Daishzen

Daishzen

Joined Member # 2845873
7 Posts 50 Replies 629 Reputation

So I just finished a a game and thought I'd write up some of the bugs I encountered. 1) AI fleets traveling at sublight from planet to planet: Twice that I saw in this last game, the AI ran from a planet by way of its sublight engines instead of its Phase drive. The AI's ships followed the phaseline to the planet that it was going to and eventually went to phasejump after I left the ships alone and lost sight of them. When I lost sight of the enemies ships they were abou

5 Replies 2,547 Views

I gotta go with the sova. I used the akkan the first few times I played, but then I realized that I could build a sova as my flagship and get an akkan within 5-10 minutes giving me a great combat flagship and a super colonizer in the early game. This combo is also hell on wheels for taking out pirates/early game AI fleets. I took out all the ships in the pirate base before about the 20th minute of the game. I left the planet intact since I wanted to be able to use bounties to summon pirate h

10 Replies 17,120 Views

I just did a little impromptu testing of this bug since my computer seemed to replicate it every time I played. I played on the same galaxy size (small) I have been, with the same AI's (3 Hard) and marauders, flagships, high resources, and bounty at start all on. The only two things that I changed were that I didn't change anything about the empire window (i.e. don't show enemy, allied planets), and i fielded one less cap ship than I had in the previous games (4 caps[kol, sova, akkan, dunov] a

50 Replies 67,546 Views

this has happened to me as well, I have sent the minidump file to [email protected]. hopefully you find it useful. Something that I noticed that seems to connect all of my crashes is that something graphical changed just prior to each crash. These changes have been everything from special Fx to simply zooming out to the icon lvl quickly.

50 Replies 67,546 Views

Glad you guys approve, but I was also thinking that the black market/bounty UI needs some upgrading. I think that the system is great, but I would like to choose how much metal/crystal I am selling/buying or how much bounty I am putting out rather than just doing it in batches of 100. Or if the batches of 100 is here to stay, at least let me type in how many batches I want to buy/sell/put on someones head instead of using the aforementioned button-mashing.

23 Replies 5,160 Views

Well I don't know what was up with DBGHELP.DLL but a reinstall of Sins appears to have fixed it. Now i'm getting a new error that also says that the minidump failed. The weird thing is that I do actually have minidumps in the minidump folder even though it says that it failed to do so. I will send the most recent one to [email protected]. Hope you find it useful.

23 Replies 7,845 Views

I just replicated the crash. This time though I let the computer sit for awhile and was able to access what I thought was the Minidump notification. It turns out that its a Minidump failed notification instead. The error reads as follows: DBGHELP.DLL not found. Please ensure that DBGHELP.DLL is in your working directory. I'll try reinstalling sins tomorrow morning and see if that fixes the problem since it looks like this might be a corrupted install instead of a game bug. <br/

23 Replies 7,845 Views

So i love the gameplay additions and the new AI and I enjoy the pirate planets even though they need to be tweaked a little. What I'm not so fond of about the new patch is the fact that it has completely killed the stability (i.e. lack of crashes) that the beta had before the patch. I have yet to play a game that does not involve a serious crash that completely locks my computer up. The only thing that I can think of that all these crashes have in common is special effects being triggere

23 Replies 7,845 Views

Glenn, Pretty much everyone on the forums has been clamoring for a more aggressive AI that would be more challenging/fun to play. Part of more challenging is quicker attacks that are also stronger. As for getting attacked in the first 10 minutes of the game, I'm not sure time wise when i get attacked but i think its more like 15 minutes - 20 minutes. I do know that I usually have a second cap ship out and leveled up to 3 or 4 while my flagship is lvl 4 and sometimes almost lvl 5. If

13 Replies 7,558 Views

Something that has been bugging me for awhile about the Beta is the clumsiness of the game setup menus. in order to change anything you have to click the button repeatedly till you get the option that you want (except for your faction icon). If the option you are changing is your faction color, you can't even go back a color because the list seems to randomize each time you click. Could we get some simple drop down menus for selecting options instead of the button mashing option? The rest of

23 Replies 5,160 Views

The bonuses are immediately known when you discover a planet. You need to do an exploration in order to find artifacts. The infocard will show a description and icon for each. Craig, I hate to contradict you, and maybe this is a bug, but the bonuses are not automatically known when you discover a planet. Some of them like the porous/Dense core ones are, others like veteran miners and the trade goods are not. Also, I have yet to find any artifacts, alt

68 Replies 10,133 Views

I get this error as well with the new patch as of 8/30/07. My minidump occurs after the game has been running for a prolonged period, say an hour or so. then my whole comp freezes and i have to use the task manager to stop sins. I am using win xp. Unfortunately I can't send the info to ironclad because the comp freezes so bad i can't access the minidump window and when i force quit sins, the minidump window closes too.

19 Replies 6,857 Views

Nick, just set your fleet to weapons range only engagement, they won't move unless you tell them to. Add a few LRMs in and tell them to eliminate the turrets (their range is greater than the turrets). Have a few flak frigates/fighters to hold off enemy strike craft and sit and let the enemy come to you, the only problem with this currently is that abilities like the marza's raze planet override this so you might want to disable some of the longer range abilities so that your ships don't disobe

32 Replies 21,039 Views

Erog like i said, this is what the Marza is SUPPOSED to be not what it actually is right now, atm its range is the same as any other cap ship and significantly less than a missile frigate.

61 Replies 21,366 Views

I was thinking something like putting another bar at the top of the planet for allies ships. Also the names of planets need to be moved down, atm the name blocks viewing of the structures pip bar making it so that we can't tell how many structures a planet has just by looking.

7 Replies 2,327 Views

Yeah, pretty much. So for three ships being constructed at the same planet you would have: |-Blue-|---Green---|-Yellow-| Representing: |----------Yellow-----------| (Ship 1 |------Green-------| (Ship 2) |-Blue-| (Ship 3) Also you could put in an algorithm so that if the progress is say less that 1 second different in length it gets put into the same bar so that you didn't wind up with 7 different bars being represented in the tiny space.

8 Replies 17,118 Views

Sounds good also in this could we get the frigates firing arcs changed since I would think that a frigate would not have the same firing arc as a lowly fighter/bomber like the cobalts do currently.

10 Replies 7,356 Views

Ron, haven't seen that bug yet, but I will admit that the single bar can be pretty confusing for building multiple ships. I was thinking that instead of filling the button with bars they could simply use one bar with multiple colors in it so that it say starts out yellow for the first ship under construction, is green for the second ship, blue for the third, and then repeat the cycle. obviously the least complete progress bar would be the one on top.

8 Replies 17,118 Views

I mean its supposed to fire out of a big gun right, supposedly a really big gun? Yet it can fire from any angle. I don't know, maybe I've got this wrong but that was my impression of how the ability was supposed to work.

5 Replies 3,112 Views

I like the liberation, planet trade, and the changes to the probes, otherwise, i'm not too sure, the subsystem idea is neat, but this isn't a game where micro is going to be real feasible.

2 Replies 2,457 Views