Here is the file from the other player Turn 65. https://drive.google.com/file/d/1DUmh-UN8-wwVzE_k4DqdenADSQmLuRPZ/view?usp=sharing
Chaany
They are both from me, as I hosted the game. I will try to get my hands on the logs from my friend and get back to you.
Hi Ramma, here are the links. Both are from the same game, fresh start in 2.5. https://drive.google.com/file/d/1cVA89HLYh5uEd05pbL4VpTZpNI0nvAWD/view?usp=sharing https://drive.google.com/file/d/1LPglL4BfMW0j07jHPBPnHzaUE6MzrB4K/view?usp=sharing
Hi, I have been playing with a friend since version 2.4 and we had several desync issues. The game is stable until about turn 40 and then it desyncs about all 10 to 15 turns. After the release of 2.5 we started a new game, but it does not seem to have changed, the problem persists. It does not seem to matter if it is run on a timer or with manual end turn. All available DLC is enabled. If you can tell me where to upload the Zip files the game creates I wo
Hi all, I have been playing GC3 B4 a lot lately and tested the "Battleviewer" and fleet combat in general. For that matter I would like to share my ideas, how to still keep it simple but make it better in general. Here are my thoughts: 1. Starship size vs. value for the fleet (Size does not matter enough) At its current state the difference between the different starship hull sizes does not matter enough. Even though bigge
I like the idea with the follow up to decisions. Currently it seems a bit easy to get your ideology points from single events. In my opinion not every decision should bring am immediate reward. If the devs could create a series of events based on previous decisions, it would help the immersion.The player could react to a developing situation, even change his mind and redeem from mistakes in the past.
Processor Information: Vendor: GenuineIntel CPU Family: 0x6 CPU Model: 0x2d CPU Stepping: 0x7 CPU Type: 0x0 Speed: 3199 Mhz 12 logical processors 6 physical processors HyperThreading: Supported FCMOV: Supporte
I found a solution to my problem. The trick was to use refresh after verify and then switch to sins and back to entrenchment icon in impulse so the userinterface updated and the RUN button was replaced by an UPDATE button. Anyway its working again [e digicons]B)[/e]
Hi all, I had Sins 1.12 running with entrenchment beta2 and then i used the update to sins 1.13 because impulse was offering it. After the update i could not run entrenchment or sins any more. Resulted in crash to the desktop. I then tried to uninstall both via impulse, but it didnt work. The error message was something with an missing xml 28,8 or something like this. So i went into my Vista Control panels > programms and deinstalled it via the OS. After reboot i fo
I really like the concept of mines, because it stops you from just rushing from system to system. However the mechanic how you deploy mines and how are able to clear them out should have a work out. My idea of laying mines is not having the ship autocast it every 5 secs, but rather mark a certain area in the gravity well and have it lay an impassable dense minefield. Clearing out mines is so difficult because the scouts have such a short detection radius and you have to micro