Run it in window mode and check out your system usage while it's stuttering. Being throttled by the gpu shouldn't cause sound stuttering, but that would be the culprit if you're not maxing out the processor or ram. If it's the processor, not a lot you can do, but for ram or gpu, turn down the texture detail.
Your other option is to play smaller games.
I was wondering if I could use your models. I'm not making just a star trek mod but a sci fi mod in general. I have no modelers so I'm looking around for some. I'll make sure that I cite this mod if you allow me to use them.
NO.
Most of the models in SoA 2 are 3rd party works from other artists that we had to get permission to use. We cannot disrespect the model authors by letting others use them just on a whim. All of the credits are on each models texture sheet. If you want to use them you need to contact each author like we did and ask them yourself.
For the stuttering problem it is a ram issue. As in Sins damn near hitting the 2 gig limit (A Sins issue not a mod issue). The 0.4 series doesnt have any optimizations in it yet to prevent it from hitting the hard coded 2 gig limit. We are working on fixing that with the 0.5 series. We all have been busy in RL so 0.5 has taken a very long time to get done.
Ahh I need to find a modeler, or spend a long while on the computer.
I've asked this of the Sins of a Galactic Empire team. Are you guys looking to do a mod for Star Ruler?
http://starruler.blind-mind.com/
The only issue is that it's constantly being updated so maybe it'd be better to wait a few months, but the modding possibilities are huge. It'd be great to see some support from talented folks like you guys for an indie game like S.R.
Cheers!
Shiner, there are oodles of trek modelers out there with works available for you to inquire into. Go direct just like he told you. It's pretty easy to get in contact with the ones that are still actively modeling, and some of them even have rules for usage posted with the models.
I need our slacker player base to send me Klingon capital ship ability ideas, the creativity well is running dry, real dry. I could use a few Dominion and Cardassian ones too.
For klingons you could add a temporary speed and offensive combat boost and call it "Call to Battle" or "A Good Day to Die" or something like it. An identical on can be used by the Dominion and be called "Ketricel White" for like an extra dose of the stuff to really get them fighting.
Just checked out Star Ruler. Looks pretty damn good for an indie game. A full 3d rt4x. Looks like they used sins as an inspiration.
I am running into a LOT of trouble redoing (half scaling) the models for SoA 2. Every time i re-import the model it has weird lighting anomaly's. Like one poly will be very bright while the rest of the ship is not. I never had this trouble before, and i know it has to do with the tangents. I just dont know what could be causing it.
We already have those abilitys. though i think they do something else. Call to Battle is similar to the embolden ability. Though you are right klingon ships are supposed to be more maneuverable than their fed counterparts.
Could someone from the mod team post the current klink ship ability lineup? It would make it a lot easier to try and fill in the gaps if we knew what ships had what abilities already, and kind of help to ensure the abilities all have a similar "feel" to them.
Oh God... more work. ![]()
I'll see about getting a list out later today.
I am running into a LOT of trouble redoing (half scaling) the models for SoA 2. Every time i re-import the model it has weird lighting anomaly's. Like one poly will be very bright while the rest of the ship is not. I never had this trouble before, and i know it has to do with the tangents. I just dont know what could be causing it.
We already have those abilitys. though i think they do something else. Call to Battle is similar to the embolden ability. Though you are right klingon ships are supposed to be more maneuverable than their fed counterparts.
I'd actually recommend you guys not to start modding on Star Ruler yet. as much as I'd want it, I realised that it would probably be a waste of your time right now because they send out a new patch (with new content) every week!
With the talent I've seen in all the sins mods though, I really hope that a bunch of you guys do take a look at Star Ruler (the game mechanics mixed with your modeling/modding WOW )
Ok...
Klingon Capital ship abilities:
B'Ing Maneuver. Three prong attack, puts a taunt on an enemy ship to draw two allies in and buffs them with turning rate and cooldown improvements.
Call To Battle/Call No'Jub'Etlh. Summons temporary B'rel/No'Jub'Etlh class reinforcements.
Ion Torpedo. Fires a highly damaging torpedo that briefly disables.
Klingon Victory Feast. The fleet gets smashed after battle and then attempts to make repairs drunk. An interrupted Feast leads to combat while drunk instead.
Klingon Boarding Party. A commando team boards, disrupts, and takes over an enemy frigate.
