Well my patch job went ok and I fixed my load order and I just want to say thanks guys sorry if I was just being a bit nerdy about it.
So my next task on my to do list is eliminating the bright galaxy look around stars when you zoom out far away from the stars themselves. What I want is just to be able to see the stars color preferably any ideas?
Thanks Myfist I'll get on it right away. Will someone tell me why the search engine on this forum sucks Ha Ha I ought to have been able to find that myself.
Also before I boldly go where I probably shouldn't What is the status of this mod, I just spent the last three hours just reading this thread and its made more questions than answers. How is the Diplomacy port over doing? Should I be considering modding for diplomacy or entrenchment? Thanks
That tutorial I made was for another discussion Trying to contact Blair Fraser [Contacted] and I never bothered to make a separate thread so the search was moot. Keep an eye on the weebly for some good tutorials. 1 stop mod shop.
Will do I have been looking it over and I do agree I think it will be loads of help Bookmarked it you know. I do have Gimp somewhere on this machine I'll go find it. I Read the directions and it seems easy enough looking forward to the changes I hate the bright galaxy look just for one star. Wouldn't be bad in the background maybe 1 here and there far.
Will do I have been looking it over and I do agree I think it will be loads of help Bookmarked it you know. I do have Gimp somewhere on this machine I'll go find it. I Read the directions and it seems easy enough looking forward to the changes I hate the bright galaxy look just for one star. Wouldn't be bad in the background maybe 1 here and there far off like in the real word
Oops sorry for the double post got broadband in the truck but this wireless internet on the move sucks most of the time to many hiccups
Worked Awesome Myfist thanks a lot. Had a little problem at first scaled the wrong planet I did the grey one to no effect the checked closely the coordinates on you directions and zeroed in on the correct one almost impossible at 800% I might add without the coordinates. Ha Ha
Alright I have just about Finished my outline for my modified version of SOA2 but I got another question. How does one setup the players so that Race A is Team X, Theme X, Color X - Race B is Team X, Theme X, Color X and Myfist if your reading this that galaxy fix worked great if fact it worked so great I was wondering is there a way to keep the planets small and solid like they are in the zoom out view longer before they change to there normal planetary textures I am pretty sure is has something to do with Zoom level 1 - 8 but hell if I can save myself trial and error just by asking well seems that is the smartest move saves time for more important things Thanks in advanced.
Hey Guys,
First, I want to say thanks for making this mod. It's amazing.
Second, I downloaded the latest version, and the klingon bird of prey mesh seems to not be loading. It looks like the game only creates the lowest level of the mesh. I'm not a modder, so I'm sorry if that description makes no sense.
Is it the B'rel or the other one? There's a WIP in there that shouldn't be finished.
I have been having a spot of trouble and I was hoping someone will be able to point me in the right direction.
I have been getting a minidump error when I try to enable the mod (more specifically when I click the apply changes button).
I have SoaSE Entrenchment and it is patched to 1.051.
I downloaded the 0.4.2e version from moddb and then got the 0.4.5e patch from the link in this post to make it compatible with Soase 1.051. I did exactly as directed (unpack the patches in to the correct folder using 7-zip). This led to the first minidump error. I undid what i had done and tried a few more time each with the same result. This leads me to my first question. Is 0.4.5e cumulative? Do I need 0.4.3e ( I assume this one exists since I have not found it) and 0.4.4e in addition to 0.4.5e?
Reading through this very long thread I found a dude named koshe who had the same problem and posted about it on page 53 https://forums.sinsofasolarempire.com/371686/page/53/#replies
Mystic Angel directed him to try the Entrenchment Dev tool and inform him what the last error was. I will post what my last error was but there were so many that seems a bit useless.
In red is the very last thing to pop up and in yellow is the second to last thing. I included the yellow text because the text in red looked less like an error.
Assert @ c:\gs\entrenchment\CodeSource\GS/Entity/Types/Frigate.cpp(226)
m_pMesh != NULL
Could not find Mesh: Borg_Antimodule
Since my first few efforts I have re-downloaded the mod and am encountering the same problem. The only other thing I can think of is a re-install of SoaSE. I am encountering no difficulties at all with my normal installation though so I am hesitant to do this as my internet connection is rather slow and it would take me a while to download Entrenchment again.
Darthtominator my files are 0.4.3E 247 mb main SOA2 Mod files - 0.4.5E patch 260 kb and the fleet mod. The way I installed them was unzipping 4.3E into the Entrenchment 1.051 folder (make sure you dont double up on the SOA2 folders) then I unzipped the 4.5E patch to my desktop and just drag the inner folders over the top of my new mod folder merging the folders found there with overwrite when necessary and that was about it.
I did go back and read the posts you mentioned but that seemed to be at a time when they were just releasing a update and things got a little messed up. The files I downloaded from the links at the beginning of the thread all seem to work flawlessly for me. I consider downloading again but get the 4.3E version instead of the 4.2 version and then use the 4.5 patch just draging over the main mod folder overwriting as I explained.
Thanks Larani64. I can't seem to find 0.4.3e anywhere. Moddb only has 0.4.2e and I have been unable to find anything via Google. Unless I am totally blind there is not a link for it int the header of this thread either. I would be much obliged if you could provide me with a link to where you downloaded the 0.4.3e from.
Sacrifice of Angels 2 for Entrenchment (this is the 4.3 link)
Thanks a lot dude. May you have many children with Jessica Alba. ![]()
Oh, ok. Nevermind then.
