Legend of the Galactic Heroes (LoGH) is based on the Japanese animation series bearing the same name. LoGH is all about the epic battles between gigantic fleets of the Galactic Empire and the Free Planets Alliance. This mod will feature different political factions of the empire or the alliance. We aim to recreate the space opera feeling and the fleet tactics employed in the series. Research and economics will be reduced to a minimum and the main focus will be on tactics and fleet movements like in the series.

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Feedback (Games : Sins of a Solar Empire: Rebellion : Mods : Legend of the Galactic Heroes - Sea of the Stars : Forum : Feedback and Bug Reports : Feedback) Post Reply
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May 23 2010 Anchor

Hey !We need your feedback to improve the mod. Bugreports and reports on balancing issues are highly appreciated.Please help us !
/maddy

May 24 2010 Anchor

Other than the freezing bug which you know about, a lot of my ships behave very strangely, such as Alliance cruisers turning sideways towards the enemy and not firing(I have to constantly move them forward bit by bit so they stay turned towards the enemy). Or my destroyers believe they are fighter craft -.-.

May 24 2010 Anchor

The "broadside" behavior in combat is a consequence of the cruisers having side guns - combat AI will always try to use the best attack, and once the enemy gets within a certain range that becomes using side batteries. If it's really bothersome, we could try cut down the range on those guns some more or maybe remove them entirely.

The bit about destroyers is intentional, though - they're marked to "use fighter AI" to give them a skirimisher feel and to partially compensate for the fact that they have no real armor. The other thing about them is that by default they're set to seek out targets in the whole gravity well (I think cruisers are only set for immediate vicinity and battleships point-blank range). If you set them up in a group and set them to hold position they'll keep their formation and won't veer off wildly.

Edited by: renner

May 25 2010 Anchor

I must admit i hadnt seen them ever actually fire side guns >.>

May 27 2010 Anchor

Hey really great mod....didnt expect it, unfortunatly "Legends" is still very unknown.

But I have to stress something Anchor said: Please rework the combat system. My battleships and cruisers (I play Empire) also always turn sideways and present their flanks as soon as an enemy appears. However the never fire any shots from this postion. As soon as I let them move forward a bit, and their fronts get pointed toward the enemy, their is always immediatly a reign of fire. So they do indeed only use their frontal guns, if they have any broadside weapons at all Im not able to notice it.

Its quite a letdown in battle, because the enemy ships hardly seem to do it. So when I have my nicely arranged fleet, it always scrambles in an incoherent mess as soon as the enemy appears, and Im in a huge disadvantage.

May 29 2010 Anchor

Hey guys,

You are doing wonderful work. But upon installing your mod, and playing it for a few minutes, I run into some issues - it seems that the structures are not showing properly for me (I can see ships and planets fine). Here are screens of the starting structures and the two other logistical ones I build - all show (on high zoom) as black cubes, than on further zoom disappear.
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Other than that, I would like to see some manual describing what the new buildings do. Also, most of the research seems not implemented - I only can access the Defensive screen on the Military section. Nowhere in the research I can see the cruisers... oh, and at some point please redo the crayon-like fleet numbers in the research. Unlike most of the mod, they don't look "professional".

For the record, I am using the latest mod version and compatible Entrenchment version. Let me know if you need any more details,

May 29 2010 Anchor

@ Piotre: Either it has do something with you graphic card (check the newest drivers), or the mod wasnt installed properly. Also remember there are no visible structures for some objects like the spaceport, its just a sign. A proper installed mod has too look like this by the way: S10.directupload.net

@ Developer Team: I too want to see a reworked combat system. It really sucks proper combat is not possible at this moment because the ships keep turning sideways away from the enemy.

May 29 2010 Anchor

Also remember there are no visible structures for some objects like the spaceport, its just a sign.


Yeah, the spaceport and home planet academy don't have normal representations; the black cubes are placeholders for the planet emitters - rotating equatorial rings with the FPA pentagon or Imperial eagle, and "crowns" for the spaceports. Look at the front-page video to see how it's supposed to appear. I know that there was some trouble getting them to show up with the last patch and maddy was trying to fix that.

Some other buildings, like the "Strategical Planning Center" have no 3D representation at all, aside from the tiny cube and icon - they're meant to represent planetbound structures, and the only reason they exist in-game is to give the ships on the fleet research screen someplace to spawn from. That's also why they have such an incredibly huge HP - can't give the structure an "invincibility" tag, because we want to fit as many spawner points on as few structures as possible.

prokonsul_piotrus wrote: oh, and at some point please redo the crayon-like fleet numbers in the research. Unlike most of the mod, they don't look "professional".


