December 1, 200817 yr SWR Staff - Executive Post in this thread with bugs if you don't have sins 1.1 or later you MUST update, sorry.
December 1, 200817 yr Tried to run the mod the path is fine and all but the point at which I click on enable mod the system freezes up and runs a minidump. The core game itself works, beyond having version 1.05 are there any other requirements for running the mod?
December 1, 200817 yr As you said, ships tend to clump together, but it has occured to me that this may be related to lack of shield meshes for most ships. I think I remember you saying that fighters were flying through the ships because of this, and it seems possible that formation spacing is also determined by the location shields. If this is the case, than the spacing issue should solve itself when you get the shield meshes right. I hope this idea helps/has any merit whatsoever.
December 1, 200817 yr The "Saturation Fire" ability that the Imperial II Class Star Destroyer has, which says that it decreases acceleration and speed while increasing fire power, seems to have the opposite affect. Fire Power is decreased while speed and acceleration are increased.
December 1, 200817 yr When I try to enable "Cluster Warheads" for an Imperator Class Star Destroyer; as well as "Demolition Bots" for a Victory Class SD, the ability is not added as an option and the experience point I tried to use disappears. This leaves me absent one experience point without any ability to show for it. P.S. Sorry if I seem to be posting non-stop, but I'm just noting problems as they occur in the game I'm playing.
December 1, 200817 yr Aargh!!! I'm not sure if this is technically a bug, but something needs to be done about the effectiveness of ion attacks against capital ships. It is not at all enjoyable to have a SSD rendered virtually worthless by a handful of ion-equipped ships that are less than a thousandth its size.
December 2, 200817 yr Not sure if this is a bug from SOGE, or the latest version of SOSE.... my ships seem to never stay in their fleet. I started a game earlier and built a fleet of 4 Enforcers and 3 Acclamators, and the Enforcers were always leaving the fleet at random.
December 3, 200817 yr Playing as the CIS faction, When i built the "Core Ship" it's ai was very stupid. It would follow half an order, like i would tell it to attack a ship and it would start to attack it.... then go dormant till it was attacked. I noticed that is showed this extreme case of ADD while it was being attacked aswell-- firing a few shots then ceasing its attack till it was again shot at. It repeated this till it was taken out as the enemy ships would constantly get the first shot off. Also it wouldn't follow move orders. Just like attacking, it would move half way there... then stop. This was especially frustrating as I attempted to incorporate it into a fleet.(which didn't work as it would lag far behind and ignore orders) Other than that, there are a few ships with strange attack values/health but those are on your "to be reworked" section of ships so I'm not sure if its being dealt with. Thanks for your time.
December 3, 200817 yr Is the Victory Class II Star Destroyer for the Republic supposed to only be able to build fighters? Both strike craft options are fighters, as opposed to one option for fighters and one for bombers. EDIT: I guess it was intentional, seeing as several Republic ships can only produce fighters.
December 7, 200817 yr Tried to run the mod the path is fine and all but the point at which I click on enable mod the system freezes up and runs a minidump. The core game itself works, beyond having version 1.05 are there any other requirements for running the mod? I am having the same problem... Any suggestions?
December 9, 200817 yr 1.05 won't do it. You need to get the latest patch (probably via Impulse, since the Stardock downloader doesn't have 1.1).
December 31, 200817 yr Was using the Executor as defense, all abilities on autocast. It was constantly using Saturation Fire while there were no enemies around and this seemed to prevent it from being able to move at all, even when manually ordered to do so.Also, had many mini dumps during large battles, especially those involving huge amounts of fighters. May just be me, but seemed to happen more so when the CIS was involved.
January 21, 200917 yr For some reason when I was playing my last game as empire I could not select my acclamators along with the rest of my fleet. And I had a random minidump when I went to produce strike craft though unfortunately it was a large fleet so I can't pinpoint it to anything. The fleet had a torpedo sphere, a Star Destroyer I along with pretty much every heavy small ship I could make.
January 23, 200917 yr SWR Staff - Executive Pretty sure Acclamators have already been covered - they are considered colony ships in Sins and thus are not selected with the rest of the fleet. Evaders99http://swrebellion.com/images/banners/rebellionbanner02or6.gif Webmasterhttp://swrebellion.com/images/banners/swcicuserbar.png Administrator Fighting is terrible, but not as terrible as losing the will to fight.- SW:Rebellion Network - Evaders Squadron Coding -The cake is a lie.
February 28, 200917 yr SOGE doesn't work properly with the latest patch for Sins. When you load the mod, no scenarios are available to play (except custom scenarios). http://i61.photobucket.com/albums/h65/NightshadowDragon/RyuuKageSIG.jpg http://i61.photobucket.com/albums/h65/NightshadowDragon/AoSW-JCW_Banner.jpg
March 5, 200917 yr SOGE doesn't work properly with the latest patch for Sins. When you load the mod, no scenarios are available to play (except custom scenarios). Can you play the custom scenarios?
March 7, 200917 yr No you cannot play any map. I am confirming what the person two posts above me said. With Sins v1.15 when you load the mod all of the maps disappear. The options in Map Designer disappear and (not sure if this is on purpose but I figured I would list it because there seem to be some errors) The background graphics become a static field of stars.
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