I gotta say, I've been playing a bit with another mod recently, and SOA2 is more like a professional game than a mod. The difference between the two is amazing
Keep being awesome guys!
They gave the mod a shitty review?? WTF??? Why? Its fun and a great experience. Makes Sins worth playing all over again!! Actually the only reason atm im playing it.
I'm running an AMD 9500 Quad core with 3 gigs of RAM... so far I haven't experienced this 2-gig problem, but on bigger games mine will slow down and get sort of jumpy. That's when I have to start disabling graphic stuff to keep it running smooth.
But I prefer smaller 1vs 1 games anyway, so it's all good.
Not everyone experiences the 2 gig dump bug. I think it depends on hardware, and what software/OS you run.
I run Windows XP 32 bit on both my systems (i dont trust Vista, or 7 yet). I get the occasional dump when i play a big game with default settings. All times i was at 2 to 2.5 gigs of ram, and my laptop has 4 gigs. I know xp32 bit doesnt see it all, but my laptop can use 1.5 gigs of system ram for video. So i am not worried about that.
My other machine only has 2 gigs of ram. It turns to a slideshow when i go over the 2 gigs, and i start using virtual mem. The dumps happen shortly after. This is playing vanilla sins. Not the mod. I have to nerf all settings on the 2 gig machine to lowest, and disable all of the effects for it to stay under the 2 gig point.
This issue really didnt start to happen until entrenchment came along. Original Sins ran like a charm. Granted Original sins doesnt have near the content that entrenchment or diplomacy has. It may be that extra content that is pushing the game over the edge.
love this mod but theres one thing bugging me about the borg...
the sound effects of some of their weapons are mono and play in only one of my speakers(the left one)for some reason the other sound effects of other races are stereo and play in both speakers.
could u fix this plz
Stereo plays on the left side. It's a bug with stereo sounds (All of the vanilla sounds are mono save music which functions fine as stereo), sins doesn't like stereo oggs for SFX for some reason. I made a batch of mono sounds to correct that.
yeah i downloaded the mod and the borg weapon sfxs play on the left side..
could u release a sfx patch maybe?
Known issue. We will get to it. We are kinda short on time. Maybe if someone else is kind enough to find all the left side tracks fix em and upload we would greatly appreciate it.
Quoting 18Zulukiller,
reply 983
Hmm i'm not sure if i should post this here or not as it could be a general AI problem to do with Sins, or a general game setting. Basically i've started a new game i've loaded up the factions in the slots that relate to there proper starting posistions (Earth=Fed, Romulas=Romulins ect.) in relation to the map fortune favours the bold. I've then saved the game and reloaded it and took control of the Kilingons as i wanted to give them a bit of a testing.
I've noticed though since starting this game the AI hasn't taken control of the FED even though i've set them to unfair AI once i've swapped over to the Klingons. There just sat there doing nothing, is this just a general AI problem to do with sins or am i just really unlucky and the AI has had a bit of a brain fart ? and its not working so i need to start again. BTW this is what happend in the last game with the Borg once a took over them and then went back to controlling the FED the Borg faction i had took over just sat there doing litterally nothing at all as if it was waiting for me to take controll again.
FYI in your sins install directory there is a exe labeled. "Sins of a Solar Empire Entrenchment Dev" . That is the dev.exe with that you can switch between players with out the ai issues. Just use the dev.exe commads. It is what I personally use when testing races and I donthae to reboot.
thanks jtaylops
Ahhhh thank you i'll give that try then
.
any one on tonite for a game
Are you people intending to keeping adding things into it or are you just going to add the new things to the diplomacy version, and pretty much just fix problems on the entrechment version instead?
could u release a sfx patch maybe?
I did make an sfx patch and I released it a while ago. I guess guys forgot to impliment it. So here it is once again.
http://www.gameproc.com/meskstuff/st_sounds.rar
We will continue with the Entrenchment version until it is complete. Fortunately, the port to Diplomacy will be fairly simple in terms of necessary changes to the files, which is what allows us to work on both Entrenchment and Diplomacy at the same time.
may we ask how close the release of the diplomacy version is? ^^
Stress said the other day that he was just finalising the Federation off, half-sized ships, fixed hardpoints, added the Oberth as diplomacy vessel, and so on.
So assuming that he's still got another 4 factions to go (though I don't know if the borg Cubes are getting half sized) I'd say there's several weeks at least to go- he's only one guy doing it on his own right now, while the rest of the team concentrate on the next Entrenchment release.
ah allright. thats understandable
I wouldn't even put a time frame on the Diplomacy release, to be honest. Stress is very busy with his stuff, plus there are still a whole mess of files that are constantly being updated or added/removed in the .4 series. From a UI and textures standpoint, I'd personally rather not make the same adjustment for two different versions of the mod when I could make one and then copy all the files when I know it's finalized. It's just a matter of good time management, which is what I think everyone here is interested in.
