll extend the line all the way across the action grid (or whatever it's called) so that the line extends to the edge of the UI. It won't be solid - some parts will not have the yellow bar. Here's some VERY bad ascii "art" to illistrate:

This is a button:
___
|.... |

And the line on top would be like this (Pretend the periods are blank spots):
___........___.....__.......____________________________


Get it? Didn't think so. :p I'll try to get a screenshot.
Reply #208 Top
Minor bug: If a carrier is destroyed during the jupming out process, its squadron gets locked into the docking sequence -- it can't fly off and do as much damage as possible while it decays, or do much of anything else except sit there.
Reply #209 Top
ive had that problem when purchasing levels as well, basically the yellow "constructing" bar gets kinda funky after you press the buy level button, itll either flash at the halfway point or something like that, or jump and extend to the very edge of the screen while going BEHIND the black boxes where abilities would go
Reply #210 Top
If you finish selecting capship abilities, then go right back to the screen for training, the screen gets auto-canceled again.

Ships set to “jump as group” will sometimes go ahead and jump out as singlets, rather than wait for the people behind. (Note: large force *is* on jump point, but they still jump out in singlets) I think this is related to the devs efforts to keep the entire force from getting hung up on just one "out of place" unit. Two things would help with this, and one bug fix is needed for current system: instead of having a time limit, use a percentage based approach -- when a large number of ships are "in place" (or stuck in "fine tune" mode...), trigger thattime limit then let the rest jump. Improved pathfinding that pays attention to whats "in the way" would also help. The obvious -- and immediate! -- bug fix is if the time limit expires, all ships ready to jump should jump together, and a new cluster starts forming.
Reply #211 Top
Played a game with Ron tonight. During his final assault on my homeworld I had 4 frig factories churning out ships. When he destroyed one of them the ship that it had been in the process of building seemed to remain... but when I tried to mouseover it to check it out things got real ugly.

Game froze like it often does with the string not found errors but no error box showed up. I fumbled around a bit and hit enter a few times before I finally saw an error dialog. It said "Entity ref not found" and some nonprintable characters. Despite clicking on Skip All the dialog came back at least 20-30 times... only about 1/3 of the time actually being visible.

Here's a screenie of it: http://www.honorguardonline.com/sinsbeta4/screenies/entityref.jpg
Reply #212 Top
New feedback from tonights game:

Mine bug where you can tell that planets have been colonized without scouting exists (I think I may have reported this before). If you've explored the planet, the mine listing changes color as mines are built, even if you can't "see" the planet or construction.

Pathfinding needs work, including the following:

Collision check -- obvious reasons. Include both "whats in front of me" to avoid it (including whats going to be in front of me...), and "whats coming behind me" (or some kind of "hey idiot out of my way!") to avoid various issues -- like a cobalts getting stuck behind one another while engaging an enemy ship. (First cobalt stops at max range, next cobalt has to maneuver aside, laboriously... I ended up with a line of cobalts and 2 or 3 cobalts having to fiddle around to try and get around them).

Make sure to use 3D for pathfinding -- it might be easier to deflect up / down than left or right around something. If two fleets paths cross, one could deflect a little down the other a little up and avoid eachother easily, for example.

Include vector (i. e. current speed) in "shortest distance" calculations, so a ship doesn't try to turn 90 degrees simply because thats the closest point to the grav well, when its quicker to just fly more-or-less straight ahead to get to the edge. Also include new "arc-based" system in calculations, so ships will intelligently choose one side of the arc while traveling through a grav well. (For example, going to the right of an arc on the asteroid's grav well is FAR better than doing it in the suns...).
Reply #213 Top
Had an instance in my game with schem last night where I ordered my fleet to jump to the sun, but they went down to the bottom of the well instead to try and form up (which they were unable to do, apparently). Had to break fleet-move and then they ended up scattered all over the sun's well as a result. Happens around 1:30 at Deiphobus asteroid in the replay.
Reply #214 Top
Another bug:

The vasari subverter (Utility cruiser 0) can use its teleport disable ability, even though it is not researched.
The ability file is missing the research prequesite:

levelSourceType "ResearchWithoutBase"
improveSourceResearchSubject "RESEARCHSUBJECT_ABILITYACCESS_TELEPORTDISABLE"
Reply #215 Top
some ICO stuff (it will probably get an overhaul anyway, but it cant hurt)

* msg when people enter or leave would be useful
* is there any use to the friends system right now?
* I need to newly enter my name every time I start the game, its just disturbing
* messaging to in-game people and out of games to lobby.
* when in games, different tabs for in game discussion and continuing lobby discussion.
* whisper function. (its not in yet is it?)
* ranking would also be nice. games played, won, lost and so on.

in terms of functions and interface I have to think of wc III which did a good job at that. haven't played any of the more recent stuff to comment.
Reply #216 Top
something entirely different from the first post:

I shift ordered my lrms to attack a few gauss canons, logically the closest one first and then subsequently the farther ones. however the lrms went straight for the last target I shift ordered them to attack. and so went into attack range of the closest one and got damaged.

maybe I didnt press shift long enough. in general my keyboard either doesnt like your game or you just need to press keys 2 or 3 seconds for it to have an effect. I notice this especially when I designate groups. often it wont accept a quick ctl + number click, but I have to hold them like 2 secs. anyone experienced something like this?

edit: suggestions seem to be plentiful for me these days.

I heard we get a split of autoattack and range setting. if its true what I say is redundant, but anyway: colony frigate should never, ever fly around to attack stuff. NEVER. but if you set them on hold they duly sit there doing nothing instead on autocolonising a planet. so basically you cannot tell them to both autocolonise and not engage enemy forces, but stay inside defensive positions. my suggestion: scrap those attack stances for this non combat unit. if I want that type of ship to attack anything, I will tell it specifically.
Reply #217 Top
Heres an odd bug. I upgraded my fleet supply but it couldn't decide what it really was (it flickered back and fourth between the two numbers).








And sometimes my name was all funky

Reply #218 Top
fleet supply is also dependent on population I think. so if you were bombed and upgraded a planet at the same time, something like this may happen.
Reply #219 Top
no it isnt, but it may be culture (im not sure if culture adds or not)
Reply #220 Top
eets got it, probably culture, did it waver constantly and rapidly? or only a couple of times?
Reply #221 Top
Culture does affect fleet supply, that's a fact ;) So if you were tugging culture at some planet, that might be it.
Reply #222 Top
I think the weirdness with the name is just a general text problem, it looks like the message above yours was two lines long, and the last word overlapped your name.
Reply #223 Top
d'oh I mixed something up.

its culture indirectly, I think the actual influencor is allegiance, but since its changed by culture ...
Reply #224 Top
culture = allegience - some

but since the "some" is constant, it dont factor into our calculations!
Reply #225 Top

eets got it, probably culture, did it waver constantly and rapidly? or only a couple of times?


Constantly and rapidly (switched every second, I had to time it just right to get those screens lol)