New Update. SOA2 0.4.5E ready for download, link in top post as well. Patch is cumulative.
I have just installed the patch and i keep getting a minidump as soon as i start up entrenchment. It was working fine with 4.4 patch but wont now.
Works for me, so I'd suggest verifying you have the mods stacked in the correct order -
- 4.5e
- fleet mod
- 4.3e
If you can't even get Entrenchment to run, go into the mods folder and rename them (add a 1 or something). That should force the game to start in vanilla. Worst case scenario, you can always reinstall.
4.5e
fleet mod
4.3e
If you can't even get Entrenchment to run, go into the mods folder and rename them (add a 1 or something). That should force the game to start in vanilla. Worst case scenario, you can always reinstall.
You stack? I thought patches were overwrites?
Always overwrite to patch.
There are situations where that will break, it's only worked because there were manifest changes to accompany the file alterations, without the accompanying manifest you're screwed out of whatever related files were altered.
I'll be in the Sins IRC channel most of the day if someone needs help.
If it dumps out on startup, you hosed your patch job. I verified none of the changes added any error messages on startup, and checked the standard executable as well just in case it was something weird. I even made a fresh installation in case I'd missed a previous file modification.
A manifest mismatch would cause a dump on startup, if you accidentally canceled an overwrite, that would do it.
I got a quick question about the rebels.
I just played a game where the my last remaining opponette was the Klingons and they where sending wave after wave of rebels at me. As I dwindled the Klingons down, I wondered where is all the remaining civ/mil labs required to research these raids?
So now I am at a point where there are NO Klingons left, they didnt claim defeat, but yet rebels keep coming. Is it a game mechanic that once rebels are ON they just keep coming?
It would be nice if YOUR rebels did not attack you and attacked the other teams rebels, not team up against you. ![]()
Besides as the feds, I find it jarring that rebels could acquire so much Fed hardware. Rebels should be rebels, unless they do not attack the team they work for.
Thanks
Rebel ships are just neutrals that attack anything in their well. What side they're spawned by determines where they go, the mechanics to make them friendly to you when you invade their well aren't there though.
As far as them continuing to come even after you've destroyed the research labs, will see about getting the trigger switched. It's a lesser of two evils sort of thing. Do we want them to go away when the side has been reduced, or do we want them to stay and function as the remains of the enemy fleets harassing your ass even after you've wiped out their command structure?
If your last remaining opponent is dead, why are you still playing with the rebels? Shouldn't the victory screen have come up by now?
As far as them continuing to come even after you've destroyed the research labs, will see about getting the trigger switched. It's a lesser of two evils sort of thing. Do we want them to go away when the side has been reduced, or do we want them to stay and function as the remains of the enemy fleets harassing your ass even after you've wiped out their command structure?
If your last remaining opponent is dead, why are you still playing with the rebels? Shouldn't the victory screen have come up by now?
If they keep coming after you destroyed the research presiqutes it takes all the strategy out of the game, why bother doing hit and runs on their research labs if it doesnt matter? If the ai takes out enough of my research labs, I can no longer build a Soveriegns , so all's fair. It's like a FPS when after you cleared an area, ........there they are again. hate that. What if no new rebels are created until the existing one are dealt with? In my game there were hundreds of rebels in my planet wells that I gave up on, they just sat there, eating up precious resources.(mem).
Like I wrote before, as feds, it's stupid to have THAT many fed ships as a rebel fleet, you guys talk canon alot, have rebels every controled that many federation ships? maybe a entirely different race as rebels?
just some input.from an old gamer.keep up great work.thanks.
You're asking for the impossible. The rebellion mechanic is set in stone. We can't spawn friendly rebel fleets, we can't make them hold off till the last ones are killed. All we can do is change the composition, frequency and size of the fleets.
They're not supposed to be rebels, why would Federation rebels pop up in Klingon space? There just isn't anything we can do about them attacking your own side. A little bit of overlooking on your part is necessary here, how would you ever play a Feds versus Feds game if not?