That being said, Stress is working primarily in entity files and mesh files I believe. This is a great time for that kind of work; that's why it's called a foundation.
As far as everything else is concerned, consider the time we put into polishing the .4 series a valuable investment in a more polished initial release of the .5 series.
OK here is the situation. I ALONE am working on the Diplomacy port. This is to make sure everything Mesh, and Texture wise is working correctly before i hand it over to the SoA 2 Team to finish the stuff i am not sure how to do. Just like i did the 0.4 series Entrenchment foundation.
Everything in 0.5D will be re-scaled to 1/2 scale. The ships, The stations, Everything. and the map objects will be returned to vanila sins size. Except for the gravity wells which will remain double sized. 1/2 scale works flawlessly on the smaller ships. No bumper cars. I am also going to see about trying to limit the ships leaving the grav wells by reducing weapon ranges. The ranges seem to be the culprit in the ships traveling outside the wells. Ships wont fire until they reach maximum range, and the ships will always move to maximum range. Reducing the ranges on the elites, should fix some of this issue.
Jaytlrpcs, and the SoA 2 Team are working on Entrenchment 0.4 series version updates, and new models for the mod. Ive seen the dominion starbase, and some klingon work. It is awesome. The meshes may need some poly reduction to sins standard, but its some damn nice work. The SoA 2 Teams focus is to keep the 0.4 series up to speed, and add to it as necessary. These additions will also find their way into 0.5D. Once the 0.5 series foundation is done then it is a simple matter of transfering the files into entrenchment. Along with editing the manifests, and strings. Since Entrenchment, and Diplomacy are virtually identical file system wise it makes our job that much easier.
Then one final version for Original Sins will be made. Again this will only be a coutesy for those that dont have entrenchment or diplomacy. Not much time will be spent on it, and it wont be near as complete as the entrenchment, and diplomacy versions.
The SFX did get fixed but for some reason the old files broken files found their way back into the mod. Use Iskatumeks files until we can get this issue out of the way. Just drop em into the mods sound folder and overwrite the broken files. Thank you for the time, and effort for fixing this issue Iskatumek.
We already know there is a dump issue, but i strongly belive it is a sins issue. The 2 gig issue. Other mods experience similar problems. It is making me re-think some things. IF sins cant handle more than 2 gigs of ram, then we need to nerf the mod accordingly. The original, and still current intention is that any system that can run sins "should" be able to run the mod with no issues. That is why i matched or went lower than the sins standard as far as meshes, and textures. Yet we still have dumps when sins exceeds the 2 gig barrier. My TEST machine for the mod is an AMD Sempron 3100+ 1.8 gig. With 2 gigs of pc3200 ram running windows XP. The way i see it is if the mod runs well on THAT P.O.S. Then nobody should have a problem running the mod. Unless their machine is older than mine.
None of us are programmers so when someone comes up to us getting all techy wondering why the mod doesnt work for them. Why it is fragmenting their hard drive, Why is this green when this should be blue, then we are at a loss. All we did was change what was already in the sins entitys. We try to mimic whats in vanilla sins as much as possible. The only things new that we added are the meshes and textures themselves. This is another reason why i think the dumps are a Sins issue. Even in our meshes we mimiced what was in the original sins meshes as far as hardpoints. The only thing that it can be is the 2 gig bug. None of us thought about this when IC up the hardcode limits for meshes, and textures. Now we are beginning to see why the limits were there in the first place.
Everything in 0.5D will be re-scaled to 1/2 scale. The ships, The stations, Everything. and the map objects will be returned to vanila sins size. Except for the gravity wells which will remain double sized. 1/2 scale works flawlessly on the smaller ships. No bumper cars. I am also going to see about trying to limit the ships leaving the grav wells by reducing weapon ranges. The ranges seem to be the culprit in the ships traveling outside the wells. Ships wont fire until they reach maximum range, and the ships will always move to maximum range. Reducing the ranges on the elites, should fix some of this issue.
Jaytlrpcs, and the SoA 2 Team are working on Entrenchment 0.4 series version updates, and new models for the mod. Ive seen the dominion starbase, and some klingon work. It is awesome. The meshes may need some poly reduction to sins standard, but its some damn nice work. The SoA 2 Teams focus is to keep the 0.4 series up to speed, and add to it as necessary. These additions will also find their way into 0.5D. Once the 0.5 series foundation is done then it is a simple matter of transfering the files into entrenchment. Along with editing the manifests, and strings. Since Entrenchment, and Diplomacy are virtually identical file system wise it makes our job that much easier.
Then one final version for Original Sins will be made. Again this will only be a coutesy for those that dont have entrenchment or diplomacy. Not much time will be spent on it, and it wont be near as complete as the entrenchment, and diplomacy versions.
