Any news on when this will be released? Haven't heard a word in a month and that said the eta was 2 weeks ago. =(
Really want to play the new patch. ![]()
The patch just came out yesterday ![]()
Feel free to download the patch, compare all the files with the previous version and make a list of all the changes we need to port over. Then when they change the patch (because it is a beta) do it all again.
Ahh, I didn't realize you guys were waiting for the 1.2 patch to come out of beta. I'm sorry ill be patient.
Thanks for your patience.
I really did not see the point of releasing SOAs Diplomacy build until the patch. I did talk Jtaylorpcs out of it a couple times. The UI buttons turned out to be a lot of work because most all the buttons were shared between races, so if I wanted to make a new FED icon, it also changed the Dominion icon, Arrggg. So I made 6 new texture sheets.
- UI_Borg.dds
- UI_Dominion.dds
- UI_Federation.dds
- UI_Klingon.dds
- UI_Romulan.dds
- UI_Shared.dds
Now every race can have there own set of artwork and its all on 1 sheet so any future patches or expansions will be a breeze to port over. As I move the textures from other sheets and change the brush location I have gotten rid of over 20 texture files required because of adding more races and ICs extreme waste of texture space (example), not to mention optimizing as I go. Between this and the work IC did to make the Diplomacy build run better we should have 1 hell of a good mod with some new planets soon. ![]()
EDIT: Here is a list of most of the texture files that are no longer loaded.
| GameLogo_Opening.tga | Relationships_PLACEHOLDER.tga |
| Buttons_Research_CursorOver_2.tga | interface0.tga |
| Buttons_Research_Disabled_2.tga | Skin_Tech.tga |
| Buttons_Research_Focused_2.tga | Startup_Loadscreen0.tga |
| Buttons_Research_Normal_2.tga | Startup_Loadscreen1.tga |
| Buttons_Research_Pressed_2.tga | Startup_LoadscreenEntrenchment.tga |
| Buttons_Research2_CursorOver | Unit_Infocard.tga |
| Buttons_Research2_Disabled | Unit_Infocard_2.tga |
| Buttons_Research2_Normal | Unit_Main_2.tga |
| Buttons_Research2_Pressed | Unit_Picture.dds |
| Unit_Picture_2.dds |
Dats a lot of texture files!
Still workin' hard on the Diplomacy release. ![]()
I just fixed up the planet bonus system as they used the same icon many times when there was lots to pick from. See the [FIX] Planet Bonuses thread I wrote a while back. Also got rid of the sheet as they easily fit on an empty space of an existing sheet.
Also added my Spiral Galaxy FIX.
We could use one of our model/texture artists to look at the Feds refinery ships texture. Also, it might just be me but the Feds envoy glow effect is too strong, can hardly see the ship and it looks like a flying light bulb.
Keep on Trekin'
Just played vanilla diplomacy with the beta version of the patch. There is definitely a performance increase and the pirates have been toned way down. I wonder if they incorporated parts of the Sins Optimization Project in there somewhere. I was wondering how these bigger changes made by this patch will affect the direction you guys were headed with SOA2 if at all? Particularly will this change your original idea of how you wanted pirates to work for this mod or does it actually help make it better or closer to what you originally wanted?
I just fixed up the planet bonus system as they used the same icon many times when there was lots to pick from. See the [FIX] Planet Bonuses thread I wrote a while back. Also got rid of the sheet as they easily fit on an empty space of an existing sheet.
Also added my Spiral Galaxy FIX.
We could use one of our model/texture artists to look at the Feds refinery ships texture. Also, it might just be me but the Feds envoy glow effect is too strong, can hardly see the ship and it looks like a flying light bulb.
Keep on Trekin'
And by model / texture artist you mean me lol. Hit me up on messenger i'll look into it. Romulan Starbase texture almost done btw. Just doing the normal map now then on to rigging it.
The raiding improvements are nice, but the changes to pirates will just have vanilla resemble SOA2 pirates more. Non-linear upgrade paths are already slated for our pirates.
On the plus side, proper mine behavior will definitely factor into SOA2 gameplay.
1 week left for Live Sync team. We should not be leaving this to the last minute.
Hi all!
I have been lurking on this thread for a long time and have thoroughly enjoyed playing this MOD. I noticed something odd and was wondering if it was intentional. It seems that When I research the Lakota upgrades for the Excelsior class that it stills uses "disrupter" style phasers instead of upgrading to the beam style phasers that ships like the intrepid use. Is this a limitation of the game or just something that has to be done?
It is an engine limitation.
i have been encountering a problem that is destroying the gameplay alot, normal ships seems to not start auto attack when they jump in, they just sits there and gets slaughtered, the system works perfectly for Capital Ships, it really cripples the AI and make the game, really, unplayable, any idea's what the cause might be?
It is a known AI issue. We are trying to find a way to deal with it. The AI is hardcoded so it makes things a little difficult.
OK, I was gone most of the week... they upgraded Diplomacy again? So I assume you all have to re-write everything.
But what about Entrenchment, specifically the Romulan Starbase? Will there be any more Entrenchment releases? Or is everything now focused on Diplomacy? I'm just curious how you guys were going to do things now that they went and screwed everything up for ya..
From what i can see so far of the betas not much got screwed up, but the night is still young. We will have to wait and see how much more the diplomacy patches has changed things before determining if the mod needs any rebuilding or not.
I have been out of the loop so long i dont know what has changed in the mod itself. I do know thew rommie starbase mesh is finished, but still needs texturing. The focus is Diplomacy. Then ports for entrenchment and possibly one final port for Original Sins if there is a large demand for it, but TBH i see no point in making an Original Sins port.
I already have a version updated to beta releases so that, when finalized, I can rapidly port the mod over.
As of the current build, the conversion work is five minutes max.
To add on about the AI issues. If you have ships grouped into a fleet they will not auto attack until the fleet leader jumps in, or in some cases ALL of the ships in that fleet jump in. This is an issue with Vanilla Sins. It is not a mod issue.
Rom starbase texture is almost done. Just doing some final touches (as usual). I'll start rigging it soon.
i never use fleets in this since it pretty much is pointless due to dynamic flight movement, i reinstalled the mod from scratch and its back to normal, lets see when it shows itself again
Is the Fleet Supply mini-mod updated to account for the latest patched version of the mod?
Obviously I haven't posted on here in months, but it looks like you guys are about ready to release an update. Which, of course, means that Stardock is about ready to put out a huge new improvement to the game!
https://forums.sinsofasolarempire.com/?aid=405917
Well, on the upside, it has provisions for up to six factions. I assume that means that the infamous 2 gig bug will be fixed (it had better be, since that was built in when the game first released years ago).
With proper asset management, six sides inside 2gb is a piece of cake. SOA2 is 5 and comes in way under. ![]()
There's a hell of a lot of waste in the vanilla assets.
Me thinks Federation 'Loyalist' faction should be the default Fed's, with 'Rebel' faction being the Terran Empire.
Mmmm, wishful thinking.
That particular feature has potential, but I doubt it's in splitting the Federation.
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