If it only occurs 30-40 minutes in and it is not the 2 GB wall, then it probably is an ability that would only be available 30-40 minutes in...if it happens only some games, could be a titan ability or lvl 6 capital ship ability...if it happens every game, it's probably an ability tied to a ship, structure or SB that would only be accessible via a mid-game technology... If you are playing against high level AIs, it could also be an issue with the superweapon abilities....
Seleuceia
For the record, I've gotten these runtime errors before but never knew what they were...all I know is I've never gotten one to repeat upon reloading a save....
[quote who="Jafo" reply="112" id="3346588"]I take it then that the 'fact' is criticism of 8 is unfounded.[/quote] This is an unambiguous statement with no conditional...it implies any and all criticism is wrongheaded and follows the whole "anyone who criticizes W8 just [insert favorite insult here]"...I certainly would agree with Jafo (and others) that there is a clear problem with that stance.... [quote who="Seleuceia" reply="110" id="3346567"]when someone says that m
Perhaps an infinite loop occurred? Could be an issue with the code, and I doubt we'll ever know what really caused it...
[quote who="Jafo" reply="112" id="3346588"]I take it then that the 'fact' is criticism of 8 is unfounded.[/quote] No, that is not what I said....I will quote my (unedited) statement... [quote who="Seleuceia" reply="110" id="3346567"] when someone says that much criticism in regards to W8 is unfounded, it isn't a case of arrogance or looking down on others opinions, it's a case of distinguishing fact from fiction</stron
Abilities also can be bad violators of that...changing the number of instant or periodic actions (and I assume overtime) can wreck havoc... In general, I go by the rule that when you add or subtract anything, you shouldn't use a save...if you are just tweaking a number, icon, or string though you should be okay...
What do you mean by C++ error? Are we talking about an error reported by the game or something reported by the C++ redistributable? Game errors only appear if you are playing in the dev.exe or have your settings tweaked to show errors (which would require editing the settings file manually)...they are grey pop ups that give you three options (skip, skip all, or break)...
Assert @ C:\Projects\P4\SinsRebellion\main\CodeSource\GS/Galaxy/GalaxyOrientation.cpp(16) Vector3::IsNormalized(m_orientation.GetCross()) This came up when I fired a novalith at a wormhole (I assume any planet with a null mesh would give the same error)...adding constraint "HasPopulation" to the cannon firing ability's constraints probably would prevent this from ever coming up....
Those stats are promising but don't guarantee a good connection....other activity on your connection or the quality of your ISP can still cause lag spikes or DCs, and speetest.net isn't going to report that....
So says the "newbie" to ICO...
Assert @ C:\Projects\P4\SinsRebellion\main\CodeSource\GS/Entity/Interfaces/IPlanet.cpp(1378) newPlayerOwnerIndex != oldPlayerOwnerIndex Seems to occur when a cannonshell hits a planet that has changed to an "inappropriate" owner. For example, if the cannon's ability's target filter only allowed you to target "enemy" planets and the planet switched to "friendly" during the cannonshell's transit, you would get this error as the cannon shell hit.
[quote who="Wizard1956" reply="109" id="3346518"]However, if you don't like all the bad press, poor reactions from the buying public at large and comments and opinions of those who think it is just plain poor design choice, much ado about nothing, or see no need to replace a perfectly fine OS, which Win 7 is....GET OVER IT.[/quote] I think we need to take a step back here...this thread was pretty civil until a poor bloke posted that he didn't like W8 because you couldn't h
You are playing against the AI right? Switch all your SC from bombers to fighters...dock them all, let the enemy fighters come attack your fleet while your flak eats them up...milk the XP...their AM regeneration is irrelevant if you are killing the fighters faster than the build rates (which you should be)....if your flak are fast enough, launch your fighters and keep them close to your fleet....when his fighters are mostly dead (and you have tons of XP), you can use some ogrovs to slow
No...you need to edit the four entity files (AbilityTechOrbitalCannon, AbilityTechOrbitalCannonLoyalist, AbilityPsiOrbitalCannon, AbilityPhaseOrbitalCannon) associated with the cannon abilities... You need to change this Boolean isAutoCastOnByDefault TRUE to FALSE Of course, in order to edit these files, you will need to know how to convert entity files from BIN format to TXT format....and then you will need to know how to set up a mod (where it goes, what
[quote who="JustAnotherName" reply="9" id="3321230"]I have i5-2500K and a 6970 with 8gb ram. It runs with 0 gfx lag no matter how many ships are in the system. I know because I played against 9 vicious AI sometimes and they max out their ships within an hour.[/quote] It isn't just a matter of "how many ships" there are....your zoom level also greatly affects performance.... AI's also don't corvette spam or bomber spam...
For rebellion, you only need the ConvertData...you can however create the batch files using the info at that link...you will need a different batch file for each file type (entity, brushes, mesh, etc.), but I'd start with entity as that's the most important one to start working with....
I know he isn't banned....
Most modders are willing to answer direct questions or link you to direct resources...most modders don't have the time to do much more than that, sorry mate.... I'll give you a first goal....learn how to convert files from BIN to TXT...if you've already mastered that and have the batch files, great...if not, learn how or else you won't be able to mod anything... http://soase.x90x.net/?i=modding/Convert
ICO player count doesn't get above 200 very often anymore....that being said, every time there's a sale you might get a peak...but in general, the ICO online counts are low, and most of those people are just comp stomps with friends.... You cannot reconnect to matches you've lost connection to...it is a "no-brainer" feature for games made today , but sins is old and wasn't made at a time where that was necessarily expected...implementing such functionality prob
Both error 449 and error 472 crop off if there is an unacceptable value for the research modifier CapitalShipMaxSlotLevel AFAIK, putting a 1.000000 will always be fine...anything else probably should be avoided...
Both errors are likely due to someone editing this wrong: researchModifier modifierType "CapitalShipMaxSlotLevel" baseValue 0.000000 perLevelValue 2.00000 I put a 2 there and got error 449 and 472 to come up...you should only have a 1 there, as this modifier affects the end game stats (how many crew techs you've researched) and not the ac
I'm seeing a good idea for a game in the future...hell, you might even use it as a way to get strategy games on the console (if that's even worth pursuing)... But the game would have to be designed to require multiple people....if all the micromanagement can already be done by one person, what's the point? Maybe the next SimCity will be like this.......or next Sims.......
C:\Projects\P4\SinsRebellion\main\CodeSource\GS\Player\PlayerResearch.cpp(449): assert! [level >= 0 && level Size()] C:\Projects\P4\SinsRebellion\main\CodeSource\GS\Player\PlayerResearch.cpp(472): assert! [level >= 0 && level Size()] Adding these to the list of unknowns (from recently necroed thread)....they probably will be solved though, I'm guessing it has to do with some number errors with the crew technologies....</p
Well, the first 2 things (prime 3D and other thing) come up every log... Also get a ton of error messages about planet elevators not having enough room or something... Then there's the missing texture things...can't find kay's blue solar flare or skintech or whatever...
Assert @ C:\Projects\P4\SinsRebellion\main\CodeSource\GS/Galaxy/BuffSystem.cpp(76) buffContainersWithAddedBuffs.Size() == 0 I have no idea what this is either...could be related to a mod but at it's current state, only one ability has been modded (planetary shield thing) and I really doubt it is the problem....didn't cause MD...reloading from most recent autosave did not cause the error to come up again....