[Feedback] One full play through... Here are my notes. UPDATED 7th MARCH @ 7:40pm

During this play through, I played as the TEC Rebels on a Huge Random (Multi) map.  Here are my notes:

System Specs:

Intel Core i7 2600k @ 3.4Ghz

MSI Z68a-GD65 Motherboard

16Gb Corsair Vengeance PC-14400+ Memory @ 1866mhz

Installed on separate 2Tb Dedicated Western Digital high performance SATA III FAEX model hard drive connected to a full SATAIII controller.

2Gb AMD Radeon HD5970 (Dual GPU) Graphics Card.

Asus Xonar D2 PCI Sound Card

 

Graphics Bugs:

1:  During the late game I was playing with the Cinematic mode button.  I noticed that when in cinematic mode, not only do the icons disappear (yes I know this is the idea behind cinematic mode), but also the ship thrust trails.  In other words, the ship thruster flames also disappear when in cinematic mode.  Now this I suspect was unintended.  I first noticed it when I saw that my Titan was moving, but had no flame animations.  Checked the other ships and confirmed theirs were also missing.  After playing around found that it was the cinematic mode.  Turn it on, icons, gravity wells and thruster trails all disappeared.  Turn it back off and everything came back on, including the thuster trails.  Figured you might want to know about that one as I doubt you intended the thruster trails to disappear as well.

2:  When zooming out fully to the galaxies view, all "discovered" planets systems dots completely vanish.  You have to zoom in 1-2 clicks to get them to be visible again.  In previous games these dots were fully visible even at the furthest zoom range and I preferred it that way.  It would be nice if this was fixed.

3:  I noticed considerable game hangs/freezes during the video playback trailer during initial game startup.

Gameplay:

I haven't noticed any significant game bugs yet in the gameplay area, but I do have few thoughts regarding the gameplay.

1:  There are an awful lot of Novalith cannons now.  I know it's given earlier now for the TEC Loyalists, but I was still surprised just how early I was having to deal with them watching my planets pop.  And not only that, but the sheer number of them that were coming in.  I managed to counter them.... well not really, I should say, I managed to find way to reduce/limit their toll on my planets.  But basically, even though the Novalith guns are now all in a different galaxy from my own, there's a constant steady stream of endless shots heading for my galaxy.  Now I understand that this could be regulated during single player games with some balancing, but as it stands, I can easily see this as becoming a spam tactic during multiplayer games.  Could this be looked into for balancing, considering just how effective these cannons are.

2:  While playing as the Rebels I found that once I researched to a certain diplomacy level, I started getting free pirates... At first I was like "cool" then I started to find it annoying.  I was no longer able to set up my fleets the way I wanted to, because I was constantly getting new pirate ships that I didn't ask for.  I was constantly having to scuttle pirate ships just so I could build the ships I actually wanted.  I like the idea of being allied with the pirates.  And I like the idea of being able to get and use pirate ships in my fleet.  But I don't like how they just consistently and randomly appear in systems in sizable numbers literally taking up all of my fleet capacity preventing me from setting up my fleet the way I want to because I've received pirate ships I didn't ask for.  As I said, I like the idea, but I would prefer if it worked more like the way the Dark Armada works for the Vasari.  Having something in there that can be used to call for pirate reinforcements when and where I actually require them as opposed to the way it's set up now.  Put simply, I would really like a little more control over this aspect of playing the TEC Rebels.

3.  I've had a few instances in game where the Titan was not moving even after giving it an order.  It was mainly if the Titan was at the edge of the gravity well, at an odd angle and I gave it an order to move to another system.  It would just sit there.  I was forced to tell it to move in a specific direction within the system before it would actually start turning.  Once I manually aligned it to the direction of the system I wanted it to jump to, I then gave the order to jump system and that's when it would finally go.  I don't necessarily think this is a bug.  It's only happened a few times where the Titan was in a certain position.  I think this mainly has something to do the with the new path finding system.  If anything it's a tweaking thing.  I don't think it's anything I can replicate for submission, but thought I should mention it for the record that it has occurred and tweaking would probably be required.

4:  I have noticed some significant lag in single  player in late game with lots of ships.  I know it's not my system, because I've got more that enough resources to push this game.  I know it's beta, so I don't expect it to be silky smooth.  Just thought I should note it down for the record.

