Galaxy Forge Feedback

We're looking for feedback on the new Galaxy Forge for Rebellion - specifically for crash bugs or things that don't work. Please post in this thread with info if you have anything to contribute. 

If you do have something to relay to us, please provide repro steps so we can try to fix the bug.

We will not be adding new features or enhancing existing ones. This is for crashes and bugs only.

64,989 views 64 replies
Reply #1 Top

Something with the autosaves can go wrong. Sometimes when I've saved a map directly to the "My Games" Galaxy Forge folder, it generates an auto save that causes warnings/crashes when I switched to the Galaxy Forge tab (I guess it reads maps before you select them now?). Deleting the autosave fixed the problem.

I've also had issues with the saved file itself. On my latest map the file stopped in the middle of the last phase jump definition of the last star, leaving out the player info and all of that stuff. I was able to fix it with the autosave that was placed in the Galaxy Forge application folder (do leave those in), but obviously it needs to be able to save the files correctly!

Reply #2 Top

Same problems as Goa, but I've never been able to reproduce them. Just messing around with it long enough invariably leads to something wrong.

Also, while adding new players, sometimes I'll lose or have trouble getting the number to the correct amount. Gives me a one or two player map typically, half a dozen lower than what I intended. Oddly, if I close Sins and GalaxyForge, then reload both, it typically corrects the problem, so there's an easy work around. But if I just save the map, leave Forge open, and launch/load it in Sins, it all new player additions are ignored.

New capital ships for all factions are not there, despite titans, corvettes, and titan foundries being listed.

Can add resource asteroids to planets, but this doesn't actually seem to do anything. They're all ignored and randomly generated when the map boots. "GalaxyScenario type name is not valid. The EntityDefName is not available. TypeName:'ResourceAsteroidMetal' -> EntityDefName:''." error in dev mode.

Quick load gets me an error instead of actually doing anything every time I've tried on a map I've already created. Can post the error I get if you want, but it seems pretty consistent.

What exactly is the point of the zoom in feature? I figured it would be so you could place stuff in your gravity well, but the entity list just... doesn't seem to work that way, and the only luck I've had is with the group manager in editing a planet.

Reply #3 Top

I think my Galaxy Forge doesn't like Random maps.. I've tried loading a few of the Random.galaxy maps, it crashes, tried a more custom one with a lot of random elements that I made in the Map designer, it crashes. 

Edit: It's not a CTD, I just get a big X in the window, and is unable to do anything, the X persists even if I try to load another map or scenario

I'll paste the error message below, but what other info do you need?

Message spam:

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.OverflowException: Overflow error.
at System.Drawing.Graphics.CheckErrorStatus(Int32 status)
at System.Drawing.Graphics.DrawEllipse(Pen pen, Single x, Single y, Single width, Single height)
at GalaxyForge.GalaxyPlanet.Paint(PaintEventArgs pe, ConvertGalaxyEntityPosToPixelPoint convertToPixelPoint, ConvertGalaxyEntityPosToPixelPointF convertToPixelPointF)
at GalaxyForge.GalaxyCanvas.PaintEntities(PaintEventArgs pe)
at GalaxyForge.GalaxyCanvas.OnPaint(PaintEventArgs pe)
at System.Windows.Forms.Control.PaintWithErrorHandling(PaintEventArgs e, Int16 layer, Boolean disposeEventArgs)
at System.Windows.Forms.Control.WmPaint(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5448 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
GalaxyForge
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Program%20Files%20(x86)/Steam/steamapps/common/sins%20of%20a%20solar%20empire%20rebellion/Galaxy%20Forge/GalaxyForge.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5446 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5453 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5458 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
Ironclad.Managed
Assembly Version: 1.0.4476.20166
Win32 Version:
CodeBase: file:///C:/Program%20Files%20(x86)/Steam/steamapps/common/sins%20of%20a%20solar%20empire%20rebellion/Galaxy%20Forge/Ironclad.Managed.DLL
----------------------------------------
msvcm80
Assembly Version: 8.0.50727.6195
Win32 Version: 8.00.50727.6195
CodeBase: file:///C:/Windows/WinSxS/x86_microsoft.vc80.crt_1fc8b3b9a1e18e3b_8.0.50727.6195_none_d09154e044272b9a/msvcm80.dll
----------------------------------------
Accessibility
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Accessibility/2.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

 

Reply #4 Top

Another thing. The Galaxy Forge no longer crashes when you try to do Race specific spawning (I.e. spawn each race's correct colony capitalship), but it still uses the only Tech/Psi/Phase names, which are now Obsolete. It would be great if you could update the names to TechRebel/TechLoyalist etc., so we could actually use that feature.

Reply #5 Top

All of the issues I have found so far are covered in the above comments (#1-#4).

Reply #6 Top

Quoting GoaFan77, reply 4
Another thing. The Galaxy Forge no longer crashes when you try to do Race specific spawning (I.e. spawn each race's correct colony capitalship), but it still uses the only Tech/Psi/Phase names, which are now Obsolete. It would be great if you could update the names to TechRebel/TechLoyalist etc., so we could actually use that feature.