The SFX did get fixed but for some reason the old files broken files found their way back into the mod. Use Iskatumeks files until we can get this issue out of the way. Just drop em into the mods sound folder and overwrite the broken files. Thank you for the time, and effort for fixing this issue Iskatumek.
We already know there is a dump issue, but i strongly belive it is a sins issue. The 2 gig issue. Other mods experience similar problems. It is making me re-think some things. IF sins cant handle more than 2 gigs of ram, then we need to nerf the mod accordingly. The original, and still current intention is that any system that can run sins "should" be able to run the mod with no issues. That is why i matched or went lower than the sins standard as far as meshes, and textures. Yet we still have dumps when sins exceeds the 2 gig barrier. My TEST machine for the mod is an AMD Sempron 3100+ 1.8 gig. With 2 gigs of pc3200 ram running windows XP. The way i see it is if the mod runs well on THAT P.O.S. Then nobody should have a problem running the mod. Unless their machine is older than mine.
None of us are programmers so when someone comes up to us getting all techy wondering why the mod doesnt work for them. Why it is fragmenting their hard drive, Why is this green when this should be blue, then we are at a loss. All we did was change what was already in the sins entitys. We try to mimic whats in vanilla sins as much as possible. The only things new that we added are the meshes and textures themselves. This is another reason why i think the dumps are a Sins issue. Even in our meshes we mimiced what was in the original sins meshes as far as hardpoints. The only thing that it can be is the 2 gig bug. None of us thought about this when IC up the hardcode limits for meshes, and textures. Now we are beginning to see why the limits were there in the first place.
The sound fx are back in , and yes they were in the mod prior however due to some mishap made a quick exit, Just a little update I have spoken with Blair and will soon have the sins pdb for entrenchement 1.05. I have to contact stardock for the diplomacy 1.01 pdb thou , sorry stress will get that one asap. The pdb files allow us read the dump files from regular.exe games . In the past this has assisted us with the mod and hopefully will do the same moving forward. And I totally agree with you stress on the 2 gig bug , cause i still havent had the issue. I have been playing the same game for about 2 to 3 weeks now. A random large map NO PROBLEMs, abitet my settings are set to default. The mods error reports and the thousand of hours of testing also back up our guts on this matter.
thanks jtaylorpcs
Just a suggestion for when Development resumes proper, Although the Defiant class is powerful its not really a capital ship. in fact its THE Federation Heavy Cruiser (Hence its smaller size). The role of Heavy Capital ship would be more adequately filled by something like the Promethus Class. Thats both more powerful than the defiant is, and a of a similar size to the rest of the Federation Capital Ships.
Prometheus is a ubership and there will be no uber ships in this mod. Beside the defiant is more of an escort warship.
The Prometheus is not an Ubership! The Scimitar is an Ubership.
Other than the ability to split into 3 Intrepid class powered pieces, it's just a big defiant with better shields.
I would realy like to see it in the mod. A little smaller than the Sovereign, slightly weaker shields, slightly less weapons, and more speed. If coding the MVAM is too hard, just leave it out!
*Braces for the coming anti-Prometheus Stress Storm.*
Sorry if this sounds like a rant, but the frustraition is building up.
You didnt bother to read the mods Read Me did you...
We know EXACTLY what the Defiant is... It is a small Escort Cruiser specifically designed to fight the Borg, but it IS also a HERO unit. Hence the term "ELITE". I specifically stated in the mods Read Me, Which nobody seems to bother to read, That Elite units MAY, or MAY NOT be "true capital ships". I even went into detail about the Defiant situation. Just so a post like this would NOT have to be made..... Yet here we are. I love how the so called "Trek Experts" come in, and try to tell us how to make our mod. The so called trek experts also made SFC3, Bridge Commander, Legacy, and ST:Online...look how well they have done, or are doing..... I rest my case.
YES the Prometheus IS an ubership. Plus its from that crap show Voyager. It is bad enough that the Intrepid itself is in the mod. Let alone anything else from Voyager. So i will say this for the LAST time.. We will NOT use the Prometheus in this mod, I dont give a damn if its canon, or not. It is a retarded overpowered ship. We wont use the Scimitar, or 8472, or the Kazon, Krenim, Hirogen, etc. etc, or anything else from Voyager. The Borg are the exception, but we "un-nerfed", and unchained them.
I think you got the hint that the mod team HATES Voyager. To each their own, but we are the ones making the mod. There is absolutely nothing stopping you from learning how to mod yourself, and adding the overpowered Prometheus, or gay Scimitar for your own personal use. In fact we left everything able to open in wordpad just so that you can add your own thing if you dont like something about this mod. Instead of ranting at us to change it for you. OR (No! Can't be!) You can make your own Voyager! or Enterprise mod! but you will probably ask us to hold your hand, and make the mod for you anyway. So that is a moot point.
The ship lineups are set in stone. We are NOT changing them.
Amen.
Anyhow since im no longer hiding in the shadows. Great work to the modders from another part time modder! Keep up the good work!
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