I have found one of the issues that may be causing your mini-dumps.
Psychoak is testing it and I ran a game for quite a while after making the change locally without a mini-dump. No guarantees there isn't something else. I'll let him speak to specifics on fixes though and when/if they might be coming.
Is it possible to add some voices to the Dominion ships?
If you guys need help with voices, well maybe I could help out there.
Quoting wbino, reply 2500On second run thru with the lower settings still got a m/d but much further in game.
I have found one of the issues that may be causing your mini-dumps.
Psychoak is testing it and I ran a game for quite a while after making the change locally without a mini-dump. No guarantees there isn't something else. I'll let him speak to specifics on fixes though and when/if they might be coming.
You guys are awesome as usual.
It's actually comforting seeing all the other people with the m/d if means it will be solved sooner.
ZombiesRus5 may or may not have found "the" crash. Since I didn't run into this problem with a solid week of daily stability tests and I don't have a single Min/Max error in the entire working set of file changes since the previous release, I don't have the foggiest idea whether or not it simply hasn't crashed on me yet. ![]()
His find should cause crashing though, there's just no explanation for it in regards to the reported error I saw when I finally managed to dump out earlier today. For now it's one of life's mysteries.
I'll be going back to the last known stable build to check all of the changes one by one, but for today this is as good as we can do.
Thanks SOA2 guys, appreciate all the hard work you've done for us all ![]()
Happy to report
havent crashed since patch.
Cool, I have to agree the SOA2 guys present and past have done an outstanding job on this mod. It was one of my first to play in Sins and is still a favorite mod and one of the few I will play online multiplayer with occasionally.
Also, while I am happy to help with what appears to be one of the issues recently I in no way take any credit for the content of this mod.
Couple of quick notes:
Ai would not keep pacts...but this might be a Sins game problem not mods.
When ai speaks to me main screen I get a string not found message on bottom of ui.
In main setup screen assigning players races/icons game would not let me choose a specific icon, it reverts back to a set one.
My personal opinion only....the reds and yellows in the custom ui is a little bright...glaring even.
sorry.
Completed first game of S0A2 in a long time !
Great work..it's the little things:
Great and interesting tech trees...icons are great work.
Sound effects when losing shields and at capital ship level ups.
Had rom's as ally so... didnt notice the Rom starbase at first...but great work.
Even the diplo pacts look interesting and logical...but they kept getting refused and broken.
You might want to look at capital ship cost...they seemed a little cheap.
Blegh, I bounced the pact ideas off you. I blame you for that player only nightmare whether you want it or not. ![]()
The AI is retarded, it offers pacts it can't have, it can be fixed, and was previously, but we're looking at a probable rewrite of that entire system with the next Diplomacy patch.
Any particular examples of underpriced elites? Two Akira's should be able to kick the starters to the curb without any trouble at all, a pretty good cost comparison.
My point exactly ![]()
Quoting psychoak, reply 2511Blegh, I bounced the pact ideas off you. I blame you for that player only nightmare whether you want it or not.
My point exactly
Hmmm, now I'm interested though in what you actually tried. I dusted off my old Advent pact tests and played against the AI to see if he could handle sharing technology through pacts without dumping. The game is still going and the Advent AI was able to build Refineries after accepting the metal pact and researching the linked refinery tech.
I hit you in messenger too if you care to tell me what you tried. I'm in the works to redesign pacts for a nine race system and would like to avoid any known issues.
The main problem is that the standard pact design is a very rough abstraction. It's just a static bonus to both the offering party and the receiving party. You can't trade actual technologies, and when you work around that minor little detail by making the pact a research requisite for other research, circumventing that limitation, you have a pact that only works one way.
You offer the Federation a pact that trades Federation technology for Romulan technology. Everything works out. You offer the Klingons that pact, and you get Federation technology while the Klingons get nothing. Each pact has to be race specific, each technology unlock has to be pact specific. Even then, they have to be one way or you can still get technology from people that don't have it.
The AI is utterly incapable of dealing with this, as the settings that determine offer and acceptance are global values. The pacts work, your computer allies are just utterly incapable of dealing with them. Any successes on their part are sheer dumb luck.
I know next to nothing about modding Sins, and my understanding of the way diplomacy works is not great, so I apologize in advance for the stupid questions.
Is the AI very good at assessing what helps it and what doesn't? If I'm understanding correctly, the trouble is that the AI sees no benefit to the pact it's offered you for itself, so it ditches it as soon as it's signed.... but what if you layered in apparent bonuses with no actual benefits, like a massive bonus to something each faction doesn't really use. Say a really beefy strike craft bonus for the romulans, since they havent got any except from defense hangars, or a disruptor bonus for the federation (I guess that would screw with the balance of their bombers, but for example). Might the AI then be fooled into thinking it was profiting by an arrangement, and be more likely to stick with it?
The pact dropping and the lack of value in the pact are two separate issues. If the AI actually knew when it profited from an arrangement, it would be vastly smarter than it is.
Got a minidump to report. About 90 seconds in.
First game i played, i was borg vs 4 AI (one of each race) on normal (this was a sh- and giggles match).
Set the two scout modules to scout, put the two coffins and pyramid in one group and the queens diamond in another. Set a noncombat research node to build, and set the first two resource researches to research. Could've been when the coffins/pyramid were about to make a warp jump, but i couldn't tell as i had zoomed out.
The visual settings had seemed to reset from the 1.21 update i seemed to have missed, but i had patched the SoA2 mod to it's most recent and the only visual settings i changed was the resolution back to my liking. Didn't touch the rendering/texturing settings yet.
It could be settings, or it could be something just seemed to screw up, but either way i thought i'd let you know. I will check with another game shortly and update this post if it's a one-time issue or not.
EDIT: Seems to have been a first-time minidump, as i started another game after turning off a few effects and putting settings from highest/high/low to med/med/med. The new game has the exact same settings as the first, and i did things in almost precisely the same order as the first. Running strong so far.
There appears to be a glitch somewhere in the Klingon files, will take a while to run this down still, but Feds and Romulans both appear to run clean. I'll try and have this sucker weeded out for the 1.3 update, till then use them with caution.
How you guys manage to dump out so early is beyond me, the test game I ran after fixing another dump causing glitch ran for over fifteen game hours...
psychoak, I've had these 'first time' minidumps with many mods, it's sometimes just an issue of just starting up a mod, as it probably has some issues initializing the first time, but after Sins closes and you restart it, it's completely fine.
Did you put very much work into the Borg for this update at all? Cause the icons for the cubes are all messed up, with different issues between the infocards and the empire tree. If you'd like i can detail it out.
Yes, I edit the text file to initialize mods on startup because of those issues. There is however a definite glitch. Assuming I ever manage to narrow it down to a specific area, I should be able to find it with a few hours of reading.
Icons are a mess, WIP UI issues.
It's a min/max error, there's a set of reversed values in here somewhere. The result is that it dumps out when they're triggered. Unfortunately it's an excessively rare event whatever it is. I've been trying to weed it out to an individual side that's causing it, but I can't even manage to get a repeat crash out of the Klingons over the last 60 ish game hours.
Hi maybe someone can help me. I have sins and I wanted to try this Star Trek Mod. I have diplomacy running version 1.01 and I extracted the files to the proper mod folder in diplomacy. All seemed to go well as I turned on the game and when into the mod thing in the options and I clicked activate mod. When I did that I hears star trek like sounds as I moved the cursor over different buttons but when I hit apply the game totally freezes... any idea's? All help will be greatly welcome!
thee cause of the freezeup is due to the ancient version of diplomacy that you have, with the mod being written for the latest version.
harpo
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