Yes.

Also please update the Sins GSD so missing module types can be added to galaxy templates:

  • item "Phase:Module:JumpBlocker"
  • item "Phase:Module:NanoWeaponJammer"
  • item "Phase:Module:PhaseGate"
  • item "Psi:Module:JumpBlocker"
  • item "Psi:Module:AntiMatterRecharger"
  • item "Tech:Module:JumpBlocker"
  • item "Tech:Module:ShieldGenerator"

This has been ignored since back in 2008--incredibly easy to fix band many requests--just never been done.  None of these items can be added to a map template due to this unless a mod is made to add them.

Reply #7 Top

Quoting Sinperium, reply 6
This has been ignored since back in 2008--incredibly easy to fix band many requests--just never been done. None of these items can be added to a map template due to this unless a mod is made to add them.

I think it is fixed now Sinperium. I spawned phase jammers in my latest map. ;)

 

And yes, this maybe bordering on a feature request, but can it be setup so that there can be more than one occupation planet for the occupation victory (or make it possible to disable the default one)? It would be great for map makers to make maps where there is a occupied planet in the starting solar system so that people have to start fighting over it from the get go, but unless I missed something only the one spawned with its own solar system counts.

Reply #8 Top

The galaxy forge work fine, is a stupid bug. Listen.

 

1) Open galaxy forge

2) Save the galaxy

3) Close the galaxy forge

4) Open galaxy forge and charge the galaxy that was saved

5) Now you have no more problems to load any type of map, after load the first save galaxy, you can load any map without crashes in my case \o/ .

:digichet:

 

The galaxy forge have a some problem with the first read on a map that is not created with that galaxy version. But when you carge first a map created with this galaxy, you will can load any maps.

 

i test it two times. One in my PC (here i discovered the problem and "fix it")

Two, in my G74SX, tried to charge a map and get crash. But save first galaxy, load, and after load any types of maps without problem.

I hope this will help a lot for now until you fix the problem

Reply #9 Top

I can not find the game so I could install a map that I and my tournament players have been creating since 2009.   So where I can find the Beta since it is not in the Stardock folder with the rest of the Sins of the Solar Empire games.

Reply #10 Top

The new directory of rebellion is "My documents/My Games/Ironclad/sins of a solar empire rebellion....."

The older versions in "appdata/local/ironclad/sins of aolar empire." if you have maps here, copy and paste on "My documents/My Games/Ironclad/sins of a solar empire rebellion....." to see this in the game.

 

Bye

Reply #11 Top

Had an odd bug just occur where the player data was corrupted during a save. No error or anything. Did result in me getting just shy of 3000 players added to the map, though. Bit odd, and (thankfully?) can't reproduce it.

4/19 EDIT: Well, got it again... 2976 players on my four person map. Something happens that causes the map to save, but, after looking at it in Notepad+, the saved map doesn't include some of the last lines it should. When GalaxyForge loads the map next time, it attempts to fill in the missing pieces when I hit continue, with dubious results. Players have no name, data, or anything, and are unlike a normally added player. Also added 33 blank entities, though that's hardly a big deal in comparison.

Reply #12 Top

Whats with the triggers window? Im guessing this Galaxy forge is in beta stage as well and therefore can we expect a full set of trigger options with the final release?

 

Will there be a fix for when the Occupation victory is enabled that only the Occupied planet placed in the Galaxy forge is present?

 

Lastly, can the galaxy template menu include the option to make a planet start the game with a neutral colony? Ive never figured it out if you could place planets with a Neutral TEC occupying presence with an unmoded galaxy forge, but I feel that is long over due.

Reply #13 Top

Mine is glitching all over the place.

Created a map - loaded a game realised about 10 seconds in ive made a mistake quit out made changes saved map.

Went back in and

The map is now showing up twice in the map list - first is the name i called the map and the other is an autosave but its weirder

the auto save has 8 players but not the changes i just made and the correct name has the changes BUT its now showing max of 6 players even though i have checked and rechecked the map and planets are alll correct 8 players 8 home worlds....

tried making changes again and now my map list have 6 or seven games called "mynameautosave"

ok so then i quit out and deleted the auto saves from my galaxyforge folder and sins crashed after i clicked new game. I restored the deleted autosaves but my game still crashes whenever i click new game and then change to galaxy forge.

and now galaxy forge crashes when i try to load any of the autosaves or the orginal game

 

im going to uninstall sins and galaxyforge and re-install the whole lot once i finish a save game from yesterdays game

where do i e-mail the saved game or galaxy forge maps and/or folder to?

 

Reply #14 Top

shite - i just re-installed sins - i did delete my sins folder from steam apps but still crashes when i try to select galaxy forge maps ingame

any suggestions? anything i should be deleting that im missing?

Reply #15 Top

OK so i can now use my maps that i created using the old galaxy forge but i had to delete my new map and its autosaves.