5:  One question regarding moons.  I've noticed that on all planets and asteroids, the maximum number of mines that can be deployed is 150.  But on moons and moons alone, it's only 70 mines I can deploy.  Is this intentional?

6:  I also had one game crash.  It seems to have been a one off crash and has not happened again and I don't know the circumstances that caused the crash, so I can't recreate it.  But it doesn't seem to have created a minidump.  I've checked the file location as noted in the sticky thread in this forum.  And there are dumps there, but they are all for diplomacy.  None of the them were for Rebellion.  I even double checked the dates.  No minidump seems to have been created by the crash, so I can't submit it here for review as the sticky asks.

This is everything I have so far.  I will leave further posts for anything more find or think of.

 

UPDATES FROM MARCH 2nd:

 

Bug:

1:  After conquering quite a bit of territory, I've noticed that on a couple of my planets, they are showing units that supposedly exist as according to when you zoom out of the planet with the left and right panels showing friendly and enemy units and when in system on the left hand unit break down list.  But when you zoom into system, these supposed units are nowhere to be found.  I have one system showing enemy units that show enemy units in the right panel zoomed out but I don't see them in system and can't attack these supposed units.  But the zoomed out system is now locked in a perpetual state of being attacked when no attack is taking place.  I also have 2 systems that have a couple of my units, as can be zoomed out on the left planet panel.  And when zoomed in, I can see the 2 supposed units in the left hand unit breakdown list.  But I can't see them in system.  I can select them in the left hand panel, but can't give them orders.  They're permanently stuck.  But again, I can see them nor select them on the map, even when dragging a selection box across the whole system.  Where are they?  Are they stuck "inside" a planet?  Thought I should bring this up.  It's one thing if it's happened only once.  But this is now 3 different systems I'm seeing this in.

 

Gameplay:

1:  The new ships don't seem to be getting the correct  priorities in the left hand breakdown list.  Such as the breakdown priorities should break down as follows.

Titan -> Cap Ships -> Cruisers -> Frigates -> Bombers -> Intercepters

But instead it's going like this.

Cap Ships -> Cruisers -> Frigates -> Titan -> New Cap Ship -> etc.

As you can imagine, it makes using the left hand unit breakdown panel considerably more difficult to use, because the logical layout is no longer functioning as intended.   It would be appreciated if this was fixed.

2:  AI players often seem very fickle as to whether or not they want to commit to a battle.  I've often found them jumping the cap ships constantly in and out of system from my fleet.  They warp in, get shot at, jump out.  And they keep repeating this constantly until their caps get popped by my ships.  Seems like a crap ineffective tactic by the AI.

I should note that all these details are for the same match against normal AI

 

UPDATES FROM MARCH 3rd:

 

Performance:

1:  Ok, I've now completed the full match, but I'm still not happy with the late game lag.  It's like a constant stutter in the game.  Zooming in and out.  Rotating the camera.  Watching anything move.  It's like this constant stutter.  It's not long hangs unless in really big battles.  I should also note that this stutter is non-existent in early game.  But in late game, it's very apparent and extremely annoying.  I know it's not my system, because as you can see above with my system specs, my system has more than enough to push this game.  I also have a readout on my keyboard that gives me a continuous listing of my current CPU and Memory usage.  My memory never shows more than 27% usage (A quick check in Task Manager shows game uses about 1.5Gb of memory) and my CPU usage never seems to go above 17% usage.  Except when loading game where I've seen it hit 27% usage.  Here's what I've done to try to narrow down the source.

Graphics settings.

I've played with every setting.  Shadows, AA, AF, Resolution, everything in the effects page.  Nothing has any effect what-so-ever.  I even used ATI Tray Tools to force Crossfire off (disable one of my GPU's), which did resolve the intro video hangs, but had absolutely no effect in late game stutter issues.  So it's not my graphics card nor graphics related.

Memory.

I used NT-Core to force the game to use more than 2Gb of memory if needed.  That did not resolve it.  Game seems to run pretty consistently at 1.5Gb.  So I've restored the default executable.

CPU.

This is the only thing I can think of that can cause this issue.  It seems to be a CPU bottleneck of some sort, somewhere.   Although I have no way of modifying how the CPU handles the game.  I can't change affinities, nor priorities as the executable denies me access.  But I really do think this issue is stemming from something CPU processing related.

