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[MOD WIP] Star Trek: Sacrifice of Angels 2 - 0.9.5R Update 7/09/2024

[MOD WIP] Star Trek: Sacrifice of Angels 2 - 0.9.5R Update 7/09/2024

https://www.moddb.com/mods/sacrifice-of-angels-2/news/sacrifice-of-angels-09r-released

Can anyone remember when we used to be explorers? - Jean Luc Picard

 

FED
KLI
ROM
DOM
BORG
NPC

 

12,663,035 views 5,100 replies +12 Loading…
Reply #2651 Top

Quoting KidInTheHall28, reply 2646
It's believed the first time you play SoA you'll get a minidump just as I and others have mentioned, if you start it up again though you should have no problems.
End of KidInTheHall28's quote

 

You were absolutely right - 2nd time I played a 4P map with the Dominion against Federation, Klingon & Romulan and no crashes! Although had to fight pretty hard to come out on top... that AI ain't half stupid :)

Reply #2652 Top

Thanks for your answers. I realize the mod might never be completely finished, i know its the nature of the things. I have myself 2 models for the B5 mod under construction for almost half a year and i am unable to finish them, cause of the lack of time or enthusiasm in the right moment, when i have that time.

I was just curious about the state of the mod, as there is not much info around, was not aware of its ModDB site. I tried some early version for the vanilla game  one or 2 years ago, but the lack of content there was killing the immersion for me sadly. Thats why i am asking. I could indeed download and try it myself, but its easier this way.

 

Reply #2653 Top

I have given my fixed build to Jay and Psycloak so hopefully soon some of these crash issues will cease. Pretty much can go back into retirement now lol. Seriously that is not true. When i get any free time i will do what i can.

+1 Loading…
Reply #2655 Top

It's in the repository, all 700+ file alterations, deletions and additions.  I'll get together with my modeling slave and see what the time frame is on the current model work.

 

The next update will be a new install.

Reply #2656 Top

Quoting psychoak, reply 2655
It's in the repository, all 700+ file alterations, deletions and additions.  I'll get together with my modeling slave and see what the time frame is on the current model work.

 

The next update will be a new install.
End of psychoak's quote

 

he speaks the truth :x

Reply #2657 Top

I have a question and please forgive my ignorance on this topic, but I dont see anywhere where this has been answered. Will a fleet supply mod be available for Diplomacy?  I loved the xtra supply for the mod created for Entrenchment, but alas, it doesnt work for Diplomacy.

Sorry if this has already been asked, I just would really like to up the supply.

Reply #2658 Top

you should be ably to copy the diplomacy entity.manifest to the extra fleet mod in the diplomacy folder, as the diplomacy game uses entrenchment entitys when it does not find the file you want in the diplomacy mod(s) and diplomacy game folder.

harpo

 

Reply #2659 Top

IMHO the fleet supply mod should be incorporated into SoA 2. I never did like the ridiculously low cap of the current build. However this was done as a "balancing" measure.. Really? Some ships do need high fleet supply to keep from being spammed to death (Cubes, Galaxy, Sovereign, Enslaver,), but the Miranda's?? IMO This needs to be looked at very hard to determine what really needs high cap, and what doesnt.

Reply #2660 Top

Miranda's are a little off at 17 compared to a Sovereign at 95.  Equivalent combined durability and firepower relative to fleet point usage is a bit unfair to them since they blow up faster.  I'll do another pass on things once the lineup has been finished, but if Miranda's were say, five, they'd be significantly more effective than a Sovereign.

 

I'm assuming there was a rationale we had in putting resource costs and logisitics so much higher to begin with.  I figured it was a reduction of the throw away factor Sins has in regards to frigates.

 

You don't really lose that by increasing fleet sizes, but without an accompanying resource flow change, it negates the effect of fleet research.

Reply #2661 Top

Great MOD, loved the v1.21 for diplomacy, and I'm trying to install the v1.3 and when i try to extract it i get 3 folders. String, Game Info, and Window. i know form the v1.21 there should be one file, any advice?

Reply #2664 Top

The current test version appears to be crash free.  I'll continue hammering away at it to be sure, but Major Stress appears to have solved it, unless I accidentally fixed one without noticing.

Reply #2665 Top

I didnt touch Research, Diplomacy, or the UI. Nor did i touch any of the gameinfo save for the ships themselves. If you wanna bug hunt, then where i didnt touch that would be a good place to start.

Reply #2666 Top

now i'm having issue with saved minidump. i have all things turned to the lowest settings and i have 4gb of RAM, any idieas on what to do.

 

tried searching this thread but could not find anything that lays out a plan of action.

Reply #2667 Top

Quoting CrazyVulcan, reply 2666
now i'm having issue with saved minidump. i have all things turned to the lowest settings and i have 4gb of RAM, any idieas on what to do.

 

tried searching this thread but could not find anything that lays out a plan of action.
End of CrazyVulcan's quote

Dont reload a m/d. Start new game always.

Reply #2669 Top

How much ram your computer itself has is irrelevant. I have 6 gigs, and Sins will still dump if it hits its hardcoded 2 gig limit (How much ram Sins itself uses. Not Sins plus every other program your computer running). The diplomacy 1.2+ patches supposedly fixed the 2 gig dump issue. However the mod uses some older pre- dip1.2 files. That "may, or may not" be the problem.

