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Firgof: We have had chipsets claim in the past that they support GL specifications that they do not, chipsets which work fine except for one call - which was altered on the chipset side and so failed, and so on.
Thanks for detailing this bit. It's not the first time I hear someone say that about intel drivers and it makes sense.

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Firgof: After looking over your log, and the fact that the game hasn't changed but the driver has, we're pretty confident in ruling the game out. We'd recommend alerting the team maintaining mesa/Oibaf to the issue so they can get it looked at.

Meanwhile, since the game was fine until recently if you want to you can try to rollback to 'a few weeks ago' in driver versions to play the game without graphical errors. If that doesn't work, then we're in strange territory.
I could open a ticket with the mesa dev team... but then again they are going to ask me stuff I probably don't have an answer to or can not replicate with sufficient level of debugging for them (since I'm not opengl savvy or a graphics engine developer).

The game will definitively work if I roll back the drivers, I have no doubt about that, but that is also going to mean taking a performance hit for me, so I'd rather stay with the new drivers and stop playing Star Ruler 2 for now. I haven't seen any other of my linux games negatively affected by this new driver version, on the contrary, most of them perform better in terms of fps.

In any case, thank you for your time and for trying to sort this out.

Best of luck with developing the expansion!
Post edited September 24, 2015 by WinterSnowfall
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WinterSnowfall: I think you've most likely answered this before a couple of hundred times, but why aren't intel cards supported?
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Firgof: As you're pointing out, Intel chipsets sometimes work fine with the game. However, we can't guarantee that they'll work because each model of chipset comes with its 'own implementation' of OpenGL. We have had chipsets claim in the past that they support GL specifications that they do not, chipsets which work fine except for one call - which was altered on the chipset side and so failed, and so on.

Since we can't guarantee reliable gameplay with Intel chipsets, we made AMD/nVidia a requirement.

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WinterSnowfall: I am aware that Oibaf is sort of a night-build repo for mesa, so troubles are bound to arise every now and then, and it's not your fault at all, but otherwise intel cards seem to work ok.
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Firgof: After looking over your log, and the fact that the game hasn't changed but the driver has, we're pretty confident in ruling the game out. We'd recommend alerting the team maintaining mesa/Oibaf to the issue so they can get it looked at.

Meanwhile, since the game was fine until recently if you want to you can try to rollback to 'a few weeks ago' in driver versions to play the game without graphical errors. If that doesn't work, then we're in strange territory.
I'd just like to add as a long time intel laptop gamer... DON'T use the Microsoft drivers but get them from Intel themselves.

p.s. My old HD 4000 loves this game!
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Firgof: Haven't posted since may, yes.

I had some medical complications arise in June which put me out of sorts financially, mentally, and physically. I'm on the road to full recovery now, I think, but it's been a bumpy ride. Embarrassingly, I've forgotten to check the thread meanwhile. Very sorry about that.

@WinterSnowfall: Forwarded your report to Lucas. Our initial thoughts are that it's liable to be a driver-related shader problem (as what you're speaking of sounds like the PBR shader screwing up). Have you tried other drivers?
Hope you make a full recovery and hope you never have that problem again.
Hi, what is new in the 1.03 version that got updated sometime ago?

Disregard my post. Found out that it was a Windows 10 compatibility fix.
Post edited November 11, 2015 by Matruchus
I'd want to ask about system requirements AGAIN :)

Now there's no more 64-bit note in Requirements section of game's GOG page. So what does it mean?
Hi

Can you tell me what the version requirement of the DLC pack Heralds is?

IS it v2.0.1 (r5089) ?

Because that is the version On my comp right now. When I click "check for updates" It says I am fully updated..

as of this writing anyway.

Also what is the Gog number I need to be in order to install the dlc pack? Right now the Gog number on the download for Star lords 2 is: (GOG-4)

While the GOG number of the DLC is (GOG-3)

I'm guessing the problem is with the update function. As it has never worked for me properly. :/

I want to make sure if GOG-4 is the correct version to play herald or not. And I want to make sure whether the v2.0.1 (r5089) is the GOG_4 that is available for download or not.

So I can.. you know, play the dlc I just bought.

.
Post edited August 25, 2016 by NobleNoob
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Zofos: I'd want to ask about system requirements AGAIN :)

Now there's no more 64-bit note in Requirements section of game's GOG page. So what does it mean?
the game needs 64bit as is stated in the system req on the main game page... gog has not put it on the dlc page but you can't play it without the main game anyway
so weird

ok

I still have my install file it says: setup_star_ruler2_2.1.0.2

when I click download on the star ruler intall file it says: setup_star_ruler2_2.3.0.4

something is off-

Because the number on the download link says : 2.0.1 (GOG-4) and not 2.3.0 -or 2.0.3 (GOG-whatevermaybe5)

: / my install file is 480ish mb while this new install file is 520ish mb.... okay

I'm guessing 2.3.0.4 is what I need to play the heralds dlc?

inconsistencies xO
Post edited August 25, 2016 by NobleNoob
One last post.

You know how I said that the new set up is 2.3.0.4?

Well, when when I installed that install package, and started the game again, the version number in the right hand bottom of the screen STILL said : v2.0.1 (r5089

which is crazy.

But now I can install the wake of the heralds dlc.

