Which 90% of the SoA2 models tangents suck, because they are all quick n dirty tangents. I never have had the free time nor the patience figure out how to make the "proper" tangents. Every time i try it fails. Its been explained 100 times over, but its still all greek to me. Which is why i stick with 3dsmax. It's the only modeler i truly understand.
By tangents I mean more how it looks ingame... Bah, I do the quick method in Softimage (aka. pray it works) with mixed results and I also suck at explaining. I'll get a few pics of what I mean tomorrow or something.
First off Love the Mod , as a hard core Trekkie cant get enough of it...its the best star trek GAME i ever played!
Anyways i always play on the Hardest Difficulty Vs several AI if that matters as far as this question goes.
Now I'm trying to learn how to play as the Dominion, (Which at first glance appears to be very weak even when mixing fleets but is probably a Learn to Play issue) .
Anyways as to my BUG?! question... i have a 1500+ slot Fleet 20+ weapons platforms a star base and 2 NOR stations...that Cannot KILL 1! romulan Flagship Z-1 war bird, now its shield Mitigation is 100% and i have seen it briefly go to 101%, its anti mater isn't draining... and its holding up my whole fleet.
What do i do? is this a bug? or a LTP issue? if its a bug let me know and ill disable/tweak the ability that is causing it.
Also the NOR stations make a horribly annoying Looping (non stop) sound, which i disabled by removing the command to use sound Effect_Resupply.oog....if thats remotely usefully information.
EDIT: so i did some digging, and found that the Romulan Capital Colony Ship had its Mitigation set to go up 0.10000... Per level.
I cross checked with other capitals and noticed none of them were made to raise Mitigation from leveling up. So i changed the 1 to a 0, and reloaded my save.... the Capitals Mitigation was at about 31% instead of 100+% and promptly Vaporised under the Might of the Dominion.
Now if it was intended for the Mitigation to go up on this 1 ship, ill change it back... but id love a tip on how to kill the damn thing!
I can't imagine that being intentional. 100% shield mitigation means that only shield-piercing weapons can hurt the ship.
Since only the Romulan themselfs have shield-piercing weapons, if I remember correctly, it would effectively make that ship invulnerable against all other races, unless shield-damaging abilites ignore mitigation.
Yeah, it's one of those things that will be fixed in the next update.
Another question, I'm trying to reduce lag, can i change the Fleet sizes to Small? or will it totally screw over the AI particularly the Borg?
right now im playing on about a 48 planet 1 star map and the Freezing is unbearable. i do 4 way battles me, 2 sets of AI teamed up and the borg. for a total of 5 AI players. i would remove a ai or 2 but then the game get's really boring.
i know sins is a 32 bit single core game, but i dont see how peple are playin on 150+ planet multi star maps with no lag... and im getting it so bad on such a small map. my cpu isnt that bad. i turned the graphics and effects off, i dont show trade ship icons, im not sure what else to tweak. and yes i do have it set to high priority (priority saver http://www.prnwatch.com/download.html ), and my OS is tweaked for gaming with all the usual trick's.
Reducing graphic settings only helps a little. The Sins is more CPU intensive in late game than graphic intensive, and SoA 2 was made with graphic performance in mind. All assets (meshes, and textures) are equal to, or smaller in size than the original sins assets they replaced. Reducing fleet size will effect the AI somewhat, but it should only be during early game when the factions are expanding.
In usually play at default settings with bloom, and ship mesh highlight filter disabled.
Your rig itself may need more speed. I play with a 3 year old i5 3.2 gig cpu, 6 gigs ddr3 ram, but that don't matter because sins can only use 2 of those 6 gigs, and a gforce gt520 2 gig ddr3 video card. I get slowdown in late game just like everyone else does. It has to do with cpu speed, and ram speed. Obviously a 4 gig cpu will make sins perform faster in late game than a 3.2 gig. Also ddr5 ram will make the game perform faster than ddr3 ram. However since its still a single core 32 bit game the performance increase wont be much.
