Hmmm, have you guys (at least the ones having super frequent crashes) tried lowering texture settings? If it's memory related that should help, and if that's the case then we have a good starting place.
MasonOfSparta
So I think I may have found this problem, and I'm trying to repo now. If anyone gets a save that shows this please post.
Had some lag issues around patch time today, restarted the server. Diplomacy patch has some code that should help with the lag issues people have been reporting.
Thanks for the feedback guys, we'll see what we can do to bring GF up to snuff.
Thanks for all the feedback, we'll likely be looking over this for the next few weeks/months, and I'll try to post when we can actively fix anything in there.
Now that the Diplomacy team is beginning work on Rebellion is seems that we could put some time and love into Galaxy Forge (though it can't really be our main focus). I wanted to reach out to the community to see if there are any major issues the people might like to see addressed in terms of our galaxy forge tool. I've posted a more general suggestion thread in the Diplomacy forum ( https://forums.sinsofasolarempire.
Hey guys. We're looking at ramping into Rebellion development now that 1.2 is out, and I'm looking at core work we could do while simultaneously working on Rebellion specific features. These would be things we could look into patching into Diplomacy while we go forward with Rebellion, so this isn't a feature request thread. There are really 2 types of things I'm looking for. 1. Long standing complaints, bugs, and glitches: Anything that's existed in Diplomacy, or previous versions tha
Looking into the autocast thing.
Didn't read some of the thread because you guys started writing books, but I will say that our work thus far on 1.2 could be described as work parallel to TSOP from an engine standpoint, but not intersecting with it yet. I'd love to incorporate the plethora of data optimizations from TSOP in the coming months as we move forward with Rebellion. The more memory we can free up the more fun stuff we can do with that extra space after all.
Can you resend the save? Our internal bug tracker had some hiccups earlier and we seem to have missed your file.
Do you have a save file that reproduces this issue?
Our bad about the heavies, I'll look into that shortly. We'll discuss that lovely summary also. Well formatted summaries will do wonders more than complementing my infinite manliness, so I would suggest more of that.
I'll probably try this fix for myself later, damn fine work.
Hmm, can you tell me who's turn it stuck on, or perhaps what kind of units were on either side?
Do you have any save that reproduces this issue?
There was a bug where unit's would kill their subunits on death, should be fixed shortly.
Good find, I believe I've found the offending code.
There were a couple of bugs in my damage code regarding resists and damage values that would certainly cause this sort of wonkiness, I'll have it fixed up soon.
I'll be hopping on this shortly.
I'm likely messing up a loot calculation somewhere along the line, will fix shortly.
We have a save internally that reproduces this on a single machine in our test area, but it's frankly maddening to debug. If you can find reproduce steps or any more helpful saves I'd gladly accept them, but I fear that this is some kind of timing bug and I'll just have to keep hammering at it until I can find the underlying cause.
While I'd love to call this a lottery feature, and not a bug, I'm afraid I'll have to look into this. Enjoy your socialist pig money while you can.
I guess if I had a gun to my head I'd say NEED (no part of me WANTS to see bugs any day of the week) so we can squash this killer once and for all.