Those "crayon-like" numbers are copied almost directly from the source material. :) I don't think we'll be changing them much, if at all.

gin_pins20

The Fleet research (ex-Entrenchment Defense) screen *is* the only research tree available, right now. The "Future releases" sub-forum shows a draft of the research we plan to implement in a future release. It was all roughly mapped out in-game (just to see if everything fit together right in the engine) and then taken out before this release - but the MIlitary screen background got left in by accident (the "Structural Integrity" one). I'm not sure what you mean about cruisers - they should all be buildable from the get-go.

Anyway, before that we'll probably release some quick patch that strips out the side guns and see how that works out. Some of the other stuff needs tweaking too - the loading-screen tips are all from the first release and many of them don't apply to the new gameplay.

The big, overriding concern with this version was to stop the gameplay stuttering and persistant freezes so that it's actually possible to finish a decently-sized game. How is that working out?

May 29 2010 Anchor

Well the complete-game crashes are gone. But if you play against two ore more players, it still lags now and then for ~5 seconds. Its quite annoying, but at it least it doesnt crash anymore.

EDIT: Ah wait, one big concern remains: What about the star-forts? I know I was able to build one, but now every time I try to contruct one anywhere it says "You Empire has reached the maximal number of star forts in this gravity well".

Edited by: Jack_of_all_Trades

May 29 2010 Anchor

You can only build starbases in certain well types - look for the exclamation mark in the red triangle. They're meant mainly to boost your supply (culture), which is why you can't build them around normal planets, where supply depots do the same trick - that, and we only really see them in deep space.

You should be able to build them at the edges of black holes now, too - which does bring up something else that's been bothering me: right now the black holes just kill off anything that enters within a certain range (50,000 units). It's a clumsy way to do it, but I'm not really sure what a workable alternative is. Any ideas to that effect? Or mods that do it better?

May 29 2010 Anchor

Nice, had also problems with the starforts, but now I figuered it out.

I think the mod is pretty fine, except the lags in endgame, and of course the "sideways-turning" of cruisers and battleships.

May 29 2010 Anchor

Either it has do something with you graphic card (check the newest drivers), or the mod wasnt installed properly. Also remember there are no visible structures for some objects like the spaceport, its just a sign.


My graphic card is ATI Radeon HD 2600 XT, in the past and currently quite compatible with the generic SOTSE (and the Distant Stars mod I've been often using).

My mod checksum is the same as yours. Which structures are not supposed to have visible textures? As far as I could tell, not a single structure I had had them. Placeholders are fine, for the on planet ones, how about making them into planet facilities, and renaming the orbital ones as "ascension orbits" or such? Information that the facilities are on the planets, and new ships ascend from them, could be added to the description (or even a name).

Re: crayon-like numbers - a valid point, but how about rendering them from cartoon to something more real life?

Re: cruisers - I am getting the research prerequisites not met (see screenshot). Perhaps I don't have enough crew? But if that is the case, it would be nice to get a message that suggests crew development, not research, is needed.

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It would also be nice to have a manual explaining some things - I see many of them are explained in the mod changelogs. It probably wouldn't take more than few minute to separate them into a manual file, add few things that didn't make it into the manual, and you could even post them on the website here, so people could read more about the mod without having to download it.

Few minor points:
* faction portraits selection - most of them are unbalanced, as in putting Yang or Reinhard against anybody else suggests a quite obvious outcome :) I'd suggest reshuffling of portraits so those two are always facing one another, and not anybody else (cannon fodder...)
* I am pretty sure that ships in LOGH-verse have hundreds, if not thousands of crew. Could we multiply all crew references by 100/1000 to reflect this? For examples, destroyers crew of 2 is certainly not correct, 200 I could see...and so on.

May 29 2010 Anchor

Sorry but your request are VERY detailed and should met consideration only in late development...At this moment there are much more anoying bugs such as sideways-turning and lagging in endgame with multiple enemys.

Im very fine with the momentary portraits, icons etc. They are close to the series and more is not necsessary.

May 29 2010 Anchor

@ Piotr: Dude just cklick around a bit. It clearly says you must get a higher rank to build more cruisers -_-

Apart from that, I couldnt care less about the icons or crew numbers. There are not important, but the combat behavior is.

May 29 2010 Anchor

We will release a small patch soon to change the 'broadside' behavior of some of the ships (mostly imperial) as it seems to annoy most of you. Please be a little more patient. Now that the game mechanics are completely overhauled the lagging during endgame really seems like an engine limitation. Vanilla sins can also be pretty damn laggy in a 4 player match during late game, with hundreds of ships on all sides./maddy

May 29 2010 Anchor

Yup. Just played three hours 1on1 with about a thousand ships in the end, no lagging.

With the version 1.0 it lagged even with around ~500 ships, and crashed above that. Thats gone now.