Naturally, there's cloaking and a fleet decloak I set up to work with switching autocast on and off on the cloak ability to get entire fleets cloaked and decloaked in a reasonable fashion. There is also duplicate usage, where appropriate, so they're a little more filled in than apparent. The rest are vanilla, some with modification for power differences.
Klingon Frigate abilities:
Merculite rockets. Self explanatory, once you see where they're equipped.
Klingon Attack run. Brief boost to forward shields, engines and weapon cool down for a strafing run.
To Sto'Vo'Kor. Crazy Klingons that want to serve on the Birds of Prey milk everything out of the weapons and propulsion systems.
Graviton Pulse. Disrupts warp fields, hindering ship pursuit or escape.
Klingon Borg Assault Team. Major ship disruption. Sword wielding maniacs run around inside the Borg ship, slicing and dicing as they go. Silly Borg not having AP weaponry for their drones...
Coordinate Strike. Finds a weak point in the enemy shields and sends the information to nearby ships, mitigation debuff and taunt.
Tactical Strike Team. Significantly less disruptive boarding party does damage from within.
L24 Sensor Upgrade. AOE mitigation debuff.
Forward Attack Profile. Upgrades ship systems to take advantage of the design by increasing the strength of the forward shields.
Anti Module Torpedoes. Duh.
Redundant Systems. Disable immunity.
Klingon Battle Cry. AOE weapon buff in return for shield regeneration.
The only stuff that's still vanilla on the frigates is the Scout and Colony ship loadouts.
Who has what:
Trade/Refinery Ship. Merculite Rockets. Yeah, I went there.
D4 Scout. Vanilla scouting outfit for mine countering and exploration along with cloaking.
K'Tinga Light. Cloaking.
B'Rel Long Range. Cloaking, Klingon Attack Run, To Sto'Vo'Kor, and Graviton Pulse.
D12 Anti Fighter. Squat.
D11 Siege. Squat.
Fek'Lhr Carrier. Klingon Borg Assault Team.
L24 Komo Val Utility. Coordinate Strike, Tactical Strike Team and L24 Sensor Upgrade.
K'Vort Utility. Klingon Attack Run, To Sto'Vo'Kor, Forward Attack Profile and Cloaking.
Kron Anti Module. Anti Module Torpedoes and Cloaking.
Vor'Cha Heavy. Redundant Systems, Klingon Battle Cry and Cloaking.
No'Jub'Etlh Ability Summoned. Klingon Attack Run, Forward Attack Profile and Cloaking.
I consider this list feature complete, but if something just absolutely has to be there I could be talked into adding more frigate abilities into the mix.
Dominion! The Cardassians have zip. I'll be rectifying that soon, might even get around to it after I finish this horribly long post. I need stuff for the Barkus, Kimal, Galor and Keldon, especially the Keldon.
Theory time. Bi-polar design. Jem'Hadar suck at that whole engineering bit, and Dominion ships are powerful, but really slow compared to AQ counterparts. For instance, their battle cruisers top out around like warp 4 in the show, we're talking closer to Ent era warp drive than even TOS, let alone TNG and DS9.
So, I'm going for the Dominion being hulking beasts, more powerful but unwieldy, and lacking in the support and adaptation department. Lots of self synergy. The Breen are the disable whores. Ships are bio-engineered instead of constructed from non living material, very self reliant with regeneration and debuffing weapons. Cardassians are going to be the support and harrying forces. Something you have to have around to keep the fleet running away from home, and something you'll need to keep pace with your opponent. Not something you'd want to use for damage and durability.
Breen have regenerating hulls and energy dampening weapons, they're finished. A couple of the Jem'hadar frigates have the energy dampening weapons as well, but lack the power to use them frequently. They're finished. I have a mechanic for Cardassians turning on their masters and a way to decloak enemy units.
The Capital ship abilities I have already. Victory is Life, Glory to the Founders, Polaron Modulation and Overload weapons.
The first two are self synergistic Dominion abilities that only apply to Dominion ships. The first is a massive AOE buff, followed by mass suicide if the buffing ship dies soon after. The second is a buff that increases in power the more Dominion ships you're buffing. Polaron Modulation increases damage to shields, a lot, and Overload Weapons does damage and drains antimatter over time in return for huge damage increases. That's it.
I watch the shows, but stuff like reading the novels and such hasn't ever been on my list of things to do, so I've really scraped the barrel coming up with most of these. Very little of this list came from someone else, which is really unfortunate. My work ethic is just short of miraculous considering I'm not getting paid and you could all drop dead for all I care. ![]()
Thanks for the list, it does make things easier!
