That probably isn't in there for the same reason equipment upgrades aren't. That's a tech advance. Training involves learning to work in the bigger unit sizes. Allowing troops to merge would negate the point of the tech upgrades or make previously recruited troops too valuable if you could later combine them. I like it the way it is.
dawgs4ever
This version actually made the memory leaks worse for me.
[quote quoting="post"]1. I'm having a hard time figuring out what's going on. The manual is pretty much useless. I *need* to know how big cities get at maximum and midrange to plan effectively, but I can't find anywhere that tells me. Research is too vague, I need to know what the different techs do, but I can't find any info. In short, I feel there's insufficient information for the Player. [/quote] I kinda like not knowing a
I actually like that you can't upgrade forces already in the field. It's a tradeoff between putting units out now and putting them out later. The ones in the field have been trained with the equipment they have. Substituting new equipment that they haven't been trained in wouldn't make sense. For gameplay balance reasons, I hope it stays the way it is. The idea that there's no reason to recruit troops until you have exhausted the research tree. lol.. 
Like he said, we're giving up until a new patch comes in. Still, very frustrating.
BTW, here's my debug file: Debug Message: LOAD GAME: Loading World Debug Message: LOAD GAME: Loading XML Data (start) Debug Message: WARNING: CCityWallSet CityWalls_Fence leaked - refs: 2 Debug Message: WARNING: Environment type BarrenEnvironment leaked - refs: 525 Debug Message: WARNING: Environment type DeadEnvironment leaked - refs: 188 Debug Message: WARNING: Environment type GrasslandEnvironment leaked -
I'm with you. Been looking forward to this game for a long time. Pre-ordered and everything. Now I crash from what seems to be a memory leak within about 10-15 minutes of playing, requiring a reboot each time. It's beyond annoying. Learned my lesson - I'll wait to order the game next time until it's been out for awhile.
I'm running Win 7 64-bit and I'm still getting the memory leak issue after upgrading to 1.01. Crashing every 10-15 mins.
That's interesting. I find combat spells to be pretty weak even from the get go. I was hitting spiders with fire bolt for like 3 damage. Yippee. My summoned bear was worth a heck of a lot more than a bunch of firebolts.
Is there a way to control a magic resource node other than building a city near it and building it like a farm? I researched magic up and got the node channeling and specialization abilities.. but when I moved some champions over a magic node, I wasn't able to channel it or do anything with it that I could see. I later built a city next to a node and was able to build a structure on it and take control of it, but would like to think there's a way of taking control of nodes witho
[quote who="Archonsod" reply="2" id="2724117"]In order to found a city you need to have enough gold, be at least six squares from any other city and standing on an empty tile (no forest or similar). [/quote] Thanks guys. So no food surplus requirement for founding a new city then? I thought I had quite a few gildar, but maybe not enough. I didn't even see the found city tooltip for the pioneer so I couldn't mouse over it to see what the requirements might be tha
After surviving with just one city for about 60 turns, I proceeded to build 2 pioneers. The first was able to build a new city just fine. The third, however, never had the build new city button available to him. I moved him around to different locations but was never able to build a new city and was never able to figure out why he was unable to build a city. Does anybody know why? Is it related to food? If it is related to food, is that information availabl
I would imagine we can copy the seeds and move them into an archive folder, then delete them from the EWOM folder and see how things go? I assume if we didn't like the result we could copy the seeds back and restore the game to its original package?
[quote who="Nenjin" reply="10" id="2722784"]They found in beta that the game started way too slowly with totally random resource allocation. [/quote] If that's the case, then the entire world should be randomly generated and then a pocket of the world created for each civilization's starting city. Fixed resources for each starting city is fine with me, but leave everything else random.
[quote]I never understood why people who hate a game take the time to post on a fan forum about it. If there is some kind of criticism that can be leveled then it would be pretty useful to hear about it. If not, this is just trolling. I recommend closing the thread.[/quote] Not only did you apparently not read the OP, you apparently skipped over the entire thread! Congrats to you on your lack of reading comprehensing and effort!
What's the latest on this project? We going to have something to play soon? Been looking forward to a true Star Wars mod since I heard that SINS would be moddable.
Sounds like the problems are on the user's end, and not Ironclad's fault. I've run this game on 3 different systems. My buddies have played this game on even more systems. I've never heard of anybody having a problem installing or running this game on any OS (this covers XP, XP w/ SP2, Vista, 64-bit Vista w/ SP 1, etc).
Multiplayer needs an automatic matchmaking system. Where I click 1v1, 2v2 or 3v3 and it goes out and grabs people with similar systems and internet connections and matches them up. The way that multiplayer games setup now, it's a pain in the arse.
Awesome, thanks guys. I'm am older gamer who hasn't really tried his hand at playing around with the modding tools for fear of breaking stuff. Maybe I should read up on it and tinker around a bit. The defensive haeven mod sounds a bit excessive in moving towards a defensive oriented game, but I appreciate the posting of it. Gives me an idea of what can be done. And I appreciate the offer to design a custom tailored mod! Most generous! I might take you up on that, but sho
This isn't something that needs to be "fixed". You have put together all the infrastructure, officer corps, supply fleets, etc. necessary to maintain a fleet of that size. Just because you had a bunch of your ships blown up doesn't mean that all goes away. I'm glad they leave the #s the way they are. Makes it an important decision to upgrade your fleet capacities. If it automatically adjusted based on how many ships you actually had in service, there'd be no reason not to max it out
I would love to play a mod that triples the tactical capacities of planets, whether that requires additional upgrades or is just a flat multiple of the existing #s. Right now planetary defenses are basically useless against even a small fleet, and we're never able to ugprade them at a scale to make them worthwhile. Is anybody working on a mod that makes defense something more than a passing interest? Maybe some new defensive installations with AE attacks? Or some an
[quote] 3) Turrets need to have around double the range as they are now pretty useless. Definitely agree with this. I would actually like to see some or all defenses be "planetary based". Give the missile launchers/beam weapons a range out to the edge of the inner circle (so that it can reach basically any vessel that can bombard the planet). I would keep the fighter bays as orbital installations, though. Would also like to see additional planetary based defensive
[quote]Take away shoot on sight diplomacy in games, also I understand why this may not be possible but I want buildings to be self-destructible I have run into many occasions where all planets are locked down I have only 3 left and I cant build anything useful because all of my building slots are full, In those situations I would rather have weapon jamming instead of a trade port or something of that sort that is of no use to you. [/quote] If I'm understanding your request, you can alre
I also would like the ability to change the speed of the game within a multiplayer game. Perhaps allow one player to hit the + or - key. The other player(s) in the game will be notified that a player wants to increase/decrease the speed of the game, then list the current speed of the game and what the new speed would be. If all of the other players in the game hit a confirmation key within 15 seconds, the speed will be updated. Limit the # of times a person can make such a request to avoid s
[quote]Triple phase inhibitor's jump delay time and have i effect the entire grav well in addition to Kade's above post. [/quote] I wholeheartedly agree with this one as well. Heck, even making it affect an entire grav well would be enough for me. But doubling the delay and giving it a grav well range would be awesome.