May 29 2010 Anchor

What a pity that the freezing bug is still there in the 1.1b version

The situation is same with 1.0b, when I have 3-5 colonies and fleet rank is greater than 2, it freeze, then recover, and freeze again

Um, in original animation, the battleships of two sides are all fire the weapon in their front, so I think that turning sideways to fire is not match with orginal settings.

May 29 2010 Anchor

@ captaindragoonFor me the freezing does not occur in the 1.1 anymore. What are your system specs ?
Does the vanilla sins run smoothly in late game with several hundred units ? Spender also reported no freezing till late game on his system.As for the broadside batteries.
They are perfectly canon regarding available technical specs and are seen in the series as well (at least in the 'Gaiden' series of Logh - e.g. when Rheinhard assaults Admiral Holland's Missile Cruiser Fleet). But anyhow as it seem to bother so many people we will change that. See above.
/maddy

Edited by: Evilmaddy

May 30 2010 Anchor

For those curious: here's the shot from Gaiden, with broadside batteries.

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That said, broadside batteries are used very rarely. I think it is very likely they are much weaker then any front armaments, and are used only occasionally. Reinhard used them as he was plowing through an enemy fleet and didn't want to engage them from the front. I don't recall broadside batteries being used in any other episode (but then, I wasn't looking for that). It is possible many ship classes don't have them at all (perhaps the developers know of some ship class list and/or a gallery page?).

Btw, have the missile ships been implemented in game (I haven't played much yet :D). What about inter ship assault craft, like the one used by Rozenkreiters in the same episode?

May 30 2010 Anchor

Evilmaddy wrote: @ captaindragoonFor me the freezing does not occur in the 1.1 anymore. What are your system specs ?
Does the vanilla sins run smoothly in late game with several hundred units ? Spender also reported no freezing till late game on his system.As for the broadside batteries.
They are perfectly canon regarding available technical specs and are seen in the series as well (at least in the 'Gaiden' series of Logh - e.g. when Rheinhard assaults Admiral Holland's Missile Cruiser Fleet). But anyhow as it seem to bother so many people we will change that. See above.
/maddy


Well, in the orginal sins I have tried to build over 100 ships but everything is right... I am checking my system settings carefully and doubting that the problem is related to some background program such as Rising Antivirus or Memory Defragement etc, maybe the SOASE is not suitable on Windows 7 X64 Ultimate...

Thanks for answering :)

May 30 2010 Anchor

Someone wrote: Btw, have the missile ships been implemented in game (I haven't played much yet ). What about inter ship assault craft, like the one used by Rozenkreiters in the same episode?


The Missile ships were actually in the development version but we took them out for the release. We did not find a fitting place for them until now, they served no distinct tactical role. Maybe they will be back in later releases.

The Istoria class assault landing ship you are talking about is already ingame. It serves as the planetary assault vehicle of the FPA fleet. It cannot invade enemyships, only planets and some capturable structures in space.

/maddy

May 30 2010 Anchor

I am sorry to find that I couldn't solve the freezing problem which still happens in my game... The graphics driver is just right, and nothing wrong found in OS.

I use a SKIDROW cracked version SOASET, I am a Chinese Student and I can't get a copy through the normal ways, if the freezing bug is relating to the crack, what I can do is just giving this game up... That's a pity.

I plan to re-install the game and the MOD for another test, with updated Graphics and Sound Drivers.

Edited by: captaindragoon

May 30 2010 Anchor

Evilmaddy wrote:

Someone wrote: Btw, have the missile ships been implemented in game (I haven't played much yet ). What about inter ship assault craft, like the one used by Rozenkreiters in the same episode?


The Missile ships were actually in the development version but we took them out for the release. We did not find a fitting place for them until now, they served no distinct tactical role. Maybe they will be back in later releases.

The Istoria class assault landing ship you are talking about is already ingame. It serves as the planetary assault vehicle of the FPA fleet. It cannot invade enemyships, only planets and some capturable structures in space.

/maddy


A solution for the missile ships could be to make them deal only small damage versus ships, but heavy damage versus structures and very heavy damage versus starbases - that would support how they were used in that LOGH episode.

While it would be nice to implement the landing craft as anti-ship, I realize it may not be possible with the SINS engine.

I'd also hope that a future release can combine the side batteries with not forcing the ships to make wrong moves. Perhaps the side batteries could be coded as an free activated ability, not used by default, so players could experiment when turning it on is helpful (during fleets bypass?).

May 30 2010 Anchor

Problem solved, after updating NV Display Drivers to 257.15beta, DirectX to February 2010, then re-install the game and mod.

It's my first time of finishing this game.

Brilliant mods! I'm looking forward to a new version. Salute to ya, and thanks for the FAQ.

PS: There will be freezing in late game because of too many ships (for example over 100 battleships), it is normal, relating to the poor engine of SOASE...

Edited by: captaindragoon

Jun 1 2010 This post has been deleted.
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