NewHorizons

NewHorizons

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2 Posts 49 Replies 651 Reputation

[quote who="gundamlit" reply="4" id="3127361"]For me, I frequently found 2 starfishes missed when a large fleet (about 100 ships) is moving[/quote] I saw that a few times during the last game - usually two Adjudicators. I don't recall any other types being affected in my fleet, although a few Disciple & Defence vessels strayed outside the grav well at one point. So maybe Adjudicators are more likely to go missing than other ship types. [quote who="gunda

11 Replies 6,036 Views

[quote who="DarkSide73" reply="23" id="3124359"]... so the problem was introduced with the Advent.[/quote] Nope, it was happening in the v0.6x TEC only versions, still happens in v0.76. FWIW: in my current game (huge, multiple star map) it seems that mainly Solanus Adjudicators fall victim to this problem. Edit: I'm not sure if it was related, but earlier on in this game a small group (IIRC 4 of each) of disciple & defence vessels were attempting to leave a gra

28 Replies 19,355 Views

With a late game, on a large map, there can be a significant delay (1-2sec) between hearing and seeing the effects for Unity Mass. What do people think of the loyalists "Mine Control" ability for the Aeria? I've converted 100+ TEC mine fields with ease, could it be over powered? It sort of makes Seeker vessels and their "Sense mines" ability redundant. However, it does add a bit to tactics in mine infested grav wells. [quote who="KrdaxDrkrun"

36 Replies 89,320 Views

The problem with the C++ runtime crash is that it does not produce a minidump for the devs to debug. The next best thing we can do it try to spot a pattern or sequence of events that produces this type of crash. For example, I had this kind of crash shortly after requesting an allied Halcyon to attack hostile ships in one of my systems - the ship acknowledged the request and then bang :- C++ runtime crash. IIRC someone else reported something similar when ordering alli

27 Replies 24,546 Views

[quote who="Major Stress" reply="4" id="3123714"] Ive had similar problems, and its not just the Coronata that has the issue[/quote] This probably also explains missing exhaust trails I just noticed with a TEC fleet. The ring of the Coronata appears OK to me, but the particle effects for Unity Mass don't always appear, but that could also be caused by Major Stress' particle/texture limit theory.

6 Replies 3,002 Views

I agree with a argument that titan research is currently too low down the tree. It always seemed odd that the last phase of titan tech is at a lower tier than that for heavy cruisers, the very units that often make up the backbone of mid/late game fleets. Titans were perceived by many (myself included) to be a faction's ultimate fleet breaking weapon, and as such, were expected to require high tier research. Not unlike the tech requirements for super-weapons in the

33 Replies 17,372 Views

Doesn't look like a there is an environment variable, from a Windows user profile, that points to your "My Documents" folder. Your best bet would be to derive the location from %USERPROFILE% which should isolate you from the difference between XP and Vista/Win7. In an auto-install file creator... If you're writing this in C/C++, and you're using the Windows API, then take a look at the SHGetSpecialFolderPath() API, passing it CS

5 Replies 13,227 Views

For me, Rebellion also saves a smaller minidump in the program directory, "C:\Program Files (x86)\Steam\SteamApps\common\sins of a solar empire rebellion", so it may be worth checking there. I've had this type of crash happen only a couple of times, although not since I noticed the above, so there may well be no crash file. If there's a save game that replicates this crash, then send it to [email protected] , see

20 Replies 14,753 Views

One minor concern I have with reporting crashes to [email protected] is that I may be reporting the same crash over and over. This is counter productive as it means that Stardock/Ironclad have to sift through lots of bug reports which may end up being caused the same problem. So, now that v0.76 includes the developer executable (Sins of a Solar Empire Rebellion Dev.exe) should we be using that to report crashes?

0 Replies 1,718 Views

[quote who="Cheesenium" reply="29" id="3122771"]Does the Advent Loyalist Titan have that nice laser beam effect from the cinematic in the game? The one in the game doesnt seem to have the laser beam firing from the halo effect.[/quote] [quote who="Mr. Haze" reply="30" id="3122775"]That beam from the halo was the Unity Mass Beam, it's an ability.[/quote] Sometimes not all of the particle effects are visible, affects both the main and the two pre-fire beams.</

36 Replies 89,320 Views

[quote who="MayallCommunion" reply="11" id="3122199"]I have suggested it before but moving Augmented Defense Grid, Phase Jump Inhibitor, and Hardened Cities tech to the security tree would fix this problem.[/quote] That may only be a partial solution, it would free up space in the Harmony tree which is now getting a bit crowded. I was thinking of new technologies. Not a serious suggestion but, for example, loyalists could research a tech that grants an x% chance of Mas

