I've noticed that a lot of maps that come with the game don't show up until you re-save them. Typically by then I've done a little editing to the environment and replaced all the starting locations with new ones. I'm not entirely sure why they don't show up to begin with. If you start with a blank map, build it, and it still isn't showing up, then I'm not sure what to tell you. You're placing starting locations, right? Starting Point 1 (red) will be for you, 2-8 (green, black, blue, e
nates1984
Define f : ℤ _n -> ℤ _n by f(x) = x^2 For which n ∈ ℕ is f injective? Nobody in the class got it right. He told us to ponder it. I know x ≡ -x must be true, and this means n = 1 or n = 2 but I can't prove it. So x ≡ -x leads to 2x ≡ 0 mod n, which leads to
I pray every time I see a change log there's something about AI sov/hero equipping items. Still, AI being more careful with their sov is nice, as are stability fixes. Does this mean I can finally go from the map editor to a new game, without have to restart in between? Hopefully the update is on Impulse before I get home from class. =)
Do people actually run out of population? I do in the beginning of the game, but eventually I ignore that number because I've never ran out mid to late game. Then again, I'm more of a builder than a war-monger, and I tend to rush to the food/house techs.
[quote who="shadowtongue" reply="47" id="2892081"] Yeah, I'm sorry, I forgot about all the revolts that took place a couple years ago when gas prices spiked... [/quote] The simple fact of the matter is that the middle class is disappearing and the gap between the rich and the poor continues to grow. Increasing oil prices have a widespread effect on the prices of the necessities needed to live in our society. As the economic situation worsens for the majority in America it is
If nothing else, just code up something to auto-equip all AI units with the latest armor/weapons the moment they learn the tech. Then later you can fix it so they actually have to pay for them and "think" about it, if it's even worth bothering with. In my last game the Resoln could have taken me if only their Heros/Champions would have had updated armor and weapons. Instead they threw their troops away attacking my city. I never noticed the lack of stat increases, that's pretty game-breaking
When can free members download again?
This FAQ needs a section about the expansion. It's stand alone, I get that, but I'm guessing it won't include War of Magic? For all practical purposes, it's a separate game? You need to purchase both separately? I think I read there's a second expansion planned after Fallen Enchantress (or whatever it's called, everyone just calls it FE), is that true? Will there eventually be a packaged deal like Sins of a Solar Empire: Trinity, which includes WoM, FE, and whatever else comes along?
What did you do to fix this? Others have had this problem, one being me, and I haven't fixed it yet.
I had the same problem here: https://forums.sinsofasolarempire.com/399628 The fix I talked about in the last post isn't working anymore. I uninstalled and reinstalled and patched Trinity and disabling DEP for explorer.exe isn't making it work anymore. I re-opened my support ticket, but was curious as to what answer you got out of technical support regarding this issue.
Looking at the Event Viewer I found an error message in regards to SoaSE which pointed to ntdll.dll. After doing some research I found a fix which made Sins work, that being disabling DEP for explorer.exe I have to be curious as to why my game worked when it was installed from the DVD and not updated, but for now everything seems ok. If the situation changes or I find out more information I will post it in this thread in case any other users have a similar problem in the future. There
I received my physical copy of the game. I uninstalled the downloaded version and reinstalled with my CD. Everything WORKED. I started up Diplomacy three times and every time the executable worked (although I did receive minidumps when exiting the game). Then I opened up Impulse and updated the game and now it isn't working anymore. Thus it is the latest patch that is screwing everything up. Anyone have any ideas? I could play it without updating but that's lame -- not only will I mis
Weapons Test Facility would increase the pop due to economic reasons, although unless the test facility employs hundreds of thousands, at least, it would be a negligible increase. Ionic Storms are probably bad and would decrease pop. Mega Fauna would increase pop if humans could eat it. Things unrepresented in the game would matter more than any bonuses: precious metals and such on the actual planets, perhaps crystal/metal extractors could increase pop to represent that. Atmospheric condition
I already did that as I saw it suggested in another thread, but I went ahead and gave it another go. Didn't fix anything. For right now I just load up dip dev when I wanna play, but it isn't always successful and is a pain. It seems ent dev works as well. Both the devs start in windowed mode so I manually changed the setting files to VideoIsWindowed TRUE, but that did nothing. Will give it a few more days and if nothing I'll e-mail tech support with my minidump. <
Redownloaded and reinstalled with the same issue still occurring. I do have the latest video drivers and direct x. EDIT: I got a minidump the last time the dip dev executable worked.
Clicking directly on vanilla, ent, and dip executables results in no process appearing in task manager. I can run dip dev SOMETIMES, and when it works I get this error: Assert @ c:\projects\Perforce\SinsDiplomacy\main\CodeSource\Engine/Core/Settings.cpp(659) !attemptToReadLegacySettings || (attemptToReadLegacySettings && versionNumberFromFile >= ConvertToReleaseSpecificVersionNumber(184)) Vanilla stand-alone sins was installe
I read somewhere in this forum that the AI's capitol ship building behavior was hardcoded to some extent. Unsure of what that means I have a question. If I were to double the amount of cap ships and reduce their fleet supply cost to 25 how would the AI respond? Would they max out their cap ship limits or would they still build just as many of them as before, just now they'd have 25 more slots for regular ships and only use half their crew pool?</p
https://forums.sinsofasolarempire.com/323715
[quote]They are faster between stars to to the slingshot effect. As I have pointed out before, you just have to make sure you don't stuff up and go back in time, as you cannot return without whales...[/quote] Well, in my case I never connect any stars to planets, so this was actually about two planets belonging to two different stars being connected.
I wouldn't ever think to look there myself, but in PlayerPsi.entity I see this. baseHyperspaceSpeed 29500.0 hyperspaceSpeedBetweenStarsMultiplier 24.0 hyperspaceSpeedToFriendlyOrbitBodiesMultiplier 1.0 baseHyperspaceAntiMatterCost 100.0 baseHyperspaceChargeUpTime 7.000000 Looks like that's where it's at. Thanks! ^^;; I guess a
Hello all, I managed to create an interstar phase line and noticed that ships travel faster down interstar lines then they do down lines between two planets belonging to the same star. This didn't make much sense to me and I think they should travel the faster speed down all lines. I searched around and couldn't find anything in this forum that answers my question and I couldn't find these values in any files I looked in. So the question is, how do I modify the speed s