Normal game performance troubleshooting process is:  Play with Graphics settings to increase performace ->  If ineffectual to any extent then it's not graphics related.  Next thing to check is memory as there may not be enough (I have 16Gb) or game may not be utilizing enough (I have tested for that as shown above, and yes I know that even with unlocking it, because it's a 32 bit application it can only use a max  of 4Gb, but that's still more than 2Gb) -> If still ineffectual, then CPU is the next logical step.  CPU either may not be fast enough to handle game (As you can see, my CPU is more than capable), or there CPU bottleneck may  be source of problem.  (A troubleshooting avenue of testing that's a little outside my pay grade), So the only thing I can do is report it to you for investigation.

I have included a link for you dev's to download.  It's the save game data for my late game.  As mentioned, I get considerable stutter when zooming in and out, rotating camera, watching battles, and pretty much everything else.  It does not exist early game, but becomes very apparent mid to late game.  I hope you can use this save to help find the source of the issue.  Also, you will see a couple systems the supposedly have enemies in them.  There are not.  Zoomed out shows they are there, left break-down panel shows what type of ship they are, but there are no ships to be found in system.  You will see that I've already described this issue in more depth in one of my previous posts.  So you should be able to see both the Late Game Stutter and the Vanishing ships issues in this save.  Kill 2 birds with one stone.

Download Link:

https://rapidshare.com/files/72273604/BigNick277_Lag.zip

 

Gameplay:

1:  As mentioned before, I've been playing the TEC Rebels.  I've continued to play with the Titan and have been noticing that when there's many targets on screen, the Titan is often prioritizing the fighters/bombers over other structures and more dangerous ships, such as Caps, Cruisers and Frigs.  So the Titan often ends up sitting back trying to deal with fighters from the back line instead of moving up and getting into the fight.  The Titan's target priority is going need some tweaking, because at the moment I'm having to constantly manually tell the Titan where to go and who to target, because if I don't, the Titan seems more than happy to just sit back and target fighters/bombers.

23,229 views 15 replies
Reply #1 Top

Specs:

AMD Llano dualcore 3200 2.4Ghz OC'd @ 3.8Ghz

MSI M75-G55MA

Mushkin Stiletto 2x4GB 

Gigabyte SOC ATI 5770 @ 965mhz 1gb gddr5

Generic 32GB ssd boot drive

Steam on separate 7200rpm 500gig WD drive (sins is there too)

23" display 

all settings on high or highest 2x antialising and 4x antistropic

 

My buddy and I did a ICO game last night, I agree entirely with the above comments on novaliths being a spammy weapon for loyalist (even though I was doing the spamming).

1:  There are an awful lot of Novalith cannons now.  

I had both choke points double fortified with a roaming death squad and titan between them, there was no way for him to even try to counter my novaliths as rebel. I admit that 6000 is a bit to spend on one gun, but keep in mind the radiation so he cant colonize again right after it hits either.

 2:  While playing as the Rebels I found that once I researched to a certain diplomacy level, I started getting free pirates...

He had the same experience, I also noticed the pirate ships he was commanding seemed to loose all their pirate stats, IE: the ultra armor that the actual pirates had he did not seem to. He also rushed his titan and had very little put into fleet supply, I think it would be a good idea that the free pirate ships only be allowed to use up a percentage of your fleet supply instead of all of it, forcing you to scuttle most of your "fleet" to build what you want.

3.  I have a few instances in game where the Titan was not moving even after giving it an other.  It was mainly if the Titan was at the edge of the gravity well at an odd angle and I gave it an order to move to another system. 

Didn't personally experience any issues with my titan other than it ALWAYS want to broadside with only the port side, even if it has to turn all the way around to do so... I would actually find the Loyalist titan more useful if it didn't broadside at all, but that's not here nor there.

My buddy though says he issued an order for his titan to jump out of the top of my grav well (way away from my starbase) but his titan decided to path find through my starbase and jump out the bottom of the system, but it was pointed to the top of the system when it tried to jump... I'll see if we can get a replay up of this, it's a little hard to explain with out visual ques.

