I'm not sure exactly what problem you're having, but you might try reinstalling Vanilla Sins and then entrenchment, all through Impulse. Impulse usually doesn't recognize the directory I install to for some reason, so I go through this process every time I update because it thinks Sins isn't installed.
a ha...fixed it...the chief and laforge aint got nothing on me
ok, stupid question, how do i make a unicomplex, i see not ability or something on the module itself
Supreme- the Borg gain the ability to create the module constructor (the ship) at research level 3. The actual ability to build the Unicomplex however, must be researched at 4 or 5 (not sure which, its been a while since I played).
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Can someone send me a link to an accurate map of the startrek universe
http://www.geekstir.com/img/trekmap2.jpg
Best I could find on short notice
Hey guys, long time since I posted in here (I know), but I am surprised to hear about Stress. ![]()
Sad to see you go Stress, so what are you going to change your name to now that you won't be managing this conundrum anymore? ![]()
Depends on what you describe as accurate, because each one is different.
No such thing exists. Anything anyone posts will be fanfic and non-canonical.
Someone made a map for the mod a long time ago, but it was not complete. At least not complete enough to be used for the mod. Not to knock the effort put into it. It was his first map, and done well for his first try. I couldn't tell you where to find it, because it was years ago, and lost in internet oblivion.
I will always be Major Stress hehehe. I may be retired now but still the same pain in the ass ![]()
There is no "accurate" trek map. Each map shown on the shows was vague at best from what i remember, and you couldnt make out very much detail. The "official" printed maps (and there are many) are far from accurate, and they contradict each other.
Any SoA 2 specific map would be non-canon. Made with the best information, and reference available at the time.
"IF" Real Life decides to be kind to me ill finish up the mesh work i got on my drives. "IF". No promises though, because my work scheduales are nothing but pure chaos. My role in the mod now is nothing more than advisor, and forum warrior. Perhaps when the summer is over things will tone down.
we also moves the pc to my house in case it hast to do something with therer wlan but nothing works so unels he update to windos 7 he will never play the 2 adons whats realy sad is
impulse is like steam but crappier ^^
what i did was went into internet options and reset my advanced options as well as my ie options.the issue was bound to an ie issue i was having...sorry for the off topic posts guys...hope this helps your friend and anyone else who runs into a similar issue.
if anyone cares, im on right now, and ready to host...
my name is Admiral Rain and ill be hosting a game called SoA2(simple enough)
EDIT: it is 4:33PM central us time atm
nvm
ill host tomorrow, 'round 10am central us time
tomorrow being now today the 29th
I almost hope to god that you are not referring to my "The Final Frontier". Yeah, I put a lot of effort into it because I couldn't seem to find another one, but when Zonek came out with his, I thought to myself, "Man, that one is way better", so I put it away.
Still have the thing if anyone wants to pick it up and use it,or rather improve on it, I won't be stingy. Heck I got most of my systems created using a fanfics map because it was the most detailed.
Any who, I hope you the best Major, and please drop by as often as you can (if anything else just to let us know how you are).
can someone help me i keep getting a minidump error about 30 mins into a game anyone know a fix for this or what and im aslo using a vista 64 bit home premium if that means anything ![]()
Depending on your map size, number of empires and detail settings, it could be that you're hitting the 2 GB limit. In which case the only thing to do is lower one or more of the aforementioned. Unfortunately there is no "fix" for this issue - just duct-tape measures.
ah okay cos when i do get the minidump error its says my cpu was at 95% and physical memory at 69% which is higher than any of my toher games even crysis and i have 6gb of ram which is very strange
Unfortunately it doesn't matter how much RAM you have - you may have read this already, but Sins loads everything into memory, and doesn't dynamically unload it. And since it can only be allocated 2 GB of memory to run in (at least on 32 bit, 64 bit might be slightly higher), it fills it up pretty damn fast on larger maps, with lots of Ai and ships (not to mention all the textures, sound files etc.) and dumps. The only possible fix is a 64-bit rewrite of Sins, which is beyond the scope of the community, and not in Stardocks interests.
That is true. Other games load only what is needed on the fly. Sins loads all of its game assets on startup, and keeps them loaded throughout the entire game. Which is what makes sins unique from other games. The larger the map, and the more units on the map means more ram is used.
Right now the mod does not utilize anything from The Optimization Project just yet. We are working to incorporate it into SoA 2. When the 0.4 series was released we realized ram would be an issue, and tried to be careful with it, We did not realize at the time that the 2 gig limit was hard coded into Sins. The 0.5 series is taking the 2 gig limit into account.
When you run a game check your task manager. Sins will dump when it hits 2 gigs of its own ram usage. Not what sins plus all of your other programs use. It doesnt matter what OS you use, how much ram you have, or if you use 32, or 64 bit. It is a universal issue. This is why i made The Optimization Project. The 0.5 series will use it.
Try not to go overboard on your games for now. Know that sins does have limits. If you want to run huge games try using lower graphic settings.
umm... I came across this in the Stargate invasion news at moddb. I don't know if it is viable but maybe worth a try as a temporary 2gig dump fix.
Zonek, that works for any game where you hit the 2 gig limit (for example Civilization IV), however it's still not a good thing if you have to do that just to get the game running. It should work perfectly in the interim though if you are having too many MAFs (Memory Allocation Failures) to handle. IIRC there's also a similar way to address MAF errors even on 32 bit systems which I read about on civfanatics somewhere, but as I said its more of a hack than a gameplay, and I'm pretty confident the mod team don't want everyone to have to 'hack' their program just to get the mod to work. The optimization project is probably the way to go, and over time the pole pinch and planet details can be slowly revised as needed.
If anything Ironclad just need to make a massive change in their next patch and figure out how to load stuff up dynamically.
I've discovered that some of the material has the option to be loaded as needed. I'm not certain what affect making that change might make, or how much of a difference there will be, but I'm looking into it.
The pole-pinching on the optimized planets also might be avoidable. I believe Stress has used a different form of UV mapping while maintaining the same textures. I haven't tested a ton, but I believe the planet textures can be reduced in size without any significant loss of detail, all while maintaining the original UV map and avoiding the pole pinch. This is also something I'm looking into. If nothing else, we simply need new textures that match the spherical UV maps.
We also still have 500 more entity files than stock Entrenchment. I know we have 2 additional races, but I think it's still too many. At some point I'll have to go through line by line to figure out what we're using and what we're not. Anything that isn't being used and is still in the manifest is being loaded for no purpose.
Another option is simply to remove Skyboxes from the mod completely. It's a big help when they're turned off, so removing the unrealistic space colors might be a logical next step if it's necessary.
I'm also thinking that all fighters should be removed. We see a couple in in some DS9 episodes and some on the Scimitar in Nemesis, but they certainly aren't standard compliment for most starships of any major power. I think Star Trek should keep to large ship battles, and the fighter-centric wars should remain in the realm of Star Wars. Of course, it also cuts down on memory usage by HUGE amounts.
I'm also betting (it's been a good month or two since anyone's done any significant work on the mod) that we haven't adjusted any of our textures to the lowest bit amount possible. That's a huge space saver, as well.
Anyway, my point is that we have numerous options. Most team members are taking a break by working on various other mods at the moment, but we'll get everything implemented at some point over the summer with any luck.
Captain Picard has been Knighted ![]()
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