If you still get raped and can't deal with them after you know about it, there's a problem. Either with you or their strength. Not dealing with them and letting them build up to hundreds of ships over an hour's time isn't particularly indicative of anything.
Hi guys. Love this mod I never play normal sins any more. I would like to add to this debate over insurgent ships. I like it. It's like in the shows the Klingons kept raiding behind Dominion lines. I am playing as Federation against Klingons, Romulans and two Dominion who are teamed up, all on unfair difficulty. I am slowly advancing against my enemies, but to combat the insurgents I have had to build a starbase in every one of my gravity wells. My only issue with the insurgents is that by the time you have destroyed them the next wave is inbound. Maybe the time between the attacks could be increased to ten or fifteen minutes. If not I can live with it. Once again love the mod. Thanks.
There shouldn't be anything missing yet. There are six manifest files. Those manifests are needed in the directory for it to load the corresponding files. Since new ability files were added with that first patch, the entity manifest was covered and all entity files will be loaded by it. If we were to alter a brush file, map, skybox, something loaded by one of the other manifests, that's when you'd end up missing that altered file with no corresponding manifest.
I'm game for it if the feedback comes back this way. So far it's been more "I wasn't expecting it" than actually being dangerous over the long run. If I nerf it now and everyone goes back to ignoring the rebellion mechanic, there's no real point to having it in the first place.
My main concern is that they need the research lab numbers to keep the tech active, I should be able to shut them down with precision strikes at their labs. My main problem was I've been playing small fleets so I dd not have the fleet numbers to cover all the five system map I was playing. I know I have a habit of asking the impossible, but do rebel numbers come into affect with the size of the fleets?
Don't get me wrong I like the Insurgent mechanic I just think if they can't be destroyed by a fully upgraded starbase before the next ones arrive then maybe there should be an increase in time between incursions. Is there a way the time between incursions could be randomised that way it could be two minutes or 20, also it would keep you on your toes when you have no idea when they will return.
its always good to come back to this mod... very relaxing.
Unless someone else rebalances them to a different purpose, think of starbases as a massive support structure that takes a lot of punishment to get rid of. Use turrets and hangars for dishing out the punishment. A starbase all by itself is not going to kill stuff very fast, even if it does do them in four at a time.
It's survivability, not dps, quite a few ships in the capital slot outrank them in that department.
lol fighters and bombers aren't worth crap really I noticed, they get blown out of the sky if the right type of ships are mixed in, unfair AI tends to actually mix anti-fighter class ships well with their fleets, first thing to go in the gravity well are the fighters and bombers. Starbases alone can take a good punishment vs a small to medium sized fleet, vs a large fleet I haven't had the luxury to face yet ![]()
This mod is simply the best mod I've ever seen anywhere for any game. Seriously guys, this is great work here.
Hold up, by saying the patch is cumulative, you mean the entire mod is in the patch right?
no, I think they mean you need to download the full mod and then the patches and then APPLY the patches to the main file that holds the mod if your downloading it the first time
Patch being cumulative means you don't need to patch in order with each additional patch that's come out, previously updated files are all included in the new patch.
The mod itself is 400+ megs zipped up, if we made you download the whole thing for a patch, some of you would have to kill yourselves in frustration.
lol I won't comment on that... it's just too funny as is ![]()
(Facepalm)
I realy love this mod, its great fun, and it great to see you guys are still working away trying to make it better.
I like to suggest, more planet types, look at sins plus and malestrom for some inspisration on new planet types.
Also a new ship ability, the Borg assimilator sphere can have the ability to assimilate worlds on the spot, by creating a temporal vortex, which make the planet there's and destroy all orbiting enemy buildings instantly. However this would have to be really costly antimatter wise, and have a massive cool down time, plus you'd need some way to block it, like the jump inhibiter, but for preventing time travleing evil cyborgs.
Also, the norway class cruiser, please can you just make that a normal combat ship rather than a starbase constructor, maybe replace the constitution class with the maqui's raider as a scout, and use it for the constructor instead.
Good ability idea, although I'm pretty sure the ship lineup is set in stone and they are already working on new planet types.
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