I have that, I just can't download because the zip utility on the site is gone.
Google it...
Don't know if it matters but every tutorial results in a m/d.
Naturally, tutorials are using vanilla assets that don't exist in SOA2.
just checking.
having major problems with this mod:
see this:
https://forums.sinsofasolarempire.com/410453
Hey, just wanted to say, great mod, been following since the start, however I had taken a break from the game for about 5 months and then got the mod again afew days ago with a friend, loving it like before, only one problem though..borg weapons...the sound is extremely loud on headphones and only play through the left ear phone, anyway to fix, because it hurts to watch the fighting...and thats a big shame...I'm a borg lover lol. but thats only the borg weapon sound ONLY, everything else is fine (:
Question to other players and the mod team: Is there any reason why the diplomacy version of the mod would have problems running on Windows XP? A friend of mine has tried to load up the mod twice from within the mod menu in diplomacy, but it keeps crashing on him. Any reason why this would happen?
What OS you are running shouldnt really matter. Only reasons why it should crash is
1) improper mod installation. Try re-installing the mod, and do not run other mods on top of SoA2
2) Running mod with "wrong" version of Diplomacy.
3) You are hitting the 2 gig ram limit. Try lowering your video settings. If your rig has 2 gigs of ram, or less then you should definitely lower the settings. Vanilla Diplomacy 1.21 uses about 1.4 gigs of ram (give or take depending on map size, how many ai's etc) at maximum settings. The Dip 1.2 patch was supposed to fix the 2 gig dump issue. The mod is rendering 5 different factions. Not 3 like Vanilla. So we are kinda pushing the limits a bit.
I havent had any time to look at the latest mod update yet. But from brief glance there are quite a few duplicate files just in the textures folder. I am also wondering if any of the diplomacy 1.2 graphic fix's are being overridden. "IF" i can get some spare time ill check this out.
As far as diplomatic victorys crashing the mod. there may be an entity that the mod isnt digesting well. One of the code monkeys will have to look at that.
Seriously?? You are playing the Tutorial with the mod enabled?
running xp fine here.
The load error situation is just an undocumented aspect of modding, the game sometimes glitches on the in game load when things aren't in an expected order, it throws errors that don't exist, and dumps the game out. As previously said, if this happens, just manually change your text file.
TXT
Version 0
enabledModNameCount 1
enabledModName "SOA2 1.21"
That's all you need to do.
Not sure where to post but, I have an odd bug.
(First off...I just got the mod and after a few hours of play I easily would have paid for this damn thing. AMAZING work!)
Anyhow, what happens is, I load the mod, start a game (New or Load a Saved), then within 10 seconds I get a minidump. Reload the game (with the mod already active from being loaded up before) start a game or load a game and it works just fine. By no means a major bug, but figured I would mention.
No fix for the sound bug I'm having, its rather painful to watch the borg fighting...other than them killing Me and My friend lol.
any reason that the research pacts shouldn't work? like the AI won't accept them but will continually reject over and over again. And when they offer a pact, I can accept but they will renig in seconds
Still a rare non-repeating crash bug in there somewhere.
As always, patch is cumulative.
Research pacts have probably (just an assumption) not been touched yet. Perhaps it is a vanilla file conflicting with a mod file.
The sound, and music volumes do need work. Some sounds are extremely loud while others you can barely hear. My only bitch is someone took out most of the ST:TMP soundtracks, and replaced them with different versions of the trek opening fanfare (nemesis 1st contact, insurrection, etc.. etc.. The whole reason i used the TMP soundtrack was to avoid the "we are so HAPPY that we are marching to war! life is beautiful!" trek opening fanfare. Trek itself was about hope, but This Mod is Dark Themed, and about Total War. There is NOTHING happy about it (except for kicking some borg, or dominion ass). Hearing the opening theme once in a while is one thing, but damn near every track?? C-mon guys! If i hear that over sugar coated opening fanfare one more time.....
It wasn't me!
All I do is break entity files.
All I do is model and texture.
Oh crap..I always had music disabled...didnt even know the sound track was disabled.
For a few decent "Trek Type" tracks maybe look to add a few Birth of the Federation tracks?
Quick question...1.21 saves....work with 1.3 or no?
No.
Yeah i noticed the crash bug, played dominion 5 mins in when it went poof.
The sound, and music volumes do need work. Some sounds are extremely loud while others you can barely hear. My only bitch is someone took out most of the ST:TMP soundtracks, and replaced them with different versions of the trek opening fanfare (nemesis 1st contact, insurrection, etc.. etc.. The whole reason i used the TMP soundtrack was to avoid the "we are so HAPPY that we are marching to war! life is beautiful!" trek opening fanfare. Trek itself was about hope, but This Mod is Dark Themed, and about Total War. There is NOTHING happy about it (except for kicking some borg, or dominion ass). Hearing the opening theme once in a while is one thing, but damn near every track?? C-mon guys! If i hear that over sugar coated opening fanfare one more time.....
The music and sounds do need work. The music was being reworked by myfist. He is not done. Much of what we did with the music was to reduce memory usage. We do intend on combining what was in the mod with what is in the mod now. But once again is not complete in any way shape or form. None the less i am impressed with myfists work. The issue with the opening theme is related to the lack of many ingame music tracks and us only using what is ingame atm and not using stock. The sound effects will be looked over and redone sooner than later. We are currently looking for a experienced sound person if anyone is interested.
thanks jay
I've been playing the crap out of this mod recently. I really enjoy it. There's just one thing I've been wondering.....
Does anyone have good tactics in countering the Borg? Or are there any abilities that make sense to use against them? I was in a game where three rather large fleets from the Klingons, Romulans and Federation fought two scout cubes and a handful of Spheres....guess who won.
I've had some success with luring them into magnetic clouds where their passive regeneration doesn't work. It sort of levels the playing field a bit, when they don't heal up quicker than you can damage them. But there's got to be something else(or maybe you guys just like making invincible enemies, in that case, carry on!)
Anything that drains antimatter or disables abilities should be used heavily.
Ten times their fleet points should be a safe engagement, with few casualties. Five times their fleet points is likely a fairly even battle. As they progress up the research tree, you're looking at more along the lines of ten times their fleet points being an even fight. If you fight at anything resembling even odds, you'll get whipped.
I will look the mod over, and fix what i can fix. Problem is i have no access to sync or any way to upload my fix's. I can also equalize the sound, and music volumes. The borg beam is pretty annoying i will look for some alternate sounds so that our ears aren't melted by repetitiveness.
I have skybox's more fitting for the mod too. You should already have them jay but ill resend them to you if you dont.
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