Hello,
Can someone tell me how i can increase the Fleet capacity? Which files do i have to modify? Thank you!
download the soa2 fleet mod. its all there.
thanks jay
sweet you guys have the mod up and running DL as i type. i hope you guys made some new improvements to it. for example i been getting a strange thing happening the fleets for example they will attack one unit then freeze for about 2 to 3 second before attacking the next target is this normal?
The long pauses before a ship selects its next target is a known issue. Not quite sure why it is happening. It is being looked at.
thanks for the quick replay i look forward to the next patch of this mod. also i would like to thank everyone working on this mod keep it alive i would love to see it complete. also the ramulans still have most of the default voices will your next patch have new voices for them? or maybe even the warnings should be change to match the race that it repsent. you may want to replace the imagest it desplays as will.
It's pokey-computer-itis.
Target selection and auto-cast decision making processes appear to be low in the priority list. They fall prey to a hammered processor.
I am focusing on rebuilding the existing models due to a recently discovered issue with open meshes, and ConvertXSI.
The pauses may have to do with roletype, and statcounttype mismatches, or multiple roles for the same type, but i am not sure about this. We will have to check all the roletypes/statcounttypes, and test this.
It may also have to do with ships that originally used only one weapon type being changed to use 2 or 3 weapon types. Again i am not sure. I am just guessing.
Or like Psycloak said.. Your CPU just may be getting hammered. It happens with Vanilla Sins too.
im sorry im new to this but what does "hammered processor" mean. is that like saying the processor is slow? becuase i have a quad core 3.2 and a GT 460 with 4 g of ram. don't see how that would slow down the selection of the next target. it must be the games engine.
Hammered would mean heavy use. Your quad core means little to sins, you have a 3.2, and one of the others can do some offhand stuff that boosts your performance a little. If that's a Nehalem, it's just engine bog, or maybe a glitch somewhere. If that's a pre-Nehalem processor and you're getting this issue in the late game, your processor is just too lightweight to keep up with the morass. There's a lot of crap running around in sins and a whole lot of stuff takes priority over target selection.
If you have more detail on when specifically this starts happening, then we've got something to go on and maybe it's on the mod's end.
Sins is optimized pretty much for single core 32 bit cpu's. Though during the beta's the dev's asked if Sins utilized dual cores somewhat effectively which at the time it did, but i was testing using windows XP on a core 2 duo laptop. On my laptop it used 50% of both cores. You have to remember Sins came out before multi cores, and 64 bit stuff became the standard it is now.
On my i5 3.2 gig system running windows 7 HP 64 bit Sins only uses 1 of the 4 cores. So yes from a point of view the CPU is being hammered (overtaxed). The new update being proposed by Ironclad may, or may not fix the multicore issue. We will not find out until the patch notes are released. The new update may or may not include elements from the Optimization Project as well. Again we will not know until Ironclad sheds some light on the subject.
I can tell you that the long pauses are a random thing. They can start anywhere at anytime, but most of the time they happen with me during a medium sized battle. Not all ships pause, Mostly it is the ships in the frigate slots, but i have seen the elites (cap ships) pause at times too. So i do not think its limited to just certain ship slots. This problem will have to be studied more.
Just tried Sins for the first time and using this mod. Like what I see so far.
Also, I just noticed that even after completing the Klingon research to get the Kron cruiser, it doesn't show up on any shipyard lists.
Some ships may have UI icons missing, or the string has not been updated yet. We are working to fix this.
Compare fleet behavior versus non-fleet behavior. I expect you'll find a much smoother play with your ships not in a fleet. Fighter movement and fleet movement are conflicting objectives.
New RaceLogos.tga for SOA Entrenchment
Place the file in ...\Mods-Entrenchment v1.051\SOA2 0.4.2e\Textures and let it replace the existing file after you created a backup.
I have to many U.I. texture files in progress to turn on my sync for a while team.
Let me know what you think of all the new theme icons. Any suggestions are welcome.
Not bad MyFist. Can you add some romulan logos, and see if you can add more variety to the rest of the factions. Feds are great. Thanks for the effort ![]()
I realize the faction could use more but the Romulans are difficult because of the loss of detail when shrinking down small enough to be the icon for the main screen ships Compare sized. For now the ROMS have all the stock bird shaped icons, Klingons will be stock blade shapes.
Not really many to find in a search for good quality icons but I will be adding some NPCs like ferengi and bajor.
Major Stress, whats the issue with open meshes and the XSI converter?
It's being discussed on the last few pages of the TSOP thread. Start Here.
Ran into the same problem when i was trying to add different logos. Loss of detail was too much for some of them to be recognizable or distinguishable from the next.
Perhaps Myfist can add key points of the discussion about open meshes, and ConvertXSI to the weebly. The short version is ConvertXSI does not like open meshes. There have been issues with tangents, and other problems. Basically because of the way the old models were meshed. I am also finding out that certain methods of UV mapping may be causing problems with ConvertXSI as well.
The issues really started surfacing when we switched to Softimage 7.5, because when i used XSI 6.0 i didnt have near as many problems as i am having now. Perhaps because 6.0 was more forgiving about open meshes, or the fact that ConvertXSI was designed to be used with XSI 6.0. We are still studying the problems. Hopefully we can come up with a solution, or workaround that wont force us to rebuild into solid meshes.
hi guys i been playing the mod and there is something that should be improve and that is the explosions. i recommand that you use the explosions from Haegemonia. its got some of the best explosion i have ever seen. in a space game.
Sure.... No Problem.. We will get right on it... Once we figure out "How" Haegemonia made their particle effects.
Seriously there is no doubt that Haeg has some damn good particles, but that game uses a completely different particle system than Sins does, and i have no clue how Haeg's particles work. Otherwise they would already be in the mod. After i get permissions from dreamcatcher software of course.
speaking of particles , we have plans for those , but there on hold cause we are waiting on the sins opt project to finish the particle over haul , no worries friend cause we have some kick ass particles that are gonna be in game soon.
Jay, as of TSOP 0.07 the particles ARE finished. There is nothing further we can do to optimize the particles any more. So go ahead and port them.
As I am doing the UI, all the brush files I change will get the TSOP textures added if they are not changed by the mod. If I run into a SOA texture brush I will optimize it and fix all extensions.
Here is a peak preview of the complete LCARS Interface with LCARS font and colour scheme.
LCARS_QUIT.jpg 1024x769
LCARS_QUIT_LG.jpg 1280x1024
I am still working out a few details like the MENU title can be removed as the button is directly beside and actually closes the window. Also move the close button that was on the bottom to the top, its the curved edge shape.
Any suggestions, let me know.
Oh ya, any way to change the font colour for the buttons? I looked at the colour file and it does not seem to break down the different fonts used.
WOW myfist0 nice work! I'm very happy to see this mod moving foward i can't wait tell its finish !
Welcome Guest! Please take the time to register with us.
- Richer content, access to many features that are disabled for guests like commenting and posting on the forums.
- Access to a great community, with a massive database of many, many areas of interest.
- Access to contests & subscription offers like exclusive emails.
- It's simple, and FREE!

