[quote who="Kollok" reply="6" id="3584230"] Quoting Karmgahl, reply 5 Hmm ok, but that still means that there are SOME HD activity while you're in-game, at least that's something. In this game I get most of the stutter / freezes when I zoom in or out as well as w
Karmgahl
[quote who="Kollok" reply="3" id="3584136"] Quoting Ogun, reply 1 I believe it is streaming some texture data from the harddrive- I've noticed a bit of an increase in speed since I moved my steam install of ashes to my SSD. As always, take with a grain or a shaker of salt, and this game still is in
There's quite a lot of stutters / short freezes in this game compared to others. I've always suspected either my harddrive or the chipset controlling SATA is at fault but seeing as I'm having a hard time believing that this game is texture streaming I'm starting to think that this might not be the cause. So does anyone know if this game streams data from the harddrive while you're playing? Specs: ASUS Z87-PRO Motherboard, Core i7 4770K,
We now managed to establish that the fault lies on my brother's side. I can join any random games and he can't. No matter HOW many times he completely deletes the game from the hard-drive and reinstalls from steam, the same issue persists. This leads me to believe that either he's got some kind of virus (but he's scanned for that and nothing was found) or whatever API that rebellion uses to calculate hashes or something, is somehow different on his computer than for the rest o
[quote who="GoaFan77" reply="4" id="3409970"] Quoting Teun-A-Roonius, reply 3Try verifying the integrity of the game cache. Go to Steam -> Library -> Right click on your game -> Properties -> Local files -> Verify integrity of game cache. Always manually delete everything in the mesh folder in the game's install directory before this as well. This can be caused by having an extra mesh file in there, even if its not used, in which case verify integrity
Tried that, it didn't work :( Dunno what else we can do actually.
Anyone know about a fix for this? The ones that have been posted on this site does not work for us (me and my friends). We've tried the following: - Deleting the game completely from steam and making sure the folder is removed from the hard-drive After which we reinstalled the game completely from steam. - Copy the mesh folder from my mesh to theirs - Delete the mesh folder and use verify None of these things worked, we've also ve
+1 For tactical combat, personally I prefer the real-time combat of Pax Imperia 2 ( http://www.youtube.com/watch?feature=player_detailpage&v=ceYoFQbAjpU#t=626 ) (boy do I wish someone would make a sequel to that game) No tactical combat was my absolute biggest gripe with GalCiv 2 (next to no multiplayer then of course). And if you guys do implement it (crossing fingers :D)
I agree with op somewhat. Frogboy should've stayed true to his first vision of the game and when the game's done and players have it THEN he should start using the community input. Now its just a classical example of "too many cooks spoil the broth" Now don't get me wrong. Stardock is one of the few companies that have great interaction with their community/customers. But when it comes to the games and game design I really think that a company should first and forem
They probably ditched the idea of epic tactical battles when they moved away from this kind of battle system: http://www.youtube.com/watch?v=_kwEcgHifaM to turn-based
Another thing that would be great to have from the age of wonders series is the ability for the sovereign to cast spells in tactical battles that are within his/her domain without his/her's physical presence in the tactical battle.
Nice list! But please have a look at the viability of having a feature where we can choose how much mana to expend on any given tactical spell and thus increase the power of that spell, like in MoM. This would make the magic system a bit more interesting.
[quote who="Archonsod" reply="3" id="2745218"]Fireball in MoM attacked all figures in the unit, which made it less effective than pretty much any other direct damage spell.[/quote] Ah right i remembered wrong then =) But in any case I hope the devs do something like this, even if it means they need to add a "channeling" stat to the game also.
Yep, although same elemental magic like "fireball" in MoM could be made AoE here and more expended mana could mean both increased damage and larger impact area. But if my memory serves i think "fireball" was a spell in MoM too but not an AoE spell but just a more powerful version of firebolt and you could expand less mana than firebolt for more damage or something like that. (there is probably someone in this forum that has a more recent memory of MoM than i have that can verify th
And that feature is the possibility to choose how much mana you want to expend on your spells and thus how much damage that spell does when you use it. This could be used for other spells like raise land too, by increasing the AoE range for it. For example in MoM when you got enough channeling you could cast some pretty devestating "lvl 1 spells" e.g fire bolt. A suggestion is that perhaps essence should control how much mana you can channel instead of how mu
EXCEPTION_ACCESS_VIOLATION (0xc0000005) at address 0x00408e25 attempted to read memory at 0x00000010 Program : C:\Games\Demigod\bin\Demigod.exe Cmd line arguments : 78.73.xx.xx Callstack: Unknown symbol (address 0x00408e25) Reactor version: 1.10.00 Demigod version MAIN.1.20.0214 Last 100 lines of log... A full record of the log is stored in the Demigodlog.txt file info: 02:08:
Yeah there is definitely a problem when you play with 2 people behind the same router I can play with my brothers fine for a random amount of time but usually atleast 20 minutes but after that, one of them ALWAYS gets disconnected, then the game progresses fine when only 1 is left, this has been happening everytime so its pretty consistent. Im on a 24/2 Mbit's connection and they are on a 10/10 Mbit's full-duplex fiber connection so the bandwidth isn't the issue here either.</
This needs to be fixed before the game releases otherwise you'll probably see alot of whining on the forums. Lag and freezes are probably the worst thing you can have in a game, i doubt there are other issues that kills the "feeling" of a game more than this. Could this have something to do with me running Windows 7 64-bit (seems a bit farfetched though since i doubt they've changed the network handling in win7)? What OS do you other guys with the same problem ha
The freezes are still present as of the new patch, although the freeze duration seem to be shorter now, but they still happen every 30 sec. I guess the fix didn't make it into the last patch?
[quote who="GPG-Servo" reply="11" id="2123204"]Thanks for pointing this out. We tracked it down, and it has been eliminated for the next version. It was actually every 30 seconds, when it performed a special synchronization with the servers. - Servo[/quote] There is a very similar freeze issue in the "host a game" lobby where you pick AI's and set gameoptions before starting a game that however happens approx every 6 seconds, could this be related to the
[quote who="Frogboy" reply="8" id="2123056"]I have a theory that this is related to the game trying to update the server and not getting a response. Will check into it. [/quote] Great, just what i wanted to hear =)
The 1-2 second freezes at 15 sec interval issue is till there. And it seems to happen whenever the debug.err recieves this : DebugMessage: WinHttpSetCredentials() returned TRUE with code 0 (0x0) DebugMessage: WinHttpSendRequest() returned TRUE with code 0 (0x0)
Me and my brother are having a hard time playing Demigod now due to frequent 2-3 sec freezes about every 10-15 seconds i I recently got a new computer and immediatly after I finished building it i tested demigod and it was smooth (about a week ago) (Q9550, 8GB Ram, GF 260GTX) Sim speed was 8-10 in a large map with max amount of AI players and flawless FPS. But when i tried a game today its still flawless FPS and Sim speed but nomatte