The latest SoA2 dev build has TSOP fully incorporated into it to help fight the dump issues. There are also some duplicate, and unused files, and textures in the current version of the mod. That may also be contributing to the problem. The new build cleans all the "garbage files" up. If this doesn't work then I am at a total loss, and clueless as to what the problem could be.

The only other solution i can think of is to completely rebuild the mod from scratch (yet again) using the Dip 1.31 reference files. That will be the absolute LAST resort. Since it will quite literally take MONTHS to accomplish a total re-build with all of the non-vanilla data SoA2 has now.

SoA 2 users can you do a test for us?.. Run your task managers while playing the game, and see how much actual ram Sins with SoA2 enabled uses. Then post your results. The Average Ram Used "should" be between 1.3 to 1.5 gigs. This is what i get on my tests. This on max settings, max factions, biggest map, and max AI's. If you are getting any higher than 1.6 gigs then something is very WRONG. Remember JUST the ram Sins with the mod enabled is using. NOT how much total ram your system is using.

Make sure you are NOT running any other mods with SoA2 (with the exception of the Fleet Supply Mod which was designed for SoA2) Disable all mods from the mod list, and re-enable only soa2.

Reply #2670 Top

I don't know what you fixed that did it, but our mysterious crash disappeared when I integrated your work into the repository.  SOA2 should never go near the 2gb limit, even with all the old crap you weeded out still in it.  I cap out around 1.2gb with everything maxed on random huge test games that I run for hours at a time.

 

There are features in progress that would need ripped back out or we'd go ahead and release a crash free version now.  The good news is, one is coming.

Reply #2671 Top

To all involved with making this mod, I thank you!  This is the only way I play Sins now.  You guys (and gals?) have done a terrific job!

I recently did a complete reinstall of Sins/Entrenchment/Diplomacy and have the latest update to Diplomacy.  I redownloaded SOA2 for diplomacy, placed it in the mods folder and then applied the 1.3 update to SOA by extracting it over the already present SOA2 mod.

The mod runs fine, but all the portraits for the AI players are screwy; they look like they are part of a film strip (from school!) that has been rolled too far up.  It's kind of hard to describe.  Also, any mission the AI offers is always the "String Not Found" mission.  I've tried reapplying the SOA2 update, but its still happening.  I've been playing this (AWESOME!) mod for a long time now, and haven't ever seen this behavior before.  What did I do wrong or is this just a known issue?  I'm figuring it's because of the latest Diplomacy update but just wanted to know if this is just me seeing this or if it's something others know about.

Also, the one change I usually make to the mod is to fix the Borg engine sound so it actually shows up in game instead of being the default engine sound.  Is there a reason it's not used (like memory or something?) since it's present in the sound directory and some of the files reference it?  I did notice it was really loud (on my machine) and seemed overly biased to the left speaker so I rebalanced it and lowered the volume.  I also made it a lot smaller (from 775KB to 77KB).  Let me know if you'd like to try out the new sound.

Thanks again for the great mod guys! 

Reply #2672 Top

^^^  An interesting description "like a film strip" and pretty accurate.  I thought it was just me.  This error occurs in the diplomacy and relationships screens.  Anyhow, for pictures of this exact "bug" go here- http://www.tgupdate.com/SOA2.html

There also seems to be a magenta colored box over some actions in the diplomacy screen (also pictured).

One other I have pictured is a "String Not Found" button where ...I believe...it should just be a "close" button.

 

 

As far as mini-dumps go I almost NEVER get them.  I get one 90% of the time right when a game starts but if I jst restart the game its fine the 2nd time (pretty sure you guys know bout that).  I have no played some MASSIVE single player games with 1 of each race and over 150 planets with no issues yet.  I have also played a 4 player map with a friend via LAN (us 2 VS Klingons & Dominion) and aside from some stuttering during a 200+ ship battle (totally normal) it ran fine as well.

 

If pics of bugs helps, lemme know and ill post more if I find em.  If its just annoying, let me know that too.

 

And as many other have already said...GREAT mod...DO NOT give up on it!

Reply #2673 Top

Sounds too loud, and screwed up is a Known issue.

String errors.. Known issue.

UI being screwed up is a Known Issue. MyFisto was working on our new UI. Being that it is totally different than the normal Sins UI i haven't a clue where to begin to fix it.

That is an interesting error. The "film strip" bug, It doesn't happen on my build. I cant duplicate the problem. I run 1680x1050 res. What resolution are you running? It "looks" like a string error, or typo in the brush file itself, but don't quote me on that. Like i said it is a new UI, and i am unfamiliar with how it was made.

No worry's about posting bugs, but try to check, and see if the bug is already a known problem beforehand.

Reply #2675 Top

1920X1200 Resolution here too.  Maybe that's what's driving the flimstrip issue.

I agree that the Borg_Engine.ogg was too loud as it was, so I fixed it.  Is there a way to submit it to see if it's good for the mod?

I checked the bug list before I posted this, and even posted the bug about the borg_engine file, but there was never any acknowledgement since they're really busy fixing other stuff.  I may not be looking at the right bug list though.