14 Replies 9,780 Views

The Advent loyalists seek to prosecute their vengeance on the TEC and assimilate any rival population into the Unity. That's hardly cooperation with other factions, as their titan says: "They will join us or die!" - not very diplomatic language. I see the loyalist policy as one of unyielding conquest with few compromises with other races. While their fleet is subjugating one part of the galaxy, other factions would take the opportunity to attack their empire somewh

14 Replies 9,780 Views

As boshimi says, a saved game that replicates the crash is probably more useful than a minidump as the devs can see (using a debugger) what bit of code is crashing. They can then use that same game to verify than any fix to the code actually works. You could also looking for crash files in the same directory as the game itself, I've noticed a fe

4 Replies 4,127 Views

The sound of this effect seems strongly dependant on the quality of the speakers. Through the internal speakers of my laptop it would be terrible - the original opening sound of the Ironclad/Stardock logo was highly distorted. However, through my half-decent (20-year old) hi-fi Unity Mass actually sounds very effective, although I'll admit it is rather loud. This loud volume, coupled with its high pitch, would also make this unpleasant to listen to using 'phone

5 Replies 5,543 Views

Both Advent factions have no new defensive nor diplomatic techs. It would be nice for the Advent rebels to have some new diplomatic techs, as they would be more inclined to cooperate with other races. The Advent loyalists probably should get some extra defensive techs as they would be unwilling to accept any accord with another race/faction.

14 Replies 9,780 Views

[quote]1 Advent still have the old blue charge for a phase jump. It might be on purpose and if it is disregard.[/quote] It's actually slightly different, it now looks like an eye opening which fits in with some of the Advent phrases: "Arrival location visualized" etc. The Advent still use the old "comet" effect while travelling in phase space, which I quite like. My guess is that each race now has their own phase jump effects - I hope the effect for the Vasari is s

4 Replies 9,883 Views

@Cat Empire - Unfortunately, you just fallen victim to the 'missing ships' bug. It's already known about, but no one has found out how to replicate it happening. From other posts it seems to happen with a large group of ships, but in your case it didn't sound that many. However, there does appear to be a pattern forming - it seems to occur after a battle where lots of ships have been destroyed. Can anyone else confirm this? <

36 Replies 89,320 Views

Now that the Unity has returned, I'll post some minor buglets: 1) Advent tech trees still use TEC names. Eg:Military, Defence, Civilian, Diplomacy, should be Hostility, Security, Harmony, Understanding etc. 2) Mine Control ability icon for the Aeria is not correct, looks just like the Incendiary Shells icon from the Marza. 3) Foremost sections of the hull of the Rebel's titan project through the shield - visible when under fire.

15 Replies 15,770 Views

[quote who="Yottsu" reply="2" id="3120192"]It only includes, however, Titan experience, Number of Titans built and Titan level.[/quote] It did look a little sparse, probably work-in-progress, but at least the devs have considered the feedback suggestions. The number of titans lost/killed should probably be added to the Combat category, along with stats for other unit types. [quote]also the new capital ship isn't here either[/quote] It would be nice if the s

4 Replies 7,599 Views

[quote who="sporemaster" reply="106" id="3119457"]why would they pull the accidental release of the advent when they will just re-releases it in a week?[/quote] Because it gets in the way of beta testing. There's no point in the community finding and reporting bugs that the developers already know about. That wastes both ours and the developer's time - the latter is something that we all want to avoid as that just results in a delay for the final rele

132 Replies 72,492 Views

[quote who="Timmaigh" reply="41" id="3118418"] Quoting Flumsi, reply 40Change request Advent Loyalist Titan - sound firing special weapon Please remove this scratchy sound. It makes me aggressive and kills my loadspeakers. Thanks! Agreed, its horrible [/quote] It could do with the volume being reduced, it was a bit loud. I actually quite liked it, the build-up reminded me of the Emperor's force lightening - quite a

132 Replies 72,492 Views

[quote who="Pbhead" reply="30" id="3118308"]I do not understand the purpose of testing old builds. I do not understand the reasoning behind withholding new ones. [/quote] 1) There are known bugs in v0.6 that IronClad have yet to figure out and fix**. It's usually easier to fix bugs with the simplest test case, for SoaSE this will be minimum of races, factions, units & unit types. If we can do our part by trying to find methods to repeat these bugs the

132 Replies 72,492 Views