A Happy Thanksgiving to all the SOA2 Team members current and those hat have contributed in the past a many many Thanks on this Thanksgiving for making SOA2 such a enjoyable and pleasant mod to play on Sins of the Solar Empire.
Larani64
Alright guys I got most of my worlds laid out and there system star coordinates done. I also got my outline finishe. One problem I have been playing with on the side and have yet to find a work around is # 8 in the Galaxy Map Projects.
I can assign homeworlds ok, but at the startup screen I want not needing to select who plays in what slot and then what their theme will be and then their color is there a way to set this up before hand within the modified files themselves?
FEDERATION MOD CHANGE LOG
Things to Do Entitiy Files
-
Reduce Hull Regen Rates all ships (Ship files) HullPointRestoreRate ##.##
-
Reduce or elliminate Hull Repair Abilities all ships / Change to Shield Restore when possible
-
Add Hull repair ability to all factions Constructors
-
Verify Hull repair ability for all Ship Construction Platforms and Starbases
-
Increase Build Times Ships, Tech, and Installations
-
Modify Economics to facilitate larger map and longer build times balance as necessary
-
Reduce elliminate fighters/bombers and Trade Ship Traffic (SEE TSOP)
-
Add New planet types and Bonus's (SEE Sins PLus)
-
Modify Tech trees to adjust Planetary Colonization Research to allow New Planet Types.
-
Decrease Pirate Raids balance with longer game play
-
Rename Pirates as Orions
Galaxy Map Projects
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Add Federation System
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Add Klingon Systems
-
Add Romulan Systems
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Add Cardassian/Dominion Systems
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Add Bajor and Wormhole
-
Add Orion as Pirate Base
-
Build Faction Templates
-
Assign Factions to Player Slots and Themes
Hello All ,
Just wanted to drop by and give everyone a update.
We now have a much leaner and meaner mod, in terms of errors and coding. We are going to be compling a update to SOA2 and releasing it to the public in the next few days.
Thanks jay and team
Just wanted to drop by and give everyone a update.
We now have a much leaner and meaner mod, in terms of errors and coding. We are going to be compling a update to SOA2 and releasing it to the public in the next few days.
Thanks jay and team
That is Awesome, so this update will be for Diplomacy then? Will it be as complete as Entrenchment? I am asking since I am currently modding entrenchment and was wondering if I just ought to be working with Diplomacy instead Since I know that is where the team has been heading. Hey and nice to hear the Team is still at work, this thread has been a little quite as of late and I was begginning to wonder what the status of the mod was so great to hear something.
Assume it is for Entrenchment unless specifically stated otherwise. There is much work to be done with the Diplomacy build. I do not feel it is release worthy yet. That is just my opinion. Jay is the project lead.
I may get back into this, but from an "artist" point of view. TBH i am not interested in the mechanics of SoA2 at all. Just the artwork, and modeling aspect. Jay, and the rest of the SoA 2 team are in charge of the game play aspect, and what makes SoA 2 tick. I am a Model, and Texture artist. Not a programmer. Not a game designer. Not a code monkey. I have NO say in the gameplay design. That is how i want it to be. I just want to build models.
So i have taken it upon myself to re-mesh each, and every model in SoA 2. There have been major issues coming up with the current SoA 2 meshes. VERY frustrating issues. To the point of Game Breaking issues. If you followed The Optimization Project topic. It gets into much more detail on what these issues are.
I now understand why these issues are happening, and i am now taking steps to correct these issues. It is the way my own models, and how ALL of the 3rd party models were meshed. We meshed the models the way we meshed them, because it worked very well for other games, and saved a ton of poly's along with it. However the methods we used DO NOT work for Sins. Sins is very unforgiving of the flaws that are in these meshes. No blame is to be put, because we honestly did not know that the way we meshed would cause issues like this. Not to worry, because we CAN fix this now that i know what not to do. I will be doing a one for one replacement of every model in SoA 2 with a new one of my own making. Mindful now of what causes the errors we are currently having. The only challenge is to match, or better the poly counts of the current meshes.
Why should i do it? because no one else will. It was our goal from day one to replace all of the 3rd party work with our own original models anyway. I think some more UI work is in order as well ![]()
No promises on "when" this will be done with my busy schedule. Just know it is in work.
Thanks Stress and yes I have been following your progress in the TSOP Thread good to see that at least some light has been shineed upon the problems with the models. As for me I can't model I don't have a stable enough platform in which to do such fine detail work as modelling but tweaking entity files and stuff that is ok,.
Quick questions - will you be swapping out the pirate ships in the next version?
- will you be adjusting the AI so that they build capital ships correctly?
I was just wondering if someone could give me a little history lesson here. From what I understand some / if not all the ship models come from the original SOA for Homeworld. I played the original Homeworld, but wasnt until recently into the mod scene, plus I probably had dial up also....anyway, how is it possible that that ancient but great game ship models compare to Sins 2008 models?
Major...could you give an example of what you call 3rd party models and the ones you have created and are yet to upload?
And which ships/structure do you thing need the most love in priority order? I personally thing the Excelsior is a little dark, even in full sun.
I spend way to much time playing this game, could'nt imagine finding the time ( divorce)
to model.
Plus it seems to take a lot of brain cells which i lost, long ago.
Have a peek preview of what might be in the next update. ![]()

I will work on the backdrop to fit the theme soon unless someone else wants to jump on it.
Its a good thing I made a tutorial because there is no way in hell I would have remembered how to do that. ![]()
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