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 Post subject: 0.75 release bugs
PostPosted: Mon Dec 01, 2008 1:47 am 
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<!-- Major //-->
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Joined: Thu Jan 15, 2004 12:00 am
Posts: 240
Post in this thread with bugs

if you don't have sins 1.1 or later you MUST update, sorry.


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 Post subject: Re: 0.75 release bugs
PostPosted: Mon Dec 01, 2008 10:59 am 
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<!-- Cadet //-->

Joined: Tue Sep 19, 2006 10:12 am
Posts: 2
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?


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 Post subject: Re: 0.75 release bugs
PostPosted: Mon Dec 01, 2008 2:50 pm 
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<!-- Cadet //-->

Joined: Mon Dec 01, 2008 2:45 pm
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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.


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 Post subject: Re: 0.75 release bugs
PostPosted: Mon Dec 01, 2008 3:34 pm 
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<!-- Cadet //-->

Joined: Mon Dec 01, 2008 2:45 pm
Posts: 5
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.


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 Post subject: Re: 0.75 release bugs
PostPosted: Mon Dec 01, 2008 3:54 pm 
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<!-- Cadet //-->

Joined: Mon Dec 01, 2008 2:45 pm
Posts: 5
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.


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 Post subject: Re: 0.75 release bugs
PostPosted: Mon Dec 01, 2008 6:56 pm 
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<!-- Cadet //-->

Joined: Mon Dec 01, 2008 2:45 pm
Posts: 5
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.


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 Post subject: Re: 0.75 release bugs
PostPosted: Tue Dec 02, 2008 1:27 pm 
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<!-- Cadet //-->

Joined: Sun May 27, 2007 4:22 pm
Posts: 1
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.


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 Post subject: Re: 0.75 release bugs
PostPosted: Wed Dec 03, 2008 5:02 pm 
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Joined: Tue Jul 10, 2007 5:04 pm
Posts: 4
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.


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 Post subject: Re: 0.75 release bugs
PostPosted: Wed Dec 03, 2008 5:27 pm 
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<!-- Cadet //-->

Joined: Mon Dec 01, 2008 2:45 pm
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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.


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 Post subject: Re: 0.75 release bugs
PostPosted: Sun Dec 07, 2008 3:14 pm 
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<!-- Cadet //-->

Joined: Sun Dec 07, 2008 2:57 pm
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Quote:
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?


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 Post subject: Re: 0.75 release bugs
PostPosted: Tue Dec 09, 2008 4:13 am 
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<!-- Cadet //-->

Joined: Sat Feb 16, 2008 5:29 pm
Posts: 3
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).


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 Post subject: Re: 0.75 release bugs
PostPosted: Tue Dec 30, 2008 7:41 pm 
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<!-- Cadet //-->

Joined: Tue Dec 30, 2008 7:35 pm
Posts: 1
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.


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 Post subject: Re: 0.75 release bugs
PostPosted: Wed Jan 21, 2009 6:51 pm 
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Joined: Wed Jan 21, 2009 6:46 pm
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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.


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 Post subject: Re: 0.75 release bugs
PostPosted: Thu Jan 22, 2009 11:14 pm 
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Dark Lord of the Sith
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Joined: Fri Jan 11, 2002 12:00 am
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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.

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 Post subject: Re: 0.75 release bugs
PostPosted: Sat Feb 28, 2009 4:34 pm 
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Joined: Tue Jan 24, 2006 11:36 am
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Location: California
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).


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