Have fixed the problem, at least I think I did. Deleted all autosave's and now all ok! Has anyone else had this problem when trying to load an auto save by going to menu from the game screen and using the load button straight from there.
SZ0
When ever I go to exit a game it goes to the page with all the graphs on it ok! And I'm able to check any of the graphs.But if I click the main menu nothing happens. After waiting for some time 15-20 mins. still nothing so I use Alt Tab to get back to desk top and theres a minidump message with C; users/ username/Appdata/local/Ironcladgames/Sins of solar empire then it it gives what looks to be the time This has only happenend the last 3 times I've played the game,
[quote]Vasari mines are fine except that they need a limit per grav-well, nothing more. Vasari mine-laying is not micro-intensive. You simply need to hold shift and tell it to go back and forth. Works for me. [/quote]Have you had a ruiner get stuck on some of the mines that he has previously layed whilst it is traversing through all the way points you've set it. This has happened to to me several times. BA Whats happened ? Has the driver fallen asleep and let his ship just plo
G- 1 unit of gravity (depending on the mass of the planet that your on) GW - gavity well
Sounds like need to go to (options) then to (vidio) there it will give you some options on pixal settings 1280 by about 1100 I think alot of people are using. NOTE; It may not be posible to use some of the higher settings if you have an older tube style screen.
Another thing I've noticed is that weapons fire goes straight through them and explodes on the opposite side to which the weapon was fired from. I guess they've just got a few little loose ends at this stage.
I guess you are talking about the illuminated yellow square at the bottom right. If so then yes. I think its supposed to sit in the top I'd never worried about it, but now that you bruoght it up the more I think it is.
Do you have a manual?? This is very helpful for explaining many of your Questions. I think you can download one somewhere on this site. Someone else may have more accurate info on this. Anyway! 1) I think you can toggle this ability on your main interface control it appears in the lower right hand corner. 2) the cannot colonize due to hostile culture only lasts temperarily make sure you have gotten rid of all enemy structures around the planet. I think the higher the planets aleigance
The other thing I found annoying with the Advent mine spam blotting out all of their structures in their G. well and chasing down my fleet was that the game became stutery and jumpy trying to process the shear number of unit movements going on. It made extremely hard to position my ships into a safe enough position. Using a complete compliment fleet wise and using a large map, I'd been playing for about 15hrs. against 6 AI and had'nt had this problem until the first time I had to c
I find SB's pretty coolose to the mark. Yes flak turrets would be good and the range could be a bit longer, but I think if thier weapons are to be made longer they should do less damage or be less likley to strike at those extended ranges. The only other thing - I think you should be able to change the upgrades to change its roll - from offencive to deffensive or economic, instead of having to build a base for a particular roll then destroying it and building a new one for a different
[quote]You don't need to sweep advent mines. Acouple of scouts can move entire mine feilds out of the way by getting them to give chase. Their mobility is their weakness. I actually think the advent mines are the most balaced of the three races. Once they cost some resources to deploy I think they will be pretty much balanced[/quote]I tried using my scout to lead the mines away I tried using my scouts to do that, they did do just that - to one set of mine feilds. But after manufacturi
I like the uniqueness each race has and being able to play as any race. The difference between thier ships, weapons and abilities makes for a different way to play the game both tactically and just for the feel. Generaly you can play the game the way you desire and still have the desired outcome. The gaphics, visual effects, ships, planets and stars are also well presented. Like wise the main inter face is both visually pleasing and easy to use. Music also is good and effect
Yes but seems as the other 2 races have a hand in sponcering the pirates it would be good if they could aquire some of their ships
Yeh! I also am guilty of producing and using the scout very little (usually only 1 or 2 at the start of the game ). It would be good to have scouts able to have an additional role. But it just seems a bit wrong sending my poor little scout to what I know is more than likely a suicide mission. But thats just me. Now that I think about it, maybe it would be good to have the Cap. carrier have an upgrade to deploy a mine sweeping ship/device that does nothing but destroy mines, similar to
Thanks people your info has been very helpful to me at least. Hopefully others can benifit also.[quote who="Shadowhal" reply="6" id="2008557"] Quoting k33bz, reply 5 I'm sure it will be i think those prices are all placeholders - in another post i tihnk in the modding section i made a quick mod with rebalanced prices which makes most things reasonable a good idea, but I'd see a problem. you see, given that the number of upgrades is hard limited, yo
I feel your pain. Something needs to be done, and from the posts others have written I'm sure they will. Personaly I also would like to see a researchable ability given to one of the frigates. Perhaps the seige frigates could be given missles that could detonate when in proximity of mines, or the long rang frigate could have missles that launch clusters into mine feilds destroying mines from affar just before your fleet moves in. Or some such equivilant. It would be good to be able to do
OK! thanks K33bz
This may have been posted before but anyway, the explosions on enemy structures and ships is occuring on the opposite side from where the weapons fire is coming from. Looks a bit strange when fully zoomed in.
Hi all. I was wondering how a starbase's trade up grades at particular levels compairs to a planets trade port logistical structure. Is it worth having a trade port if you have a starbase with trade up grades. Does the income rate stack if you have both in 1 gravity well or is income only added from 1.