 We had two game crashes during play, and a minidump, when I get home I'll link to it. No big lags or desyncs, though I notice that if it does it's little hiccup lag as usual, it doesnt que orders through it like it used to. They just seem to vanish and the fleet stays right where it's at once the game gets going again.

 

Now for my thoughts. 

1. Corvettes are so broken! I understand that they arent suppose to deal much damage and their intention is to be used to slow titans from attacking plus some harrasing. But they have serious issues in my mind. I launched 24 corvettes against my opponent within the first 3 minutes of the game. for a cost of about 2600 credits. (I didn't spend a dime on frigates) His homeworld is 6 jumps away from mine. my corvettes spent a good 5 minutes between his 3 worlds trashing his constructors and severely crippling his early game start. I'm not sure how advent or vasari deal with corvettes, but I know there's not much that he could do to stop them. Keep in mind I wasn't building more to assist my initial wave of them, I cant help but think this will be heavily spammed on ICO...

2. Last flagship standing. Why on earth all the extra health and uber abilities? I mean, I stopped his titan rush with a bloody Kol flagship. I totally get that they should be a bit beefier (maybe like 5000 health and 3000 shields + the uber abilities) but the only way I can see of loosing your flagship is if you're either a complete lunatic with it and charge a fully upgraded starbase (or a titan XD tehe) the only way you could lose was if you were completely negligent about it's location. I mean, as loyalist, there's no reason I have to move my Kol out from between my two fortified starbases and the pair of dunovs I have on it...

3. Robotics cruisers and Titans. I watched a level 3 titan die to my 5th research lab, fully upgraded starbase with a swarm (15) of robotics cruisers trying to heal it... It seemed like they were more interested in healing themselves than the titan. I'll have to investigate into this further, I might have had alot of damage output by that point.

Steam specific: Ctrl Shift Tab is a pain with steams Sift Tab overlay... that has to be closed again (by clicking the link at the top) before you can Ctrl Shift Tab to full screen again, and then shift tab again to close the overlay one last time, that is annoying. Cant we have shift enter or something for windowed and non windowed???

Reply #2 Top

Quoting systemrooterrr, reply 1
Steam specific: Ctrl Shift Tab is a pain with steams Sift Tab overlay... that has to be closed again (by clicking the link at the top) before you can Ctrl Shift Tab to full screen again, and then shift tab again to close the overlay one last time, that is annoying. Cant we have shift enter or something for windowed and non windowed???
If you find this key combination frustrating, why don't you just enter a new combination in the options menu?

Reply #3 Top

I already have, but by default it should be changed to make it nicer for newcomers.

Reply #4 Top

Have you tried alt+enter .  That's the usual hotkey for shifting between full screen and windowed mode.

EDIT:  Nope... Just tried it myself... Alt+Enter does not work in Sins for switching modes.

Reply #5 Top

A couple new notes (Late Game):

1:  After conquering quite a bit of territory, I've noticed that on a couple of my planets, they are showing units that supposedly exist as according to when you zoom out of the planet with the left and right panels showing friendly and enemy units and when in system on the left hand unit break down list.  But when you zoom into system, these supposed units are nowhere to be found.  I have one system showing enemy units that show enemy units in the right panel zoomed out but I don't see them in system and can't attack these supposed units.  But the zoomed out system is now locked in a perpetual state of being attacked when no attack is taking place.  I also have 2 systems that have a couple of my units, as can be zoomed out on the left planet panel.  And when zoomed in, I can see the 2 supposed units in the left hand unit breakdown list.  But I can't see them in system.  I can select them in the left hand panel, but can't give them orders.  They're permanently stuck.  But again, I can see them nor select them on the map, even when dragging a selection box across the whole system.  Where are they?  Are they stuck "inside" a planet?  Thought I should bring this up.  It's one thing if it's happened only once.  But this is now 3 different systems I'm seeing this in.

2:  The new ships don't seem to be getting the correct  priorities in the left hand breakdown list.  Such as the breakdown priorities should break down as follows.

Titan -> Cap Ships -> Cruisers -> Frigates -> Bombers -> Intercepters

But instead it's going like this.

Cap Ships -> Cruisers -> Frigates -> Titan -> New Cap Ship -> etc.

As you can imagine, it makes using the left hand unit breakdown panel considerably more difficult to use, because the logical layout is no longer functioning as intended.   It would be appreciated if this was fixed.