Not all of the Dominion ships are that slow however, for example the bug fighter is just as fast as its AQ counterparts:
Judging from what's available for the Keldon class, I would suggest giving them a limited anti-cloak ability (maybe they can only target cloaked capital ships?): http://www.ditl.org/index.php?daymain=/pagship.php?carkeldon
You could also actually give the Keldon class a cloaking ability (one that would slow down their top speed however), as I'm sure the Obsidian Order would have "borrowed" teh technology from the Romulans:
"A number of warships of this type were also secretly constructed by the Obsidian Order in the Orias system in 2371. Built jointly with the Romulan Tal Shiar, these Keldon-class warships were fitted with cloaking devices, enhanced top speeds and weaponry. During an encounter with the USS Defiant, one of these vessels was heavily damaged by phaser cannon fire and six quantum torpedos. However, due to the fact the Defiant was heavily outnumbered, the attack ended abruptly. (DS9: "Defiant")"
Another suggestion would be to have the afforementioned ships as the "upgrade" model of the Keldon, so the cloaking ability only unlocks when you've "upgraded" the Keldon (like the Excelsior etc in the Fed lineup). Just an idea. Or make it a level 6 power.
I know you've mentioned overload weapons, but just in case you didn't mean the Cardie lineup: Another power you could give the Keldons is the Plasma Overload power, a huge (cleansing brilliance style, just less damage) plasma beam fired from their primary disruptor bank which does serious damage to enemy ships, but also overloads their own weapons for a time rendering them useless (it might "just" make the difference in an even fight if they have a "last effort" attack). Source: http://memory-beta.wikia.com/wiki/Keldon_class
So to recap for the Keldon:
* Cloaking Penetration Ability
* Limited Cloaking device outfitted on "advanced" Keldon models, gives them cloak but at a speed penalty, max speed Warp 4 or something.
* Plasma Overload Beam ("Weapons Overloading") which deals significantly higher damage than usual but also burns out weapons systems for a while). Give it a fairly high reload.
In all honesty since the Keldon is basically a refitted/improved Galor, you could probably also give the Galor class a limited weapons overload ability.
Another ability I was thinking you could give the Galor was the intercept ability (since I swear they're always either following the Jem'Hadar around like lost sheep or playing Border Patrol), allowing them to close in on an enemy ship quickly. Obviously, if the ship it's closed in on is superior, it's toast time for the Galor anyway, but it gives them a chance...
Let me know if those ideas are any help, if they are I'll see if I can find some time to research a few more.
Is there any plans to release a patch for the Borg anytime soon?
Perhaps one that makes them sue their full ship lineup?
Y
Perhaps one that makes them sue their full ship lineup?
Y
We are working on that , Most of the issue is cost and ai stupidity Once we go to diplomacy that should be fixed.
thanks jtaylorpcs
Stupid question, whats different about the view of backround planets in this mod as opposed to vanilla? I'm talking about the zooming in on systems. Something I can't place.....
Planet and gravity well sizes have been changed. Is that what you mean?
Giving the Keldon a cloak got shot down a while back unfortunately, would make my job easier if I could knock off the level 6 with it. I'm supposed to stay away from cheesmo STA abilities too, they are pretty far out there in many cases. I think I can work with that in a non cheesy way though. Will see what I come up with.
No need to worry about the Dominion frigates being slow. They're all light and fast, even the one in the "heavy" slot. The Cardassian ships are faster though.
I redownloaded the mod a few hours ago for my new comp, I was looking thru the files and compared them to the ones that I have on my current computer, I found quite a few files that aren't in the version that I have downloaded in January e.g. the Worf Manuever, was there a major update that I have missed or am I dreaming this?!
That release was in the spring I think, should have been around the 1.051 update. It's horrible balance wise, killing the Dominion with Romulans can be quite entertaining.
Yeah it was June 6th wasn't it? It's in the topic title.
If I were to make a campaign map for this, Would I have to put my planets as M class or just Terran.
Oo I though when the title changed there is something changed in the state of the mod, but not a direct update of the mod lol
What if a Klingon ability was a "transporter boarding party attack" that attempts to take over an enemy ship?
that abillity exist ^^ theres nothing more funny that a borg ship getting boardet by klingons ^^ i mean cmon they kill 10000 borgs only klingons would even think about such an plan
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