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Post by sirius on Feb 12, 2020 0:20:03 GMT
Sorry but these files are nothing. The crash collector is not save from any error who I or anybody can read. I have played your savegame and I did not see any crash itself. You will not like my answer but I see it as a frame low crash, some relationated with your computer which I do not know what type is. Perhaps even a incorrect configuration. Because you are very insistent, I go to record later the game in a video and you will see. Just I made a change, the Aargau shadow is too dark. Hello, I appreciate your time and assistance with this. I believe that it works with you, so perhaps it's something on my end. I'll keep trying and I'll take a look at everything. Thank you very much for your time and thanks for such a wonderful mod!
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Post by Admin on Feb 12, 2020 7:58:13 GMT
Sorry but these files are nothing. The crash collector is not save from any error who I or anybody can read. I have played your savegame and I did not see any crash itself. You will not like my answer but I see it as a frame low crash, some relationated with your computer which I do not know what type is. Perhaps even a incorrect configuration. Because you are very insistent, I go to record later the game in a video and you will see. Just I made a change, the Aargau shadow is too dark. Hello, I appreciate your time and assistance with this. I believe that it works with you, so perhaps it's something on my end. I'll keep trying and I'll take a look at everything. Thank you very much for your time and thanks for such a wonderful mod! If you tell me about your computer configuration, I can help you with it.
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Post by sirius on Feb 13, 2020 0:10:46 GMT
Hello, I appreciate your time and assistance with this. I believe that it works with you, so perhaps it's something on my end. I'll keep trying and I'll take a look at everything. Thank you very much for your time and thanks for such a wonderful mod! If you tell me about your computer configuration, I can help you with it. GPU: 1070 CPU: i5 9600k RAM: 16gb DDR4 3200MHz I think it was the RAM not running at advertised speeds. I turned on XMP and I played for 2 hours last night with no crashing. Thanks!
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Post by Admin on Feb 13, 2020 9:02:04 GMT
With your computer, you should run the game without crashes after battle and very well. Some of lag in galactic mode is possible because it can not be avoided (old game) but in battles should run perfect. My best recomendation is enter your nvidia control panel and create a customized setting for the game (select the folder from the StarWarsG.exe) were you would set the options as this:
Image Sharpening: Off AA muliple fotogram control: Deactivated Antialising: 2x Antialising FXAA: Deactivated Antialising mode: Improve the Application Configuration Antialising gamma: Activated Antialising Transparency: Deactivated CUDA - GPU: All Shader Cache: Activated Anisotropic Filter: 4x Texture Quality: High Quality Texture Filter- LOD: Led Texture Filter-Anisotropic optimization: Deactivated Texture Filter-Trilinear optimization: Deactivated Preprocessed Frames: 1 GPU OpenGL: Automatic Selection Low Lactency mode: Deactivated Power control mode: Optimal consume Ambient Oclustion: Incompatible with this Application Linked Optimization: Automatic Vertical Sincronization: Fast Triple buffer: Activated
This settings should work without problems. The name from some options will be easily a bit different because my control panel is in spanish and I have made a translation thinking how they would look in english. In other language, it will be similar in translation.
For a better view, I would use these others in combination with the tool reshade and the filters from it named AdaptiveSharpen,BloomAndLensFlares,LumaSharpen,MXAO,SMAA. Image Sharpening: Off AA muliple fotogram control: Deactivated Antialising: Controlled by the Application Antialising FXAA: Deactivated Antialising mode: Controlled by the Application Antialising gamma: Activated Antialising Transparency: Deactivated CUDA - GPU: All Shader Cache: Activated Anisotropic Filter: Controlled by the Application Texture Quality: High Quality Texture Filter- LOD: Led Texture Filter-Anisotropic optimization: Deactivated Texture Filter-Trilinear optimization: Deactivated Preprocessed Frames: 1 GPU OpenGL: Automatic Selection Low Lactency mode: Deactivated Power control mode: Optimal consume Ambient Oclustion: Incompatible with this Application Linked Optimization: Automatic Vertical Sincronization: Fast Triple buffer: Activated
This is my configuration file from Reshade.