 

I will post more things as I find them.

Reply #6 Top


3.  I've had a few instances in game where the Titan was not moving even after giving it an order.  It was mainly if the Titan was at the edge of the gravity well, at an odd angle and I gave it an order to move to another system.  It would just sit there.  I was forced to tell it to move in a specific direction within the system before it would actually start turning.  Once I manually aligned it to the direction of the system I wanted it to jump to, I then gave the order to jump system and that's when it would finally go.  I don't necessarily think this is a bug.  It's only happened a few times where the Titan was in a certain position.  I think this mainly has something to do the with the new path finding system.  If anything it's a tweaking thing.  I don't think it's anything I can replicate for submission, but thought I should mention it for the record that it has occurred and tweaking would probably be required.

 

I've noticed this as well. In my case, the titan wouldn't move if a ship was too close to it. This made for an awful time as I was trying to retreat while an enemy fleet was massing on my titan.

Reply #7 Top

I'd like to add that my fleet, after entering a system, seems to want to fly out of thegravity well for no real reason. No commands given to do so, no green arrows indicating that the have an order issued that I messed up on.

 

Hoshinkos(spelling?) don't do a thing but take up fleet supply, the sit at the edge of the system or bum rush a star base and seem to maintain enough distance so they can't heal anything but each other. 

AI is horrible. Started my second game vs unfair AI and scouted enemies. They would destroy pirates/enemies in uncolonized worlds but not colonize them. Didn't notice they were doing this until an hour or two when I'd go to attack and end up with a free planet. Yay for me though! Lol.

AI again, seems to lose for no reason. Sometimes me taking a moon at the very edge of their system renders them "dead" in the diplomacy menu when they have their capital planet + whatever (fleets/starbase/planets) Tried double checking victory conditions but there is nothing to suggest why they lose. I'm going to record a match later possibly (or go bar hopping, either one should be fun) to see what is going on here, if i miss something. 

 

Still a beta and not a horrible one at that. These guys made the original one of my favorite games ever. I have no doubt they will blow me away with rebellion. Loving what I see so far. 

Reply #8 Top

Forgot to mention it earlier... AI players often seem very fickle as to whether or not they want to commit to a battle.  I've often found them jumping the cap ships constantly in and out of system from my fleet.  They warp in, get shot at, jump out.  And they keep repeating this constantly until their caps get popped by my ships.  Seems like a crap ineffective tactic by the AI.

 

I should note that all these details are for the same match against normal AI.

Reply #9 Top

@ bignick217 I've noticed that too. Annoying because I keep getting notified about it. Psidar is kinda annoying sometimes....lol

Reply #10 Top

Ok, I've now completed the full match, but I'm still not happy with the late game lag.  It's like a constant stutter in the game.  Zooming in and out.  Rotating the camera.  Watching anything move.  It's like this constant stutter.  It's not long hangs unless in really big battles.  I should also note that this stutter is non-existent in early game.  But in late game, it's very apparent and extremely annoying.  I know it's not my system, because as you can see above with my system specs, my system has more than enough to push this game.  I also have a readout on my keyboard that gives me a continuous listing of my current CPU and Memory usage.  My memory never shows more than 27% usage (A quick check in Task Manager shows game uses about 1.5Gb of memory) and my CPU usage never seems to go above 17% usage.  Except when loading game where I've seen it hit 27% usage.  Here's what I've done to try to narrow down the source.

Graphics settings.

I've played with every setting.  Shadows, AA, AF, Resolution, everything in the effects page.  Nothing has any effect what-so-ever.  I even used ATI Tray Tools to force Crossfire off (disable one of my GPU's), which did resolve the intro video hangs, but had absolutely no effect in late game stutter issues.  So it's not my graphics card nor graphics related.

Memory.

I used NT-Core to force the game to use more than 2Gb of memory if needed.  That did not resolve it.  Game seems to run pretty consistently at 1.5Gb.  So I've restored the default executable.

CPU.

This is the only thing I can think of that can cause this issue.  It seems to be a CPU bottleneck of some sort, somewhere.   Although I have no way of modifying how the CPU handles the game.  I can't change affinities, nor priorities as the executable denies me access.  But I really do think this issue is stemming from something CPU processing related.

