Hey, while waiting for the 1.32 version how do i roll my diplomacy game back to v1.31 so i can still play? after playing this mod the main game seams sorta bla.
You shouldnt have to roll it back. The mod works with 1.32. Thought that annoying dump at startup issue is still present. Like i said just restart the mod, and you should be fine.
We plan on adding new planet types once we get all of the factions finished. No ETA on it though, because it is low priority compared to completing the factions.
Awesome, glad to hear that even with a mod that could have the appearance of being near completion you guys still have tons of stuff in store for us!
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This sounds extremely familiar. I encounter this in Black Sun as well - the "mandatory crash" that will occur at least once when making entity changes to the game. Start, crash. Start, crash. Then works fine. Exceptionally irritating.
We plan on adding new planet types once we get all of the factions finished. No ETA on it though, because it is low priority compared to completing the factions.
reloading the mod is where i get the mini dump, i have everything at its lowest setting (though my computer can run at max, it helps with loading mods)
then i tried moving all the files together in the 1.32 folder, got a ridiculous large checksum. so how do i do this?
Could'nt the planet mod from SOGE be used?
The reason why we are prioritizing faction completion first is to see how much "room" we have left to add other stuff. Like diverse planet types, and Re-incorporate Volumetric Explosions (if we can make it work). The Diplomacy patches may have fixed the 2 gig issue on its own. Plus TSOP is fully incorporated into SoA 2, but we still could easily push the mod over the edge if we keep on adding stuff without regard to how much in resources it will use. The 2 gig issue is still very present. We must make sure the mod runs below that 2 gig limit. Right now with 5 diverse factions almost complete we are at around 1.5-1.6 gigs on max settings. Even with TSOP in the mod that does not give us much room to play with.
The Startup dump issue is fixed with the new build. It has to do with the redundant files that are in the current build.
If you can run Sins at max settings then SoA 2 shouldnt be a problem at max settings ether (we designed the mod to ether match, or better sins requirements). Sounds like you may have a faulty install, or a corrupt download somewhere. Try re-downloading the mod from the ModDB page. Follow the install instructions to the letter. 1.21 then 1.21a then 1.3, and 1.31. I know its a pain, and the next update will be just one full install. The only time we should patch is only to make a minor fix. The mod should be installed in the Mods-Diplomacy v1.32 folder.
I'm not exactly sure how the 2gig limit works but i'm just going to surmise that the more stuff you have on screen the faster it will minidump. So if I'm playing on a map that has 100+ planets and a mod that is already at 1.5-.6 gig will that make my play more difficult? Because I pretty much only play sins on large maps.
should remember that this mod uses pretty much all the stuff used in the optimization project so memory issues shouldn't be showing up until really late game.
The 2 gig limit is a hardcoded force dump when Sins by itself reaches 2 gigs of ram usage (See the TSOP topic for a detailed explanation).
The more AI's, Units, and Planets on the map. Then the more CPU power Sins will use to calculate ship/structure speeds, and positions, weapon hits, and damage, abilities cast, buffs, de-buff's etc. This is IMO the main cause of the late game lag in Sins. Thousands of units on the map at once, and pretty much only ONE core of a multicore CPU doing ALL of the work.
Ram, or more specifically lack of ram (less than 2 gigs) effect it too, but not near as much as it does CPU since most if not all of Sins assets load up at map startup, and stay loaded throughout the entire game. Ram mainly effects the textures, meshes, particles, UI, and sound. SoA 2 is designed to mimic, or do better than Sins as far as texture sizes, and poly counts (a lesson learned from the original SoA mod). If you have 4 gigs of ram, or more, and a decent vid card then you shouldnt slow down late game because of lack of ram.
Hmm this is a major question that comes to mind.
With Rebellion coming around down the road in a few months what's the plans to adapt or make use of the functions and possibly new ships. Basically what's the future plan for SOA2 when Rebellion rolls around?
Okay thanks for the answer, btw I really hope that if there is anything in store for rebellion it will be awhile in the works, 1) diplomacy is the perfect mix for Star Trek. 2) there is still so much stuff left that can be done with the current build
I'm having this wierd profile picture error. When I pick Data's set for example I instead get a cute little elf chick as my commander picture. I read on Moddb that other people are having the same issue with Trinity 1.32, is there a fix for this?
I prefer the cute elf chick
It was definitely surprising when Data or whoever it was morphed into her though. Doesn't even seem like anything from regular sins. Guess it could be an Advent chick though, especially since the Feds are based on the Advent.
Well somehow we got SOGE's profile pics onto our UI! The fix is to remove it, and put back our UI. Yea its a known issue. We will deal with it.