If you're getting more freezing than you should be, there are other possibilities.
Auto Record defaults on, and is hell on the performance with slow hard drives. You may even want to turn off auto-save, they can both be disabled from in game.
Spoke with Saul he is back onboard full time next week. Also im back full time 2. Guess we are rebellion bound sooner or later . ![]()
jay
Does this mod come with its own intro movies?
Gotta say, even with Rebellion out, I still prefer this mod.
jay
Check your live messenger. I sent you a offline PM ![]()
There wont be any SoA 2: Rebellion until "I" (Meaning ME) make the SoA 2 Foundation for Rebellion first, and incorporate a new TSOP for Rebellion into it. Trust me. It is gonna need TSOP. (You guys did read the plan i laid out on ModDB right?). Once i do this then i can finally retire from modding, and SoA 2 will be all yours to do what you want with it. In the mean time you guys really should worry about Finishing the Diplomacy version first. Rebellion can wait. I am almost positive that Rebellion will have a few mod breaking patches before we can finish porting it over.
Epic mod guys! Best for Sins imo! I have a slight problem though, maybe I'm just being dense but it seems I can't make a cease fire or peace with the Dominion even though my relations are 15+. I play as the Federation. Any clues?
Is there anywhere I can see a complete list of features for SoA2?
Thanks
The devs changed the relations system in Diplomacy to cut both ways. You have to like the AI enough for the treaty as well. If you're having problems in that area, it's probably due to that. You can check your view of them at the same time you check theirs of you in the Relations screen.
Aahh thanks psychoak, that was it ![]()
Hi guys,
I am relatively new to Sins having gone out and bought trinity after seeing a trailer for rebellion, and I have to say your mod is amazing. I remember playing the SOA for Homeworld years ago but this is even better.
I have a question about the galaxy map, I am playing on a custom map I created with 20 star systems and when I zoom out to galaxy view I cannot see any of the other stars on the map, it makes viewing my multi star empire difficult, as I have to hover the mouse over an area to see what appears.
I have done some modding to sins, so know my way around the files and I would like to know how I can change the map back to the original sins one with the big stars or I have STARs mod so I could change it to that one?
Selecting planets in galaxy view on multi star maps has always been a pain. If the stars are too close together that may cause some problems.
Waldo: most people making a multi-star map put the stars to far apart which will make the zoom out zoom so far out you cant see anything.
Here is what I did for SOA so just reverse if you want.
Spiral Galaxy
Since you guys were talking about planets when zooming out I figured i'd ask a question. When i zoom out all the way, i don't see any planets unless i hold the ALT key. Is this intentional, or is there a way to have Sins show the planets when zoomed out all the way automatically without holding down a key?
So i keep getting a minidump about 15-20 seconds into a game, and i've tried redownloading the mod and the patch.
Each time i've tried restarting, i do the same setup:
Random - Medium Large (6 players)
Feds (me)
Klingons
Romulans
Dominion
Random
Random
It seems to consistently happen as my ambassador reaches the midpoint of it's first warp jump to the nearby gravity well, the scouts reach other wells no problem.
Though i havent paid as much attention to it, it could also be happening as my constructors begin one or both of the two civic stations i build immediately.
Well that doesn't sound good.
Run it from the dev.exe and let me know what kind of error it throws.
Well first run with the dev.exe goes well until i get a ways in, and build my first Galaxy class. Then it throws this error:
Assert @ C:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS/Galaxy/GalaxyOrientation.cpp(23)
Vector3::IsNormalized(m_orientation.GetCross())
Other than that and a few others that popped up in the opening sequences to the game, before the main menu. Probably initializing the mod. I'll try another run with the regular .exe to see if it's fixed.
Are you playing after enabling the mod in the same session?
If so, don't. The in game loader seems to have issues. You should play with the mod loaded on startup.
The error you posted doesn't cause crashes. Not really sure what it's from, but I get it all the time.
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