PreprocessorDefinitions= Techniques=AdaptiveSharpen,BloomAndLensFlares,LumaSharpen,MXAO,SMAA TechniqueSorting=AdaptiveSharpen,BloomAndLensFlares,LumaSharpen,MXAO,Vibrance,SMAA,AdaptiveFog,AdvancedCRT,After,AmbientLight,ASCII,AspectRatioPS,Before,Border,CA,Cartoon,Chromakey,ChromaticAberration,CinematicDOF,Clarity,ColorMatrix,Colourfulness,Crosshair,Curves,Daltonize,Deband,Depth3D,DepthHaze,DisplayDepth,DPX,Emphasize,EyeAdaption,FilmGrain,FilmGrain2,FilmicAnamorphSharpen,FilmicPass,FXAA,GaussianBlur,GlitchB,GP65CJ042DOF,HDR,HighPassSharp,HQ4X,HSLShift,KNearestNeighbors,Layer,LeiFx_Tech,Levels,LevelsPlus,LiftGammaGain,LightDoF_AutoFocus,LightDoF_Far,LightDoF_Near,LUT,MagicBloom,MagicDOF,MartyMcFlyDOF,MatsoDOF,Mode1,Mode2,Mode3,Monochrome,MotionBlur,MultiLUT,Nightvision,NonLocalMeans,Nostalgia,PerfectPerspective,PPFXBloom,PPFX_Godrays,PPFXSSDO,ReflectiveBumpmapping,RingDOF,StageDepth,SurfaceBlur,Technicolor,Technicolor2,TiltShift,Tint,Tonemap,TriDither,UIDetect,UIDetect_After,UIDetect_Before,UIMask_Bottom,UIMask_Top,Vignette
[AdaptiveSharpen.fx] curveslope=0.500000 curve_height=1.000000 D_compr_high=0.500000 D_compr_low=0.250000 D_overshoot=0.009000 L_compr_high=0.334000 L_compr_low=0.167000 L_overshoot=0.003000 pm_p=0.700000 scale_cs=0.056000 scale_lim=0.100000
[Bloom.fx] bAnamFlareEnable=0 bChapFlareEnable=0 bGodrayEnable=0 bLensdirtEnable=0 bLenzEnable=0 fAnamFlareAmount=14.500000 fAnamFlareColor=0.012000,0.313000,0.588000 fAnamFlareCurve=1.200000 fAnamFlareThreshold=0.900000 fAnamFlareWideness=2.400000 fBloomAmount=0.800000 fBloomSaturation=0.800000 fBloomThreshold=0.800000 fBloomTint=0.700000,0.800000,1.000000 fChapFlareCA=0.000000,0.010000,0.020000 fChapFlareDispersal=0.250000 fChapFlareIntensity=100.000000 fChapFlareSize=0.450000 fChapFlareTreshold=0.900000 fFlareBlur=200.000000 fFlareIntensity=2.070000 fFlareLuminance=0.095000 fFlareTint=0.137000,0.216000,1.000000 fGodrayDecay=0.990000 fGodrayDensity=1.000000 fGodrayExposure=1.000000 fGodrayThreshold=0.900000 fGodrayWeight=1.250000 fLensdirtIntensity=0.400000 fLensdirtSaturation=2.000000 fLensdirtTint=1.000000,1.000000,1.000000 fLenzIntensity=1.000000 fLenzThreshold=0.800000 iBloomMixmode=3 iChapFlareCount=15 iGodraySamples=128 iLensdirtMixmode=1
[Clarity.fx] ClarityBlendIfDark=50 ClarityBlendIfLight=205 ClarityBlendMode=2 ClarityDarkIntensity=0.400000 ClarityLightIntensity=0.000000 ClarityOffset=2.000000 ClarityRadius=3 ClarityStrength=0.400000 ClarityViewBlendIfMask=0 ClarityViewMask=0
[Colourfulness.fx] backbuffer_bits=8.000000 colourfulness=0.400000 col_noise=1 enable_dither=0 lim_luma=0.700000
[FakeHDR.fx] HDRPower=1.199995 radius1=0.772000 radius2=0.803000
[FakeMotionBlur.fx] mbRecall=0.400000 mbSoftness=1.000000
[LumaSharpen.fx] offset_bias=1.000000 pattern=1 sharp_clamp=0.035000 sharp_strength=0.650000 show_sharpen=0
[MXAO.fx] MXAO_BLEND_TYPE=0 MXAO_DEBUG_VIEW_ENABLE=0 MXAO_FADE_DEPTH_END=0.273000 MXAO_FADE_DEPTH_START=0.278000 MXAO_GAMMA=1.000000 MXAO_GLOBAL_RENDER_SCALE=1.000000 MXAO_GLOBAL_SAMPLE_QUALITY_PRESET=3 MXAO_SAMPLE_NORMAL_BIAS=0.200000 MXAO_SAMPLE_RADIUS=2.500000 MXAO_SSAO_AMOUNT=1.000000
[SMAA.fx] CornerRounding=25 DebugOutput=0 EdgeDetectionThreshold=0.050000 EdgeDetectionType=2 MaxSearchSteps=32 MaxSearchStepsDiagonal=16
[Technicolor.fx] Power=4.000000 RGBNegativeAmount=0.880000,0.880000,0.880000 Strength=0.400000
[Technicolor2.fx] Brightness=1.000000 ColorStrength=0.200000,0.200000,0.200000 Saturation=0.550000 Strength=0.600000
[Vibrance.fx] Vibrance=0.150000 VibranceRGBBalance=1.000000,1.000000,1.000000
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delfi
New Member
Posts: 12
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Post by delfi on Feb 16, 2020 7:55:06 GMT
I have noticed when playing a GC on medium as the Empire that not every ship the Rebels are attacking with is shown before battle. I would think every single ship in the Rebel fleet would appear on the sensors of even a class 1 station. Several times I've gone from "Oh this station can handle three cruisers" to "Oh shit!" You need to fix this. Another thing to fix would be moving the position reinforcements arrive at to near the station so my reinforcements aren't getting their shit kicked in before they've even gotten out of hyperspace. Pretty sure the station would send them a message saying "Jump in here not by the big nasty cruiser fleet." I'm talking about the random reinforcement fleets not my active fleets.
