Enjoy the new skybox's, ships, and structures. Hopefully with no freaking crashes this time lol.
Fleet supply was tweaked a little, but not to the extent of the fleet supply mod. Use LARGE fleet sizes in your game options.
I will also be uploading a new fleet size mod for SOA2. Warning this is only to be used on high end machines and may cause lag. use at your own risk. File upload is in porgress.
ps thinking of making one for the people who complain of borg superiorirty. Thoughts??
thanks jay
Curious..a day before the vote.....
lol
Others have thought as you have Jay.. They tried to fight the inevitable... Now they are all Borg...
If we wanted to coincide with the contest, it would have been a lot smarter to release last weekend. ![]()
Especially since Moddb still hasn't authorized the bleeding download....
not if played right. I found this out testing heavily. With diplomacy and pacts it can rather be easy to take out the borg.
thanks ajy
Yea we know about the faction icons. MyFist0 pulled that UI off by himself from scratch. So no doubt there is still stuff that needs doing (like re-making the correct faction icons). UI is still WIP, but its MUCH better than last release.
I never said the Borg were "impossible" to beat (unless you turtle too much and let them tech up in which case you deserve to get your ass handed to you). The Borg are just "difficult" to beat.
Finally! Did minidump once when purchasing a level for the first Ambassador, but it wasn't persistent so it probably isn't a big deal.
I had one last night around the same time as an Ambassador level up(first game new ver)....but restarted with no problems.
The faction icons have to be locked or you get other players with wrong icons. Klingons should not get borg icon and borg do not get fed icon, etc.. When a player has a chance to pic a random icon so does the AI. I might get rid of that selection window all together.
EDIT: After looking into the files I see that my work was once again replaced with stock reference files by someone using our old live sync. Half the errors i recently fixed were do to someone on the m0d team borking everyone's work.
My rig would be classed as a POS now and not 1 crash while testing many many games.
Debug and request site
USE THIS for reporting. To me every crash is a big deal
The thing i hated the most was seeing my hard work getting overwritten by older crap on the old sync site. That is why i damn near had to rebuild 0.5D.1 from scratch when i added TSOP to it. Too much crap from the older entrenchment versions in it, and stuff being overwritten by old crap by peeps not paying attention, or by peeps not asking if the mod was updated. I am glad we switched to SVN. There was one instance where i accidentally overwrote Psychoaks work (oops!). But there was that handy revert function in SVN that saved our ass's.
My Windows 7 64, i5 3.2 gig, 6 gigs ddr3 ram, rig is now pushing on the "low end" spectrum too. Bought it last year, but the stuff coming out now is damn near unplayable on it (SoTS 2). However, i can play SoA 2 on max settings on my crappy laptop (with an even crappier intel video chip), and i get a very good frame rate. I can run large maps with 5 vicious AI factions damn near all day until the typical late game slow down. Ram usage never goes above 1.6 gigs.
I can't reproduce the Ambassador crash. Not sure what's up there.
Fixing the faction icons and a few other minor issues. Psy is working on some balance work. We may have a patch before Christmas.
Fixing the faction icons and a few other minor issues. Psy is working on some balance work. We may have a patch before Christmas.
It happened when I first activated the mod, and I didn't restart the game so it might have just been related to that.
Oh that is probably your comp trying to fight my borg nano virus then.
Resistance is futile.
I'll let you know if I get it again. Had a complete game last morning with no trouble.
Thanks for the new version.
I watched First Contact again and noticed that the sphere has been destroyed after it was hit by only 4 torpedos. What do you think was the sphere already damaged? Or are the torpedoes so strong? Anyway, is there a chance that you change the torpedoes in SOA anytime in the future? I suggest triple damage and twice reload time. Maybe the energy weapons reload time could be reduced for balancing.
New skyboxes are great.
Red in particular.
As picard said "they knew their ship was doomed" so they beamed aboard the enterprise to try and assimilate her. The sphere probably allowed itself to be destroyed easily as part of a grander plan. When the fleet attacked the sphere that was carrying voyager home they threw everything they got at it, and it didnt even scratch it.
Glad you like the skybox's . They are just random hubble pics blended into the texture
Just realized, why does it still say : [MOD WIP]? Aren't you guys past that point?
Its due to the fact that they are still working on the mod and besides when is a mod ever finished? There will always be ideas to add, balance issues to be addressed and of course the new patches that may break the mod and cause frustration to all.
The factions aren't much of a WIP at this point, but the neutrals are almost entirely WIP still.
You'd be amazed at how many ability bugs there are in the version I just put out that you'd never have any idea were there without spending a couple weeks pouring through the files. I found half a dozen in some test games last night, spent the afternoon fixing them. There's a few interlinking abilities that create branching conditional effects, no one is the wiser when one of them isn't working, only the designer realizes it. ![]()
Hello all,
I've always quietly browsed the forums without actually posting anything in the past. After playing the older version of SOA 2 for quite awhile and now the updated version of the mod I just wanted to say to the development team that I think it's a tremendously well done mod and the best mod I've ever played. With a few tweaks this thing could've been put in a box and sold on a shelf as an expansion. The entire package is professionally done and the updated skyboxes/textures are beautiful.
So great work! I look forward to any patches/balance issues that might be addressed in the future.
With all of the frustrations, and hair pulling we went through over the years it is those comments that make it all worth the effort.
There is a new dump issue.. However we dont think it is a mod issue, but a Sins issue of not loading all of the mod files correctly at first run (Psychoak posted about this on the ModDB page). So if you experience a dump restart sins with the mod enabled. The mod seems to load correctly after restarting Sins with the mod enabled. Not sure why Sins is doing this.
As long as there is an interest in Sins, and SoA 2 it will always be a WIP ![]()
If you mean say, a MD on booting up Sins, I've been having the same issues on my end. Seeing when they started occurring, SoGE after NU was added, I believe it may have to do with either the volume, total size, or both, of everything being loaded up.
The MD happens after the game starts anywhere from the first 2 minutes up to 2hrs in game. Always the first game after the mod is fresh loaded and enabled.
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