I've looked into negative trade values and its relatively easy. However, what isn't easy is how to deal with all the trade modifiers. As it currently stands, the modifiers will all make a negative trade income worse which precludes the idea that a value may start negative and work its way positive through modifiers. What behavior is desired?
Blair Fraser
Ok, I've fixed the ANTIMODULE issue. It was an obvious and simple bug to fix.
I'll look into the trade and antimodule issues if time permits. No promises as my list is quite large. 1.87 is pushed back to incorporate some other improvements that are easier to deal with before 1.87 goes out. I'll try to remember to give a heads up closer to release.
I removed it. The cost to maintain it was higher than the value it added.
That is just awesome Zombies!
What is the behavior now?
[quote who="f_farraday" reply="2" id="3665480"] Reading the reviews, people saying buying the game through GOG does not work properly and they give it a low star rating. Can I have something reputable, please? Thanks. [/quote] What are the problems with the GOG version? As far as I know there were only minor issues when it first launched over a year ago but I'm pretty sure they are long since fixed.
We put a new 1.87 up a couple days ago to fix some issues. The included change log notes the changes.
^ As expected, ZombiesRus beat me to it :)
[quote who="Neil Banfield" reply="6" id="3663446"] The icon was updated on Facebook as the one on Facebook had been wrongly used for some time. The logo has a full arm usually and half when there is text (or it would look silly) No hidden meanings. [/quote] Exactly this. I don't use FB so I never noticed it until it was pointed out to me by a friend and the correction was made.
Ok, the proper dev.exe should be up now. (Thanks Yarlen)
Good catch. I'll fix that before we come out of opt-in. Thanks!
Version 1.87 is completed and is currently in final testing. One of the biggest changes is I've finally managed to make Sins Large Address Aware. The way I've done this means that it is VERY IMPORTANT that no one applies LAA manually as it will cause problems in multiplayer with anyone who doesn't. But, there should no longer be a need to manually apply LAA as Sins will now ship with it activated by default. Modders, please update your installation instructions so that no
I've been spending a lot of time testing various mods and noticed the load times can be quite long. Most of the slowdown is during mesh loading. If you convert meshes back to binary instead of text each mod will load substantially faster.
If you recently updated to version 1.86 and your save game no longer works you can use ConvertData_Rebellion.exe to fix your save game. 1. Copy your save game (likely located somewhere like C:\YourName\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Save-SinglePlayer) to your Sins Rebellion install (likely c:\Steam\steamapps\common\Sins of a Solar Empire Rebellion). 2. Open the command window here. (start->cmd, cd\steam\steamapps\common\sins of a solar em
[quote who="Wintercross" reply="6" id="3658054"] Also, I know I've banged on about this a lot, but I'd really love it if you could remove the hardcode limit of one starbase in the mobile starbase effect and instead make starbases only blocked from jumping if the destination grav well already has the starbase limit reached (or enroute) [/quote] I'll have it done for the next update.
1. Fixed by optimization. 2. Fixed. Both are in v1.86
Was that file modified by hand? Either way, rename the file noted above and restart Sins. It will create a fresh version of the file but your key mappings (if you made any) will be wiped. You can recover them by doing a diff between the new fresh file and the renamed file (use Beyond Compare or something similar). If that is too much of a pain, simply redo them in the in-game interface.
Hi Pomidorus, We just released a free update (1.85) along with the third DLC (Outlaw Sectors) and another free update (1.86) will be released soon. We also recently improved Ironclad Online, our multiplayer service. Keep in mind Rebellion was released in 2012 and we are still going strong :)
Looking good :)
There is likely an error in the background. Try editing rebellion.user.setting so that VideoIsWindowed FALSE is now VideoIsWindowed TRUE. That should help us get more information.
Good find. I'll see if its possible to add that for the next update. Added to my list.
Awesome, thanks Lavo!
I'll look into splitting it up into 3 options. The cost of running militia shouldn't be too high as they are less complicated than other units (computationally) but some people want to be able to pick and choose different features for each match anyways so I'll see what I can do.
Pro-rates them all down.