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Post by Admin on Feb 16, 2020 8:15:00 GMT
There are not anything to be fixed or a problem. Not all the attackers from the AI are seen before the battle. There are new alternative and random reinforces which you will see if you do not stop them with a Interdictor. I would be the first in be happy if I would be able to add them from other way where you see them before the battle. But I do not know how it can be made.
About the reinforce and where they arrive. Do you know how many different space maps are in the mod? 299. Edit all them is a lot of work, a lot. Many hours. I edited all them few months ago and I do not go to edit all them again any time soon. However you can write it in the suggestions thread and the next time, perhaps I add the feature.
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delfi
New Member
Posts: 12
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Post by delfi on Feb 16, 2020 9:53:39 GMT
There are not anything to be fixed or a problem. Not all the attackers from the AI are seen before the battle. There are new alternative and random reinforces which you will see if you do not stop them with a Interdictor. I would be the first in be happy if I would be able to add them from other way where you see them before the battle. But I do not know how it can be made. About the reinforce and where they arrive. Do you know how many different space maps are in the mod? 299. Edit all them is a lot of work, a lot. Many hours. I edited all them few months ago and I do not go to edit all them again any time soon. However you can write it in the suggestions thread and the next time, perhaps I add the feature. I call BS on that, but that may be a base game issue. Is there a way to change my base starting credits so I don't bankrupt my faction building command centers at the start? This seems to cripple the Empire more than the Rebels. 10000 seems a tad low. It also seems that on easy the AI does nothing. On medium suddenly the AI can churn out fleets faster than I can. It may be that I did something wrong at the start building up the army. Also I was salty because I watched a reinforcement fleet literally come in right in the middle of the enemy and get wrecked.
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Post by AHerasI on Feb 16, 2020 10:30:33 GMT
I call BS on that, but that may be a base game issue. Is there a way to change my base starting credits so I don't bankrupt my faction building command centers at the start? This seems to cripple the Empire more than the Rebels. 10000 seems a tad low. It also seems that on easy the AI does nothing. On medium suddenly the AI can churn out fleets faster than I can. It may be that I did something wrong at the start building up the army. Also I was salty because I watched a reinforcement fleet literally come in right in the middle of the enemy and get wrecked. About reinforcements spawn position in SB: Your reinforcements appear where your defence stations are supposed to be, ussually even behind them, there is not a problem where they jump-in. Check it building some Golan space stations or similar in orbit. Problem is when you don't have them, when this occurs try to weaken the enemy, building fixed interdictor devices with the light construction ship, that also grants you a time buffer. Send your fighters and frigates (NOT THE COMMS SHIP, that one must stay behind) way further where your defenses should be, or a short distance from your main space station, then, when your reinforcements arrive, whith first tactic, they can join your fleet from the back normally and help, with the second tactic they ussually jump behind the enemy, or at their sides, so...sandwich time. Remember to focus the fleet fire, and use ion weakening armament (bombers's ion charges) against focused enemies (that bomber wings are battle-changing, try to do not lose them early). About starting credits: Each time you conquer a plantet, you'll receive some credits, ranging from about 1500 to 8000. Dont' waste time trying to crush defended planets, try to rush neutral ones with ground units...at week 2 or 3 doing that you should have a respectable amount of money, and if you did well enough, you'll own sections of the galaxy entirely, so the AI can't get in there to attack that planets, so you can relax it's defences a bit, wasting less early-game money.
