Please dont let this errupt into a "my OS, or computer is better than yours" rant.
In actuality 32 bit OS's only address 3.5 gigs, and only with PAE on windows XP SP3. It allows the OS to see 3.5 gigs, but 1 gig of it is used only for the OS itself... That leaves 2.5 gigs for other programs. AFAIK all 32 bit games have a 2 gig memory limit. Some have patched to see more memory (supreme commander did this i believe), but not all games have done, or even can do that. Most 32 bit games dont hit the 2 gig brick wall, because they load their resources "as needed" on the fly. Sins doesnt work that way. It loads everything it has at once into memory. Except for sounds, and particles. Original Sins doesnt suffer from the 2 gig problem as much as Entrenchment, and Diplomacy does, because much more content was added to the game with the 2 expansions. Which all gets loaded into memory on game startup. I belive nobody saw this comming, and if anyone did it was already too late. I say it is my failure, because ive already worked on a game with some nasty hardcode limits, and that was Homeworld with the original SoA mod. I "should" have seen this comming. Regardless it is done. Sins is over 3 years old now, and has served us well despite all of the issues. The only thing we can do now is the best we can with what we have to work with. We have the advantage now. We know sins true limits.
You are doing a great work
(too bad you don't get paid for it
)
I love the Sacrifice of Angels 2 MOD and can hardly wait for the diplomacy version.
I was so impatient that I started a bit of 'polishing' in the entrenchment version myself,
added cardassian, jem'hadar, worta and breen sounds to the dominion ships.
Note to all who are using the Entrenchment version of this MOD.
The Mod does work with the latest update.
How do I remove the dynamic movement combat from this mod?
Why on gods earth would you ever want to kenneth??? I mean that was one of the greatest innovations of this newest version and the defining factor that makes it IMO better than the vanilla version.
Well when I play as Borg, It just looks really weird when the cubes are moving around shooting and they keep crashing into each other cause they are so huge! I don't know I just don't really like it...
Well if you really want to just change useFighterStyle from TRUE to FALSE
The Borg do not have the fighter-style movement enabled for the cubes. There may be a frigate or two that has it, but all large ships are as Vanilla as you can get. The bumper car syndrome should be fixed somewhat once we instate the half-size reduction in all ship sizes.
useFighterStyle? I'm sorry I don't understand but where is this configuration located?
usesFighterAttack is located in the entity file, but as I said, you don't need to change anything. There's nothing you can do about the way the cubes move at the moment. They're already set to false, and if you change it to true the problem will only get worse.
This is being addressed with the mesh size changes. Once Stress has completed his reworking/resizing of all meshes for the Diplomacy foundation we'll tranfer those changes into the Entrenchment release.
Like Mystic said kenneth, the Borg already aren't using the Dynamic Movement, and in order to actually go about changing them, you would have to open up each individual ships entity file (using notepad most likely) and set condition to FALSE (even though they are already set that way).
So far playing as Borg, I haven't seen the ships do anything like what you are talking about.
http://www.youtube.com/watch?v=cR9W7Hews1c
Oh ok. Maybe I'm mistaken, but I swear I thought I saw the cubes moving around. Now that I have played with the Borg again I think its the cubes trying to face the right way to shoot, which made it look like it was using dynamic movement? I thought the cube could shoot 360 degrees, kind of like a stationary starbase. Also I tried putting the cubes into the hold position command, but then they don't shoot or try to face the correct way.
Now I'm just confused. Can the cube shoot 360 degrees, or does it have to be facing the right way to shoot?
I can't speak for the average cube, but since I made the tactical cube I can vouch for it's 360 degree weapon arc. In fact, it has at least 9 weapon points facing in each direction not counting the big cannons that protrude from the hull. I might take a look at the others at some point, especially to even out DPS per weapon point compared to what the tactical cube currently has.
In general, all ships will face forward if they have weapons in that arc. If weapons are primarily for broadside attacks then they tend to turn a little bit. The best bet for your cubes is to take them into the heat of battle and let them blast away at ships all around them. The tactical cube does spin a bit as it fires, but I think that's because I've got weapon points on each edges of the cube.
I'm sure you did see cubes flying around and possibly banging into each other. If you look at capital ships in unmodded sins you'll see that they move around as well. But, they're much slower and much smaller, so the bumping around is a non-issue. As I said, Stress has solved this issue with the federation ships in the diplomacy foundation by reducing all model sizes and ship speeds by half. We'll have to wait and see what kind of effect it has on the cubes, but I can definitely guarantee that it'll be an improvement.
Cubes have less range than capital ships and cruisers, probably that is why it's not firining
when u put them on hold position the enemy ships are just out of range.
All ships in sins will try to face their target (be it forward or broadsides). That is a hard code we cant change. All of the cubes have 360 degree fire. We are reducing the ships to half scale, because of the borg issue you just posted. Ships do not try to avoid each other in game. So that creates the bumper car syndrome. The huge borg ships we left dynamic movement off for them, because when it is on things get really ugly (getting stuck on planets, asteroids, and each other). Even at half scale the borg may still have issues. We wont know until it gets done. I am working on the optimization project right now, but dont expect to be long with it. Then i can get back to the foundation and get a diplomacy release ready. So the entrenchment version can be updated.
Sounds great Stress.
Yeah, I can see what you guys mean by bumper cars in some cases, but this is much better than your first "prototype" dynamic movement.
hello all fyi I will be offline for the next few weeks due to real life commitments, namely moving . If you need something please email me thanks josh
Good luck on the mve Jtaylor, and can't wait for your return! ![]()
I got your message Stress, what did you need?
will there be any ships from STO same of them look good
No, there won't be any ships from STO. What you see is what you get at the moment. If you'd like to mod in some STO ships on your own, though, you're certainly welcome to it.
just curious the 1.191 patch is this compatible with mod?
Meh u expected me to notice this at 1 in the morning?
I noticed it later though but forgot to remove the dumb question.
Attention all we will be releasing a update to the entrenchment version of the mod within the next week or so . Assuming real life allows us the time to meet certain bench marks. With the 1.051 update brought about a few changes and we also will be releasing some new content aswell.
thanks jtaylorpcs ![]()
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!