....

okay then. Maybe this is a bug from not uninstalling properly and just installing over, or maybe the dev and GOG didn't update the numbers consistently with each other. I dunno.

whatever I can play now anyway
Post edited August 26, 2016 by NobleNoob
I have a question about mysteriously exploding ships.

I'm in The Expanse. I send my fleet into a system to clear out the Remnants so I can grow my empire a little bit more.

My ships are happily dishing out carnage and shrugging off all the incoming fire. Shields are holding at about 25 million (out of 25.1M) and there is no damage visible. Suddenly - pick a number between 1 and 8 - n ships explode. Simultaneously.

The antimatter reactor is inside a firewall (see attached image) and the crew and computer components are distributed around the ship.

So, what's doing it?
Attachments:
Wow that's a really expensive ship... I bet it runs out of supply very quick?
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piers142: I have a question about mysteriously exploding ships.

I'm in The Expanse. I send my fleet into a system to clear out the Remnants so I can grow my empire a little bit more.

My ships are happily dishing out carnage and shrugging off all the incoming fire. Shields are holding at about 25 million (out of 25.1M) and there is no damage visible. Suddenly - pick a number between 1 and 8 - n ships explode. Simultaneously.

The antimatter reactor is inside a firewall (see attached image) and the crew and computer components are distributed around the ship.

So, what's doing it?
Are you playing in Vanilla or with the Expansion? There are a few weapons in the Expansion that could hit your AMG despite the 'holes in your ship' not yet reaching those points. For instance, there's a weapon that primarily strikes your power generation equipment (ignoring armor etc), a weapon that hits all hexes across the ship simultaneously, etc. If you're playing in Vanilla, then it'd need to be the alpha-strike-type beam-weapon that managed to burrow its way through to your AMG in an instant. Worth noting that the AMG doesn't get 'damaged' like normal reactors - any instability in its environment will cause instantaneous ship detonation iirc. Non-fully-hardened shields also do not fully prevent damage from passing through.

If you're playing the expansion, I'd probably point my finger at the Warhead, Disruptor, or Particle Lance weapons.
Post edited September 11, 2016 by Firgof
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ussnorway: Wow that's a really expensive ship... I bet it runs out of supply very quick?
I'm 39 hours in so I have investigated enough anomalies to have upgraded Flagship Storage many times. I can clear about 20 systems of Remnants before I need to reload.

The ship would cost about 900M to build from scratch but has been progressively retro-fitted since its first inception at size 1750.
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piers142: I have a question about mysteriously exploding ships.

I'm in The Expanse. I send my fleet into a system to clear out the Remnants so I can grow my empire a little bit more.

My ships are happily dishing out carnage and shrugging off all the incoming fire. Shields are holding at about 25 million (out of 25.1M) and there is no damage visible. Suddenly - pick a number between 1 and 8 - n ships explode. Simultaneously.

The antimatter reactor is inside a firewall (see attached image) and the crew and computer components are distributed around the ship.

So, what's doing it?
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Firgof: Are you playing in Vanilla or with the Expansion? There are a few weapons in the Expansion that could hit your AMG despite the 'holes in your ship' not yet reaching those points. For instance, there's a weapon that primarily strikes your power generation equipment (ignoring armor etc), a weapon that hits all hexes across the ship simultaneously, etc. If you're playing in Vanilla, then it'd need to be the alpha-strike-type beam-weapon that managed to burrow its way through to your AMG in an instant. Worth noting that the AMG doesn't get 'damaged' like normal reactors - any instability in its environment will cause instantaneous ship detonation iirc. Non-fully-hardened shields also do not fully prevent damage from passing through.

If you're playing the expansion, I'd probably point my finger at the Warhead, Disruptor, or Particle Lance weapons.
I assume the expansion you refer to is Wake of the Heralds. Since I haven't downloaded that, I assume this is vanilla, V2.0.1 r5089.

I have seen the Disruptor at work on a previous design. The damage spread out from the AMG, heading for the nearest Crew or Computer core(s) while the AMG itself was undamaged. That is why I changed the design and built multiple cores distributed around the ship and put the AMG in its own armoured box. And it seems to be working as Disruptors do not appear to be doing that kind of damage any more. Or not visibly.

Additionally, I just reloaded a saved game and jumped a ship into a system where I know my ships will explode. Between the 9 Remnant ships in the system, they have 4 Disruptors, 1 Warhead and no Particle Lances.

The ship exploded shortly after being targeted by the 2 Remnants armed with 2 Disruptors each. However, when I then jumped 8 ships into that system, the lead ship was targeted by all 4 Disruptors and then 3 other ships exploded simultaneously.

Reloading and repeating the process 5 more times, I had 2, 7, 2, 2 and 3 ships explode. All at exactly the same moment.

I don't know what the weapon effect of the Warhead looks like but I didn't see any one weapon targeting multiple ships at the same time.

Do you have any other ideas?

I ask because I have found it a bit of a "cooler". If I lose ships because I wasn't paying enough attention to see how much damage they were taking and get them out, that's my fault and I can adapt. If I'm losing ships because of a design flaw, I can try to fix it.

But if there is no defence against losing a random number of very expensive ships at random intervals, there doesn't seem to be much point taking over more of the expanse so that I can build even bigger, more expensive randomly exploding ships.

Any further guidance would be much appreciated.
Post edited September 11, 2016 by piers142
is it possible to post this save game somewhere for testing?