 

Normal game performance troubleshooting process is:  Play with Graphics settings to increase performace ->  If ineffectual to any extent then it's not graphics related.  Next thing to check is memory as there may not be enough (I have 16Gb) or game may not be utilizing enough (I have tested for that as shown above, and yes I know that even with unlocking it, because it's a 32 bit application it can only use a max  of 4Gb, but that's still more than 2Gb) -> If still ineffectual, then CPU is the next logical step.  CPU either may not be fast enough to handle game (As you can see, my CPU is more than capable), or there CPU bottleneck may  be source of problem.  (A troubleshooting avenue of testing that's a little outside my pay grade), So the only thing I can do is report it to you for investigation.

I have included a link for you dev's to download.  It's the save game data for my late game.  As mentioned, I get considerable stutter when zooming in and out, rotating camera, watching battles, and pretty much everything else.  It does not exist early game, but becomes very apparent mid to late game.  I hope you can use this save to help find the source of the issue.  Also, you will see a couple systems the supposedly have enemies in them.  There are not.  Zoomed out shows they are there, left break-down panel shows what type of ship they are, but there are no ships to be found in system.  You will see that I've already described this issue in more depth in one of my previous posts.  So you should be able to see both the Late Game Stutter and the Vanishing ships issues in this save.  Kill 2 birds with one stone.

Download Link:

https://rapidshare.com/files/72273604/BigNick277_Lag.zip

Thanks in advance.

Reply #11 Top

To everyone who's responded, I haven't ignored you and I really appreciate the responses.  I've just been racking my brain trying to give as much feedback as possible to help make this game great.  If others would like to use this thread for their own feedback and input, feel free.  The more popular this thread is, the more likely the Dev's will continue to look at this thread for feedback from the community.  That's a good thing in anyone's book.

 

To Dev's

As mentioned before, I've been playing the TEC Rebels.  I've continued to play with the Titan and have been noticing that when there's many targets on screen, the Titan is often prioritizing the fighters/bombers over other structures and more dangerous ships, such as Caps, Cruisers and Frigs.  So the Titan often ends up sitting back trying to deal with fighters from the back line instead of moving up and getting into the fight.  The Titan's target priority is going need some tweaking, because at the moment I'm having to constantly manually tell the Titan where to go and who to target, because if I don't, the Titan seems more than happy to just sit back and target fighters/bombers.

Reply #12 Top

In regards to the OP:

On Graphics:  We're looking into #1 and 2.  Not sure why it would stutter on #3, this isn't something we've reproduced.

On Gameplay:  We're evaluating #1 and the AI in general. For #2, this is something we'll look at more internally.  Numbers 3 and 4 are known issues, though with lots of ships in the late game, slowdown is unavoidable to some degree. Number 5 is intentional. 

Thanks for the feedback. :)

+1 Loading…
Reply #13 Top

Thanks for the quick the reply Yarlen... I've updated my original post to reflect the additional issues I found further down the page.  Hopefully it should make it easier (or at least more organized) than the previous way I was submitting new information.

Reply #14 Top

Thanks for this Bignick, covers a couple of points I was about to post:

 

The Novaliths get broken out really early and against a TEC Loyalist (fortifier I think) seemed like they were spammed against me. This is especially bad with the more difficult AI settings (worth mentioning I'm not a hard-core ICO player; learning a bit before I go get bummed on the servrs!).

Totally agree with the comment about Hoshino cruisers seem to have bizarre prioritisation when it comes to ability use. They seem to keep lightly damaged ships topped up, while for instance my Ogrovs get attrited to nothing by successive attacks on them. In fact, this goes for other support cruisers that appear to be unwilling to use their abilities in anything but the most irrelevant ways - Command Cruisers using embolden on Percheron carriers and other seemingly pointless efforts. There have been complaints about capital ship doing this since Entrenchment - isn't it time for some tweaking?

 

The problem with support ships is especially pronounced when you right-click on another ship/formation with them selected for them to support them, IE a 'context' order. usually they just move to that position and then sit there, or follow them across the grav well.

 

Devs: thanks for the hard work, as games go it's had me hooked for a long time...

Reply #15 Top

To add to this, the support ability problem is especially pronounced in scout ships randomly decloaking mines. Sometimes they will, sometimes they won't - often 2 ships next to each other will behave differently.