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Beta Observations and Thoughts


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Novus Universum 1.2 update is causeing minidumps at laod screen.

This is fine and known, just reload the mod after it does this. Also don't be surprised if this happens when loading a new game. This problem has been occurring ever since the addition of the NU alpha/beta.

 

Also a heads up, the lighting for ships might seem off on some maps, this is alright and known, it's just how the mod is.

Sins of a Galactic Empire staff.
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im sorry, wrong load screen. im talking about the last load screen just before you start the game. i can now get it to work on the lite maps 30 or less planets. but anything bigger. it minidumps.
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im sorry, wrong load screen. im talking about the last load screen just before you start the game. i can now get it to work on the lite maps 30 or less planets. but anything bigger. it minidumps.

This is weird, I've been able to load Huge maps fine. Are you loading an old save file? If so, that is the issue, old saves will not work with this update. If not, how much RAM do you have? If it's under 3, that is likely your issue.

Sins of a Galactic Empire staff.
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im sorry, wrong load screen. im talking about the last load screen just before you start the game. i can now get it to work on the lite maps 30 or less planets. but anything bigger. it minidumps.

This is weird, I've been able to load Huge maps fine. Are you loading an old save file? If so, that is the issue, old saves will not work with this update. If not, how much RAM do you have? If it's under 3, that is likely your issue.

 

 

ive tried doing both think the same thing your telling me. i have 6 GIGs of RAM. as long as i load in a lite map its good. anything bigger it minidumps

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im sorry, wrong load screen. im talking about the last load screen just before you start the game. i can now get it to work on the lite maps 30 or less planets. but anything bigger. it minidumps.

This is weird, I've been able to load Huge maps fine. Are you loading an old save file? If so, that is the issue, old saves will not work with this update. If not, how much RAM do you have? If it's under 3, that is likely your issue.

 

 

ive tried doing both think the same thing your telling me. i have 6 GIGs of RAM. as long as i load in a lite map its good. anything bigger it minidumps

I don't get it. Hrm. Call me nuts but disable bloom, if it's on, and then try to load a map. Bloom seems to be causing issues with NU 1.2, and I personally never have bloom on, so that might be why I'm loading games just fine.

Sins of a Galactic Empire staff.
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bloom was off. i tried turning it on just to see what would happen, but there was no change. it mini dumps after about 10 sec into the last load screen.

I really don't know what to say. Hrm. Try loading it while in windowed mode, and if that doesn't work, do a clean install of SoGE.

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ok i have tried everything i can think of. i made a new map with 142 planets. the game loaded up. but the AI quit from the start. i hit keep playing just so i could play around with my new map. the problem is the planets are not loading.

i have a fresh install of the game rebooted looked at everything i know to look at. im wondering if im the only one seeing this problem.

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Does the AI just randomly decide whether to frigate spam or not?

The Vong definitely are an interesting class to try and balance, when you take into account the advantages they're given in the novels (dovin bassals that suck in incoming lasers/missiles, yammosks that give amazingly efficient coordination, cannons that do damage even after hitting the target, and the grutchins that eat through metal) In a way based on the novels they're meant to be OP as long as they keep a yammosk advantage, its when they lose it or it becomes jammed that the Vong become much weaker against NR and Imperial attacks.

There really isn't an equivalent to the yammosk in Sins, except possibly fleet coordination, aka. boost, abilities, and those aren't interruptable. The dovin bassals can, and are, taken into account via high shield mitigation. And yes, I do know they're supposed to be extremely powerful, and they will be, it's more that their current state is rather broken.

 

Fleet coordination is about what I figured would be the best bet, and it is interruptible, kill the ship lol. With the exception of the end of Star by Star to The Unifying Force that was the only way to defeat their coordination, destroying the cruiser containing it. In terms of a "jammer" Ion cannon disabling a ships abilities would be the closest equivalent. Perhaps make it a cap ship ability? Increased stats that make them extremely tough. Would make it an interesting faction to play in that your capital ship would become extremely centerpiece to your strategy. Keep it safe and you enjoy a strong advantage, lose it and you become a lot weaker.

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Does the AI just randomly decide whether to frigate spam or not?

The Vong definitely are an interesting class to try and balance, when you take into account the advantages they're given in the novels (dovin bassals that suck in incoming lasers/missiles, yammosks that give amazingly efficient coordination, cannons that do damage even after hitting the target, and the grutchins that eat through metal) In a way based on the novels they're meant to be OP as long as they keep a yammosk advantage, its when they lose it or it becomes jammed that the Vong become much weaker against NR and Imperial attacks.

There really isn't an equivalent to the yammosk in Sins, except possibly fleet coordination, aka. boost, abilities, and those aren't interruptable. The dovin bassals can, and are, taken into account via high shield mitigation. And yes, I do know they're supposed to be extremely powerful, and they will be, it's more that their current state is rather broken.

 

Fleet coordination is about what I figured would be the best bet, and it is interruptible, kill the ship lol. With the exception of the end of Star by Star to The Unifying Force that was the only way to defeat their coordination, destroying the cruiser containing it. In terms of a "jammer" Ion cannon disabling a ships abilities would be the closest equivalent. Perhaps make it a cap ship ability? Increased stats that make them extremely tough. Would make it an interesting faction to play in that your capital ship would become extremely centerpiece to your strategy. Keep it safe and you enjoy a strong advantage, lose it and you become a lot weaker.