We plan on porting to Rebellion, but it will probably take longer than it took for us to port to Diplomacy. The mod must be rebuilt from scratch to do that. Converting is not an option, because we have been down that road before with Original Sins to Entrenchment. Then from Entrenchment to Diplomacy. It failed each time. It caused more problems than it solved. We are not even gonna try "converting" SoA 2 Diplomacy to Rebellion. I need to redo everything in SoA 2 for Rebellion one at a time, and test it thrice over. A Long, and Tedious process, but the result will be far better.
No plans in the immediate future for Rebellion yet as in how we are gonna use the new features, and new ship slots. We need to see first hand what is actually there, and if we can do anything first before we make any decisions. We do know that there will be a total of 8 vanilla factions (6 playable 2 npc). So we can use the new vanilla player entitys, and build upon them (along with the research, ship slots, etc. that go with them). Instead of using custom made buggy entity's like we are using now.
We are more than likely going to stick with Diplomacy at least until we get the factions finished. It will be a while before any kind of Rebellion port will made till at least a few to 6 months after release. Rough guess.
I agree. No doubt a lot of patches after release that will make it a m0dders nightmare.
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WTF.
I meant put back in our own profile pics. Calm down MyFisto
Your UI is safe. I do need some UI templates so we can finish up the Fed UI, and maybe work on some faction specific stuff.
The relentless patching like what was done in the early days of Original Sins, and Entrenchment is another reason why i want to wait before we port to Rebellion. I dont want to port it then have to rebuild it again, because a patch busted the mod.
I will be back on the UI very shortly Major. I just want to finish up the tearing apart of Sins for my SotC base m0d. Everything needs to be "Not loaded". Advent is done, TEC is done but I am getting a nasty error that dumps me and Vasari is 50%. Also trying to track down a built in particle error I get with no m0d enabled.
DO you mean the skin for the different races? I already separated those and gave each race there own skin but most are just copies. Start spitballin' ideas and texture examples. I will also start a planet add-on that can be put in or left to stack on top. For now for testing it will be a stack-on that will be for my m0d as well. Spitball me ideas and texture examples. I figured out how to optimixe the planet textures and model so we can add around 20 and still use less memory that Sins stock planets.
The real pain in the ass is I lost all my original files and I do not want to start editing compressed DDS's. I was still up in the air about the UIplayer.dds being split with the larger items DDS and the smaller items TGA because there is some quality loss (like fleet tree icons are most noticeable to me). That means a total rebuild of those sheets which took uber time but the way I designed the textures and the corresponding brush files it will be a breeze to port to rebellion..
Your UI is the only thing we have left to convert to DDS, and TSOP will be complete for SoA 2. Is the quality loss really that bad? i know some ways of limiting the quality loss. We may have to live with some loss to keep the ram usage down. I know it sucks, but it is what it is.
I got a few things in mind for Borg, Klink, and Rommie UI's. Dominion we can use some suggestions. It wasnt till i saw what you did with the UI that i started thinking about this. Before the MyFisto UI, faction specific UI would have been out of the question, because it would have taken up too much space. Now we have room.
The dds is liveable, I am just fussy.
One thing about the skins is I put them on the sheet with all the rest of the players brushes so the whole texture will load. If they are on separate sheets only the skin texture sheet of the player picked will load. It was a learning curve as I tore apart all the sheets used by Sins and SOA. Man you had a lot of wasted sheets loaded, like 12 Research and 8 Research2 just to add a couple custom buttons. That was throughout the whole UI. I must have gotten rid of more than 20 sheets.
Another thing about the skins is that some buttons cannot be changed in the UI, they are shared throughout. So if you want the Menu button to look like it does now it will look like that for all the Skins. I got around that in my m0d because all the races are add-ons so each button can be customized. Ya it sucks. so we need a standard look for the buttons across the top of the UI for now unless I can figure out another workaround.
In theory, wouldn't the banned uber-ships effectively suit the roles of titans?
The Scimitar is about the only Star Trek ship that could be a Titan that I can think of, besides the largest Borg vessels of course.
I believe Major already stated the Scimitar wouldn't be in game a long while back... like halfway through the thread. Although it's entirely up to the team to add it when they plan on doing the mod for Rebellion. Of course they'll have to find Titan class ships for each faction... probably minus the borg. Pretty much all their capital ships are basically Titan class... one or two cubes is enough to wipe out an entire fleet currently.
That's not ST. I would leave out the titans, size wise. Depends on their abilities or specialities weather to use an existing Fed ship as Titan, just keep the model the same.
Oh i get it now.. We got titan slots so voyager/ent/nemesis fan are gonna chime in about adding the banned absurd uberships like the Scimitar, Prometheus, Wells, ENT-J, Dauntless, yada yada. Forget it. It Aint Gonna Happen. So stop asking. We will more than likely leave the titan slots blank if it comes down to it. Just like we left the super weapon slots blank for all of the other versions.
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