 

now whenever i save a new map and try to view the galaxyforge maplist ingame it will crash.

if i delete the new maps then i can view and use the only ones. Any idea's ? I really want to create a map and give myself both of the vasari titans in my starting off system because ive been dying to use them. (the maps i created didnt have them in it so i know thats now the problem.)

 im sure im just missing something simple but ive been up all night so brain not working -help me sins online community your my only hope.

Reply #16 Top

Quoting User45701, reply 15
OK so i can now use my maps that i created using the old galaxy forge but i had to delete my new map and its autosaves.

Deleting the autosave in the Galaxy Forge folder fix it for me one time, but sometimes the map itself gets corrupted. Backup your settings and try it in the developer.exe (in the steamapp folder) and when you switch to the galaxy forge tab it should tell you which map is causing the problem.

+1 Loading…
Reply #17 Top

got it working but thanks for the reply anyway

 

Reply #18 Top

Happened when saving a new map i just made :( wont save it

 

 

 

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
   at Iron.String.Copy(StringProxy* destination, Char* source)
   at Iron.String.ConvertWideStringToGenericString(StringProxy* destination, Char* source)
   at Ironclad.Utility.ToStdFixedString(FixedString<256>* , String string)
   at Ironclad.Galaxy.GalaxyScenarioPlayer.set_OverrideRaceName(String value)
   at GalaxyForge.GalaxyPlayer.ToScenario(GalaxyPlayer player)
   at GalaxyForge.GalaxyTemplate.CopyPlayersToScenario(GalaxyScenario scenario)
   at GalaxyForge.GalaxyTemplate.Save(String fileName)
   at GalaxyForge.MainForm.saveToolStripMenuItem_Click(Object sender, EventArgs e)
   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
   at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ToolStrip.WndProc(Message& m)
   at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5448 (Win7SP1GDR.050727-5400)
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
GalaxyForge
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///G:/Program%20Files/Steam/steamapps/common/sins%20of%20a%20solar%20empire%20rebellion/Galaxy%20Forge/GalaxyForge.exe
----------------------------------------
System.Windows.Forms
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5446 (Win7SP1GDR.050727-5400)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5453 (Win7SP1GDR.050727-5400)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5458 (Win7SP1GDR.050727-5400)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
Ironclad.Managed
    Assembly Version: 1.0.4490.23874
    Win32 Version:
    CodeBase: file:///G:/Program%20Files/Steam/steamapps/common/sins%20of%20a%20solar%20empire%20rebellion/Galaxy%20Forge/Ironclad.Managed.DLL
----------------------------------------
msvcm80
    Assembly Version: 8.0.50727.6195
    Win32 Version: 8.00.50727.6195
    CodeBase: file:///C:/Windows/WinSxS/x86_microsoft.vc80.crt_1fc8b3b9a1e18e3b_8.0.50727.6195_none_d09154e044272b9a/msvcm80.dll
----------------------------------------
Accessibility
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.4927 (NetFXspW7.050727-4900)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Accessibility/2.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------
System.Xml
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.5420 (Win7SP1.050727-5400)
    CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.


Reply #20 Top

Quoting gamer_ffa, reply 19
I'd like a feature to copy and paste solar systems.

We will not be adding new features or enhancing existing ones. This is for crashes and bugs only.

Reply #21 Top

Not really a 'bug' but we cannot seem to access all the planet bonuses only "crystal miners".

 

Also for the love of god let us choose the amount of resources we want in our planets >.<

Reply #22 Top

A slight "bug" with artifacts. Only one artifact can be on a planet in a game. I don't have any problem with that, but there's a catch. On maps with an artifact density higher than zero, a randomly generated artifact gets precedent over the map defined artifact on that world. As a result, only the randomly generated artifact will be discovered, and the predetermined one ignored.

It would be nice if the game look for predetermined, map specified artifacts first, then check for randomly generate artifacts. The only option now is turning off random artifacts (or regenerating the map, I guess), but that really... isn't ideal.

Reply #23 Top

Quoting gamer_ffa, reply 19
I'd like a feature to copy and paste solar systems.

That would be A great feature to have and if we are on the copy idea if there was a way to add a copy selection tool to copy more than one planet, It would save a lot of time in map design. also if possible can there be more bonuses to choose from for planets.   

Reply #24 Top

Quoting Davidinuyasha, reply 23

That would be A great feature to have and if we are on the copy idea if there was a way to add a copy selection tool to copy more than one planet, It would save a lot of time in map design. also if possible can there be more bonuses to choose from for planets.   

 

Please reference three posts above yours Davidinuyasha.

We will not be adding new features or enhancing existing ones. This is for crashes and bugs only.

Reply #25 Top

I have encountered a problem, that no matter what change I made, the game will lose immediately after loading the map.

The changes include:
- remove the wormholes and the wormhole phase lanes;
- add a new planet;
- modify the artifact rate. 

I have never encountered this problem in Trinity, so I don't think is the problem of system requirement.

Have any one also encountered this in Rebellion?