One of the Vong capitals already have a Fleet Coordination ability. While canon is important... This is one of the issues where it's bound to diverge for balance, making capitals have an excessive Fleet Coordinate, or supercapital level one, would break the game, and the Vong are indeed tough as balls with their strong weaponry and massive shield mitigation. Ion cannons would not work in disabling passive abilities, due to how Sins works.

Sins of a Galactic Empire staff.
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basically you needf to add the name of your map to that list then also add 1 to the total at the top.

 

I've played around with it. i can't get it to load the planets. im sure on a latter up date thay will fix this. for rite now i can play with the random maps. i need to spend more time playing on them any ways.

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Well you aren't 'building' anything there on the planet. (Not really anything lasting. Bringing it into the fold so to speak.) You are merely occupying the planet. You are using the local infrastructure for most everything. There is not enough population on most planets to maintain an adequate tax income. It's not an underdevelopment tax penalty. (not really) But a game mechanism to show that planet CANNOT under current conditions (maybe in a few decades or centuries or millenia) provide enough income to off set the cost of providing services that the government has to provide by law. (aka you.) There is simply not enough people. And who says that the planet is worth anything to anyone? It's a backwater world with ZERO importance. Most planets don't get developed. It is not strange but very common. And who says the local government is not forbidding you for building there? Or your advisory console gives you strange looks when you want to fortify a worthless planet with no value. Maybe it will rebel if you come barging in and order every little thing about that planet's affairs. You do have a allegiance that comes into play.

 

If it's mediocre to you don't build it. I'm merely giving you the option of building some.

 

And yes the defenses and building need lots of love but I'm busy with planets still. And Lavo's messing with ships.

The time scale ingame should allow you to develop plants. True many planets in SW are underdeveloped. It is also true however those backwater planets that are important will see heavy development in both defense and infrastructure. When a planet is of tactical importance, efforts are made to fortify it. Hoth being an example of what little the rebellion can do to a "backwater" planet. Given the time scaling of sins, and the canon of SW it should be perfectly feasible to develop any of your plants at a cost. How much would naturally depend on how the level of difficulty of it, but it presents another viable endgame option. Should you invest for the time where your fleet supply forces -75% to all resources or gain early military advantage. As an early implementation I wouldn't care much if you just put the last few costs for upgrading high terran plants or similar on them, It can pay for itself in the long run.

 

I don't mind paying for high price updates. It just makes little sense to not be able to remove underdevelopment tax. I have no problem with the cost of upgrades. Its when you can't even develop some of the plants thats strange.

The problem with putting sometimes a 6 tactic slot limit is that you might as well not put them there for some planets... no ones going to waste credits on filling it up for a mediocre defense. least with the normal sins slots they slowed fleets down a bit. Neither of these 2 changes make sense canonically either. high value planets are usually bristling with defenses and I'm sure if you throw in enough credits you can upgrade any planet

As mentioned in the star bases thread, eventually ALL planets will allow for 4 stations per planet. This will effectively make any planet defensible, as 4 fully upgraded stations is equivalent to 4 mid-high level capital ships. At that point it is the tactical slots that will determine whether a planet has medium/average or heavy-very heavy defenses. Until this is implemented, you're kinda going to have to live with having somewhat indefensible planets. =/ Though I do promise this will be done by early May, as I'll have the program I need to get this written by then regardless of SoGE, as it's for school. :v

Even with star bases I feel that defenses in general shouldn't be limited much to planet size. Maybe the speed of construction should be looked at since an isolated asteroid will take some time to reach with materials needed. I still feel that all planets should have the ability to at least 30 tac slots. Yes 4 starbases is nice, but some of the other defenses are still vital. 30 I think was standard before unless my memory is bad. It provided a good early alarm and bought reasonable time for a fleet to respond. Also regarding defenses, any reason why a planetary shield does not prevent bombardment?

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Also regarding defenses, any reason why a planetary shield does not prevent bombardment?

This is due to the hardcoded limits in the game. You cannot "stop" bombardment, planetary shields work by reducing the damage taken from bombardment, akin to the techs that reduce bombardment damage.

Sins of a Galactic Empire staff.
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Is there much point in building planetary shields? personally I never bother I only build hanger bays, 1 ion cannon, the interdicter thing (forgot the name my mind went blank) and star bases for defenses on important planets.

 

as mentioned above I also agree the limit should be upped on all planets fopr defenses available regardless of planet type.

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Is there much point in building planetary shields? personally I never bother I only build hanger bays, 1 ion cannon, the interdicter thing (forgot the name my mind went blank) and star bases for defenses on important planets.

Is there a point to building them? Yeah, they exist mainly for planets that have a lot of tactical slots, and they make bombing the planet far more of a pain. Though I may up their damage reduction, in an effort to make them more useful. Thoughts?

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Yeah, a bump up in protection for planetary shields would be good. Currently it's not too hard just to brute force it rather than take out the usually heavily defended shield gen.

Hold on. Do you mean it's easy to take out the shield generator, or the planet itself?

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easy to take the planet. With a large fleet, the shield is basically not there.

Not sure how durable the structure itself is. The ai ignores the shield and goes straight for the planet so afterwards I don't really care to look and see.

 

Imo the shield, if it can't stop bombardment, should give the planet 100% mitigation, or some sort of "max damage it can repel" value so heavier ships can break it. Having a shield that lets bombardment through really doesn't fit in sw :S Since the structure is in space and not ground base, it shouldn't be imbalanced.

 

Edit: Where did the population upgrades go? Now the civilian tree looks empty -.- Also why is volcanic moved to 8th research and super ice requiring volcanic?

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