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delfi
New Member
Posts: 12
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Post by delfi on Feb 16, 2020 11:50:31 GMT
I call BS on that, but that may be a base game issue. Is there a way to change my base starting credits so I don't bankrupt my faction building command centers at the start? This seems to cripple the Empire more than the Rebels. 10000 seems a tad low. It also seems that on easy the AI does nothing. On medium suddenly the AI can churn out fleets faster than I can. It may be that I did something wrong at the start building up the army. Also I was salty because I watched a reinforcement fleet literally come in right in the middle of the enemy and get wrecked. About reinforcements spawn position in SB: Your reinforcements appear where your defence stations are supposed to be, ussually even behind them, there is not a problem where they jump-in. Check it building some Golan space stations or similar in orbit. Problem is when you don't have them, when this occurs try to weaken the enemy, building fixed interdictor devices with the light construction ship, that also grants you a time buffer. Send your fighters and frigates (NOT THE COMMS SHIP, that one must stay behind) way further where your defenses should be, or a short distance from your main space station, then, when your reinforcements arrive, whith first tactic, they can join your fleet from the back normally and help, with the second tactic they ussually jump behind the enemy, or at their sides, so...sandwich time. Remember to focus the fleet fire, and use ion weakening armament (bombers's ion charges) against focused enemies (that bomber wings are battle-changing, try to do not lose them early). About starting credits: Each time you conquer a plantet, you'll receive some credits, ranging from about 1500 to 8000. Dont' waste time trying to crush defended planets, try to rush neutral ones with ground units...at week 2 or 3 doing that you should have a respectable amount of money, and if you did well enough, you'll own sections of the galaxy entirely, so the AI can't get in there to attack that planets, so you can relax it's defences a bit, wasting less early-game money. That does work when I am able to build Golans except on the maps where the Golan 1 platforms are so far away they die anyway. However, I have seen Mon Cals rocket up to where the platforms would be before I can get anything built with the little construction ship. I have seen them do things that would rip the U.S.S. Enterprise 1701-E in half though (such as that sudden acceleration). They get there then my reinforcements jump in and get murdered. Perhaps I do need to restart as I made an immediate push to Chandrila with the Death Star fleet and spent on command buildings needed to train stormies. I also spent on tech upgrades. About the credits. I was talking about the starting credits you get at the very beginning. I seem to recall at one point you could go a bit higher than 10000.
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Post by Admin on Feb 16, 2020 16:46:54 GMT
That does work when I am able to build Golans except on the maps where the Golan 1 platforms are so far away they die anyway. However, I have seen Mon Cals rocket up to where the platforms would be before I can get anything built with the little construction ship. I have seen them do things that would rip the U.S.S. Enterprise 1701-E in half though (such as that sudden acceleration). They get there then my reinforcements jump in and get murdered. Perhaps I do need to restart as I made an immediate push to Chandrila with the Death Star fleet and spent on command buildings needed to train stormies. I also spent on tech upgrades. About the credits. I was talking about the starting credits you get at the very beginning. I seem to recall at one point you could go a bit higher than 10000. One point from the game, it is a RTS. It is not a realistic game. It does not go with the engine. However, sometimes, the idea about a mod with smaller units and more realistic cross my mind. But...it is just a thought, one stupid because the game engine is 100% for a RTS. I prefer work with what I have.
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delfi
New Member
Posts: 12
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Post by delfi on Feb 17, 2020 9:59:02 GMT
Random CTD during battle on Kamino.
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Post by Admin on Feb 17, 2020 11:08:52 GMT
As always, please share a savegame. But I can tell you how random CTD can be by some unknown or nothing.
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delfi
New Member
Posts: 12
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Post by delfi on Feb 18, 2020 7:45:07 GMT
I had restarted and didn't yet have a save at that point. I do now.
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Post by Admin on Mar 8, 2020 19:54:19 GMT
Ok.
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Post by destroyah on Mar 25, 2020 17:22:23 GMT
I reported this buy already in the discord but will post it here as you asked. The Tie bomber seems to almost never fire torpedos at enemy ships. Also their "launch thermal mines" ability seems to be not working.
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