If it's happening during the initial loading screen before a game is even loaded I would consider testing your memory, especially if it works once after failing six times. As for in-game minidumps, I've modded tradeships per port/refinery down to 1 and max mines per planet down to 20. After this I can play a 100-planet 5P map with no crashes. Some slowdown in the late game though.
Eilarais
To give an update on this, I've made a mod that splits all races into Human and AI variants, with the AI's maintenance cost reduced from 0-75% to 0-20%. I haven't seen any premature AI surrenders since making this change.
[quote who="Rebell44" reply="37" id="3191542"] Quoting Classicvibe, reply 36Offline Mode. Sucks. You have to be Online to be go Offline. The hell? Just like you have to be online to create account As long as your login is saved in Steam client, you can open Steam in offline mode.[/quote] If you have the "store credentials" box checked, Steam will place some authentication information on your computer each time you star
Just so everyone is aware, "multi-threading" a single-threaded process without having it crash constantly is widely considered to be impossible (or at least cost-prohibitive). You can't rewrite your architecture and keep your code intact. The best thing Ironclad can do right now is offer up some realistic guidelines as to how players should set up their comp-stomping sessions. Your mileage may vary of course, but if 8-player galaxies are just not going to work, then it's bette
[quote who="G_Bison" reply="23" id="3178624"]Dude, there are clouds in space.....[/quote] Ok, my knowledge of pretend space is a lot more comprehensive than my knowledge of actual space, but I seem to remember that in actual space, clouds like that are so diffuse that you can only see them using a powerful telescope. So if you were inside a nebula, the refracting particles would be so far apart that you wouldn't see anything. Of course, "vast black nothingness" is a bit la
[quote who="DirtySanchezz" reply="3" id="3176601"]If you're unhappy with the quality of the AI, have you considered playing it in online multiplayer against human opponents (who are capable of actual strategic thought)?[/quote] I hadn't heard of that before. How does it work?
[quote who="axxo2" reply="17" id="3171408"]you have an option to just keep playing?!... isint that the same thing? or you want the ai to struggle and feed ships to your end game fleet?[/quote] Yes, the idea is that the AI will fight its doomed little fight and feed ships into the maw. The point of space games, after all, is to blow stuff up in space. And I think I've finally cracked the code on this one. The AI looks at both your economic and military assets when deciding
[quote who="-Ue_Carbon" reply="26" id="3172559"]Even if they tweak this or that...its never gonna appeal to everyone. Hence my statement. Take what is given to you, tweak it to your standards and enjoy. Why this is unacceptable to people I do not get. [/quote] If you play MP then there's a cost associated with tweaking the game. Each MP mod out there breaks up the pool of available players and reduces the number of opponents you can play against. That's not counting the sizabl
Just want to chime in here and give a +1 to corvettes getting their own damage type. I really can't see any way to balance this unit and HC at the same time.
Not sure if this is possible in Rebellion, but in Diplomacy I was able to set up Human and AI versions of each race. From that point you can make any balance tweaks you need to.
[quote who="OddskiBoddski" reply="9" id="3174968"]Anyone ever realized that you can't find an issue with software until you open the box, but once you open the box, you lose your rights to return the software?[/quote] It has been noted from time to time. Unfortunately, when stores did take software returns people would just copy the CDs and then bring the box back for a refund. At least, this was a big thing where I was.
I haven't looked yet, but I had assumed that unit caps were set somewhere in ship files or in constants and NOT hard-coded. Hopefully that's the case, otherwise it will be a huge irritant for pretty much every mod that goes beyond basic tweaks.
[quote who="Volt_Cruelerz" reply="35" id="3139602"]Except that there's a guy that's trying that..[/quote] Hmm. Sounds like we'll need to cap HC to make up for the reduced number of LRF.
[quote who="Rovert10" reply="1" id="3139612"]Isn't the game slow enough?[/quote] I don't want to play this game any slower than it is now, and that's coming from someone who thinks Supreme Commander is too fast. I think you can change the slow/medium/fast multipliers that get applied to the game in the constants file though, if you really want to.
[quote who="ZombiesRus5" reply="29" id="3139588"]Sure it does. Check out the Gameplay.constants file.[/quote] Ooh. There's definitely some room to give the LF a late-game boost if this is set up right. I'm playing with this as soon as we get Vasari units.
It's worth mentioning here that if you really hate the defense structures that much you can change them them yourself via a basic mod. I don't know that it will work to bump the number of targets you can attack at once to 200, but you can scale HP/damage as high as you want.
[quote who="lich1989" reply="19" id="3138674"]So are you for or against the superweapon cap? The cap was due to outcry from singleplayer community.[/quote] The singleplayer community did not identify the problem correctly, is the point I think being made here. If the AI got severely bugged and started churning out nothing but LRFs, people would be arguing for a LRF cap. And so they'd get one, and the balance gets messed with forever just because the AI can't play the game.
[quote who="Volt_Cruelerz" reply="27" id="3139579"]Then you run the severe risk of turning them into a rush unit.[/quote] Then I'd say that, yeah, LFs have a bit of an identity crisis going on at the moment. It's too bad this game never made use of different damage/armor types.
If LFs are going to become support units they need to be a bit stronger. I wouldn't even make it a late-game upgrade, I'd just bump up their HP/armor.
I'm all for mines disappearing as soon as you colonize the planet. Or a minesweeper ability that destroys mines instead of just revealing them. Either of these options are better than being forced to clean them up yourself.
This is a really old problem with Steam, it's been either unable or unwilling to remember that setting for as long as it's been around. If you have a real interest in working around it you can put your steamapps folder under source control, but it doesn't look like a fix is coming anytime soon. Anyway, it's nothing to do with Sins. [quote who="McVulpes" reply="5" id="3139379"]no, martox you cant start rebellion offline [/quote] What does this mean, plea
I guess you can counter, but it's still not a great tactic for the AI to be using in the first place. Probably the AI should be using it only when it retreats.
I've always thought the "bidding war" mechanic was a bit problematic, it's a twitch mechanic in a game largely about strategy and placement. On top of that, if there happens to be a battle going on at the time then you have to fight the interface to get your pirate ships. Instead of placing bounty just before each raid, what if factions diverted a percentage of their income to the pirates instead (call it 0-10%)? This rate could be changed by the player at any time and would h
You will use Steam. You will enjoy Steam. You are unhappy when Steam is not running on your computer.
[quote who="Tridus" reply="51" id="3135121"]Since somewhere between 90% and 99% of the people who buy the game play more SP then MP (or don't play MP at all, depending on who you ask), ignoring what the SP players are saying is a great way to commit sales suicide.[/quote] Not what I mean at all. What I am saying is: Don't make game balance changes if the problem is the AI, and vice-versa. That's what a multiplayer beta is for, it doesn't mean that MP is the focus of th