Yes 2 gig limit, but I am guessing that the lag you experience in large battles is cpu, single core limit with no multi-threading. A lot of the lag I think is caused by fighters and if were up to me they would be severely limited in there numbers.
With all the optimizing done, we are hovering around 1.2 g ram, room for more custom models yet, but not many if HQ textures are included. There is always a give and take with the amount of content and how high the quality is of that content. Rebellion really pushed the limit, or went over with adding all there content and not optimizing the texture sheets properly.
Interesting. Thanks.
Good to see a new release, lots of new content, so much more Trek in there - Qapla' !
I'm pleasantly surprised as I thought the SoA2 team would have been busy converting to Rebellion.
Minor spelling mistake for the furry nemesis of the mighty Klingon Empire, RODENT- should have a double-b.
How about "Praetorian Guard" for another Romulan player name? There's only two Romulan names at the moment.
I've never been able to get the UI fonts to work, attempting to view the *.ttf files in the Fonts directory always results in an error:-
Windows Font Viewer
---------------------------
The requested file C:\Users\NewHorizons\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Diplomacy v1.37\SOA2\Font\lcars.ttf is not a valid font file.
---------------------------
OK
---------------------------
Could this be the source of the dump on startup?
They'll be busy converting to Rebellion for the next few weeks for sure.
Hope I can unleash the full might of a gloves-off Federation with Rebellion's graphical updates soon.
Windows Font Viewer
---------------------------
The requested file C:\Users\NewHorizons\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Diplomacy v1.37\SOA2\Font\lcars.ttf is not a valid font file.
---------------------------
OK
---------------------------
No idea how you got that error, shows in-game just fine, use that font in word and image composers for buttons, not to mention, the 1st run MD predates me joining the team and adding the fonts.
Thanks for trying though, always open to input on what may be causing that cursed thing.
Curiously, it appeared to be a file permissions problem in my case. Cygwin showed the .ttf files having read+write permissions but not execute. Adding execute permission to the .ttf files gets the UI fonts working and dramatically cuts down on the number of crashes - I don't think I've had one yet (famous last words).
Sadly the debug log only indicated that a font failed to load, it didn't tell you which one:-
interesting
for helping with debugging, weather the cause or not.
I'm new to SoA2 and old to the DS mod (granted haven't played in a while). I noticed it was said that there isn't a Rebellion version 'yet' and one is in the works (if I understood right). For me to use this mod I have to use Diplomacy, correct?
There is a download for all trinity (diplomacy, entrenchment, original).
Downloads with D are for Diplomacy
Downloads with E are for Entrenchment
Downloads with O are for Original
Last release was 0.6D
0.6R_bEta is in the works
Sign up to modDB and click watch this mod and you will get messaged every time we update.
Cool and thanks! Watching now!
If anyone is interested, I would like to set up a weekly game, for about an hour or two. My idea is to use one of the largest sins maps, random or player created and save the state of the game after the session for the following week. Maybe we could have a 'dm' type player as the borg, or just a really hard AI borg. Each of the factions would be controlled by a player, or we could have more than one person playing a faction, say 3 dominion players on a fairly allied team fighting other multi person faction teams. I say fairly because i think a civil war between factions would be interesting.
If anyone is interested in this type of game, lets talk it out here. Any new ideas or suggestions are welcome. Maybe we could make a map just for this kind of game, where certain resources are more available in different regions of the universe so one faction could trade a common resource for something they don't have much of. ie metal rich faction trades with a crystal rich faction.
I've also changed a few things in the mod myself to make it more suitable for a long form 'semi-persistant' world type of game.
Essentially, I slowed down income rates and increased the time to create structures and ships and changed some of the NPC's so that they will still present a challenge without overwhelming players.--this way pirates and such don't send giant fleets every few minutes when it takes a few minutes just to make an excelsior. I created it with the last version of the mod and have just finished editing this release.
For me, having the ships cost more and take longer to produce makes each ship that much more important. In the TV series, losing a ship always seemed to be a huge deal and with these adjustments it creates the same feeling the games I've played. There are still giant fights between massive fleets, but when a fleet is lost it is a MAJOR set back. It forces players to retreat and try to save your ships to fight another day rather than lose a fleet and rebuild it in five minutes. Of course you could invest in ship manufacturing, but it will take of valuable logistics slots, creating an interesting condition of having lots of ships quickly reproduced, but little research upgrades.
I won't release my modifications without permission from the official team, and if you guys would like to have a look at my 'long-form' mod I can give you a link to download it.
I think it would be an incredible experience to have a massive long form game between all of the mighty factions of the star trek universe.....let me know what you guys think.
It has been discussed between psy and I. Post a comment about it on the modDB page as well and lets see how much feedback we get. If a few like it, I dont see a problem with hosting it as an add-on on the mods page and give you credit for its upkeep.
There will be an update soon concerning map generation. Vanilla planet list maps will be compatible with SOA2 and utilize the added militia features.
Naturally this will also be going into Rebellion as well, which should be released some time late tomorrow.
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There will be an update soon concerning map generation. Vanilla planet list maps will be compatible with SOA2 and utilize the added militia features.
Naturally this will also be going into Rebellion as well, which should be released some time late tomorrow.
Are you serious? I need more vacation time accrued!
Can't help you there.
Do as I do, show up at work, approach your boss and co-workers and....

Now you have people to play muti-player with.
Sometimes I wish life was that simple! ![]()
Very Awesome!
Played first game of Rebellion tonight. Well done team. The game looks and sounds great. Also appears stable for me.
I started a game playing as the Romulans. So the orbital weapons platform damage has been reduced and the first level of upgrades only affect shield negation?
Cheers myfist0, shame that it wasn't the cause, fonts do look good though.
A few very minor isms in 0.6D :-
1) Empire tree icon for a Federation starbase is that of the Vasari phase gate. Would be nice if the icon was the same as used on the tactical display.
2) Your empire's own self-replicating mines aren't visible on the tactical display, even though enemy mines are.
3) Weapon point for the Galaxy's ultimate ability (v. nice BTW) appears to be the forward torpedo launcher.
4) Pirate turrets produce a muzzle flash, but there's no perceptible projectile effect.
5) Infocard for the Federation's "Anitmatter Refuelling" tech appears to unlock the Antimatter Recharger structure even though this tech unlocks an ability on the dockyard structure.
Just wanted to pop in and give a BIG thanks for the updates. Quality work guys, thanks alot. There goes even more of my free time.
1) Empire tree icon for a Federation starbase is that of the Vasari phase gate. Would be nice if the icon was the same as used on the tactical display.
2) Your empire's own self-replicating mines aren't visible on the tactical display, even though enemy mines are.
3) Weapon point for the Galaxy's ultimate ability (v. nice BTW) appears to be the forward torpedo launcher.
4) Pirate turrets produce a muzzle flash, but there's no perceptible projectile effect.
5) Infocard for the Federation's "Anitmatter Refuelling" tech appears to unlock the Antimatter Recharger structure even though this tech unlocks an ability on the dockyard structure.
I have loads of stuff on my plate, but since your are finding oddities and taking the time to list them, I will prioritize these. Keep it up, we could have used you on the testing team long ago.
We, or I, was putting off particles for Orion and others until we had custom models, but I think we waited for a new modeler long enough, I will see what I can do to get some trekish particle effects attach to these guys.
Some mines are hidden in tactical, I wanted them to be a little more useful in that when you warp in you need to check your tree and find the mines in the well. I made it that way and myself got busted going through massive mine fields without looking, cursed and laughed same time.
I can either do same to all or show them all, let's get some input.
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