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Official SotP .80 Bug/Feedback thread


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#21 SiRD31M0S

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Posted 26 April 2016 - 05:10 AM

are the capital ships supposed to be as squishy as they are?


On the contrary, most are extremely tanky, with UNSC capitals reaching 12-20k health by the end-game, vastly outstripping the more common warships. What you're experiencing is a mix of the hard-and-fast pace of the mod, as well as a product of the AI's prioritization of capital ships and titans as targets, often focusing them down in place of the standard frigates and cruisers. Even Infinity will be brought down in moments by an entire fleet.

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#22 james340

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Posted 26 April 2016 - 03:08 PM

IIRC the second player needs to be cov, third UNSC, fourth Cov. Teams go 1, 2, 1, 2.

Really? I've never encountered that in the previous versions? Not that I'm saying that's not the case, I just don't recall that...

 

If that is the case, then that would make sense, considering the outcome. Seems like an odd mechanic though...



#23 Fleet Admiral agigabyte

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Posted 26 April 2016 - 07:18 PM

Really? I've never encountered that in the previous versions? Not that I'm saying that's not the case, I just don't recall that...

If that is the case, then that would make sense, considering the outcome. Seems like an odd mechanic though...


Pretty sure it's for AI stuff.
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#24 DanceJuice

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Posted 27 April 2016 - 06:30 AM

"often focusing them down in place of the standard frigates and cruisers"

 

Ahh, that makes sense. Although it can be annoying to lose two capital ships and its supporting fleet to a single forerunner sentinel. I feel like Admiral Hood would be disappointed.

 

What about an ability to allow the frigates/cruisers to sacrifice themselves in exchange for temporary % buff in damage resistance for nearby ships? 

 

 



#25 Archdukenator

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Posted 27 April 2016 - 11:55 AM

I have a serious problem with the random events. I acknowledge that they belong primarily to the vanilla game and haven't gone through much changes yet, but enabling them spices up the gameplay just enough. Right now they have a tendency to ruin whole games though – I'm talking about the storms. For instance in the smaller maps the construction disabling storms tend to stack up in one crosspoint with the ability disabling storms to prolong the construction of a titan for more than enough to leave you outgunned. These two aren't even the worse!

 

The Corona Mass Ejection, or the random cease-fire storm, can alone destroy whole games since it mainly benefits UNSC and their newly developed cease-fire guerrilla tactics. It's easier to demonstrate this:

https://youtu.be/MpRV3DmfnO4

 

If the Covenant had any similar "abilities" to use during the armistice, I wouldn't complain, but at the moment UNSC gets to launch a few nukes and load in another alpha strike completely free. The huge stall to the Covenant early game rush is enough as it is. Please fix this in the future or UNSC will have another admiral in their ranks.

 

EDIT

The Covenant can apparently glass planets during the cease-fire. Never mind! I like this balance choice  :D


Edited by Archdukenator, 28 April 2016 - 02:50 AM.

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#26 MrRazerwolf_2077

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Posted 13 May 2016 - 09:58 PM

Alright, just got out of a game (I got wrecked) anyway, me and the AI had a titan on titan battle, mine fell first (Covy titan vs infinity, didnt fare well for the covy) I started building a new Titan immediately, I watched there titan go down and before my fleet had even finished returning to position, they already had another titan out, mine, which was started well before the AI's fell, wasn't even 25% complete. Im not sure if this is intended or not, but I find it absurd.



#27 SiRD31M0S

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Posted 13 May 2016 - 10:26 PM

Don't worry about the titan audio message. It's basically a fake-out:

That's due to how the AI gets their Titan. It has a "filler" Titan that instantly builds and then the "real" Titan warps in after a given amount of time. In reality it takes a lot longer for an AI's titan to build than a human's.


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#28 MrRazerWolf

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Posted 13 May 2016 - 10:28 PM

Alright, thank you, a little freaky hearing it so quickly, I'll learn to deal.



#29 Caesars_Legion

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Posted 04 June 2016 - 10:32 AM

Had a quick look through the feedback threads to see if there was any mention of it, but I haven't seen anything; so apologies if it has already been noted.

 

The Capital Victory game type does not appear to function correctly. (Cannot say for vs other players) When destroying an AI capital the AI isn't defeated.

 

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#30 EagleEye177

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Posted 21 July 2016 - 04:51 PM

So I've been following this mod for quite some time, first played back in 2014 iirc, I downloaded v 0.81.2, and it plays pretty well, at least up until an hour into a medium or large game, then my system goes from silky smooth 60fps to an unplayable 8-9fps on a ATI 7970, intel 3570K. I don't know if this was an issue in the base game, but I haven't found any other users experiencing this issue. Only managed to complete a game on a small map.

 

Running windows 10, LAA enabled, ran as administer and did the string fix as well.

If theres any more information I can provide for you guys, let me know. Hands down my favorite way to play SoaSE.



#31 SiRD31M0S

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Posted 21 July 2016 - 04:59 PM

Yep, it's just a Sins thing that can't be helped. Hardware doesn't matter too much. It struggles in the late game, when more and more nonsense is going on, especially on larger maps. It's just something you learn to live with, to be honest.


I am a naturally philosophical and industrious evil.

 

It's all or nothin' baby, it's never ever maybe

You think I might be crazy, but I gotta be ALL IN

 

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#32 EagleEye177

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Posted 21 July 2016 - 05:03 PM

Does anything help alleviate it? Like killing off other players? I'm at a point in a 3 hour game where I could kill off 2 AI, but if that won't help I'll just stick to smaller maps.



#33 SiRD31M0S

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Posted 21 July 2016 - 05:36 PM

It should help a little bit, yes.


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#34 Ibn

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Posted 31 May 2017 - 12:31 AM

I made a post about this in a different forum, but I think I may have posted in the wrong forum by mistake. Anyways, the issue I'm having, is that I've noticed that sometimes while traveling from planet to planet, ships will use their normal engines to travel, rather than actually phase jumping. It tends to break my game when most players' ships are stuck traveling in phase lanes. The issue is not faction specific. Any advice?






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