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[MOD WIP] Star Trek: Sacrifice of Angels 2 - 0.9.5R Update 7/09/2024

[MOD WIP] Star Trek: Sacrifice of Angels 2 - 0.9.5R Update 7/09/2024

https://www.moddb.com/mods/sacrifice-of-angels-2/news/sacrifice-of-angels-09r-released

Can anyone remember when we used to be explorers? - Jean Luc Picard

 

FED
KLI
ROM
DOM
BORG
NPC

 

12,646,379 views 5,100 replies
Reply #3751 Top

So I have been away from the forum, is there a version out for rebellion is is trinity still the one to get?

Reply #3752 Top

Diplomacy is still the one to get.

Still working on Rebellion. Dunno what Psychoak, and Myfist0 accomplished. Ive been out of the picture for a long time.

 

Reply #3753 Top

What is the earliest patch that it will work with? I have rebellion installed, and felt like playing SOA2 again, so I had to dig out my old retail version trinity copy of sins. Turns out that its now impossible to patch a retail version of diplomacy, even with the product code, without downloading the whole game (and at the high cost that I pay for data, I just don't feel like paying another $30 for a game I bought years ago), so I am hunting around for a manual patch, and 1.37 is not avaible. Will it work on 1.32 or 1.34?

 

Really looking forward to rebellion, not only for the improvements to the game, but I just loath modern day copy protection.

 

Thanks

Reply #3754 Top

You cant patch ether Trinity, or Rebellion manually. The only way to update is to use Steam (Add it to steam by inputing the CD-Key/ Product code for trinity), or Impulse.

The current Diplomacy version "should" work with 1.34 to 1.37.

Reply #3755 Top

Managed to get my game updated (Yeah) but am now experiencing some mini dump problem. About an hour into the game I started getting mini dumps, and now, upon reloading, I will get one with 30 sec or so. I turned all of my graphics setting's to the lowest, but the dup still occurs. This is on my new computer, which is much more powerful then my old one, which was able to handle this mod quite well, so something is amiss.

 

I am playing dip with 1.37, and the latest (non beta) version above. I have got a mimi dump file but do not know how to add attachments to posts

 

Reply #3756 Top

Quoting zoommooz11, reply 3755
I am playing dip with 1.37, and the latest (non beta) version above. I have got a mimi dump file but do not know how to add attachments to posts

You should remember from SoGE's bug hunts that minidump files are useless, and that the only thing useful are save files which can reproduce errors. :P

Reply #3757 Top

The mod will crash on 1st load when loading through the games menu screen, but should be stable after 1st run.

Did you completely delete old folder b4 unpacking new full version, and then overwrite some files with the patch? Im thinking an install error somewhere or many others would be complaining.

 

Edit: Lavo is correct, MD files are only good for the devs at Stardock, for some reason, they will not let us read them. You could try running in Dev mode and see if it spits any error messages at you.

Reply #3758 Top

You can also delete the Ironclad Games folder (where you install the mod). Then run vanilla sins again to create new versions of the folders. Make sure you back up mods, saves and screenshots before you do this.

It has helped in the past.

Reply #3759 Top

Quoting Major, reply 3758

You can also delete the Ironclad Games folder (where you install the mod). Then run vanilla sins again to create new versions of the folders. Make sure you back up mods, saves and screenshots before you do this.

It has helped in the past.

I'd suggest simply renaming the mods folder and deleting the Settings folder; that achieves the same thing in the end.

Reply #3760 Top

Thanks for all the help guys,

 

Quoting myfist0, reply 3757
The mod will crash on 1st load when loading through the games menu screen, but should be stable after 1st run.
Did you completely delete old folder b4 unpacking new full version, and then overwrite some files with the patch? Im thinking an install error somewhere or many others would be complaining.

 

No, its not the first time crash. I agree, its not the mod, its my version computer. For the mod itself, because I make lots of tweaks (gameplay constant tweaks) I grabbed the entire SOA2 folder from my old computer, and simply placed this in the trinty 1.37 folder. Perhaps I should reinstall from the zip files? Also, which specifc folders are we talking about here?

 

 

Quoting Major, reply 3758
You can also delete the Ironclad Games folder (where you install the mod). Then run vanilla sins again to create new versions of the folders. Make sure you back up mods, saves and screenshots before you do this.
It has helped in the past.
Quoting Lavo_2, reply 3759
Quoting Major Stress, reply 3758 You can also delete the Ironclad Games folder (where you install the mod). Then run vanilla sins again to create new versions of the folders. Make sure you back up mods, saves and screenshots before you do this.
It has helped in the past.
I'd suggest simply renaming the mods folder and deleting the Settings folder; that achieves the same thing in the end.

 

I tried this, transferred my old save over, and exactly the same crash, 10 seconds into my game, Sorry Lavo, have not played sins in a while, forgot about the uselessness of minidumps. Greeting's BTW.

Reply #3761 Top

get the original working 1st, then maybe if all works we can help with your 'tweaks'. Typically, if you mess with our mod, you're on your own, as we are when something breaks, the devs at stardock dont even look at the question.

0.5D1 1st, then overwrite with 0.5D.5. delete all old saves b4 starting. Start game and enable mod. Quit and restart to avoid 1st crash.

Reply #3762 Top

Quoting myfist0, reply 3761

get the original working 1st, then maybe if all works we can help with your 'tweaks'. Typically, if you mess with our mod, you're on your own, as we are when something breaks, the devs at stardock dont even look at the question.

0.5D1 1st, then overwrite with 0.5D.5. delete all old saves b4 starting. Start game and enable mod. Quit and restart to avoid 1st crash.

 

 

Will do.

 

Just a heads up, I have been changing bits and pieces for ages, and generally, have no problems (the tweaks {which are simple changing hull levels, shield levels, research speed} for SOA2, for example, come from my other computer, and they had no effect of minidumps on that machine, as I played for more then a year with the particular changes). But point taken.

 

Edit: Oh, and the game was working for a good hour and a half of play, working great in fact, but then the minidumps start.

Reply #3763 Top

It's quite possible you just found a bug.  If you've got a save that dumps seconds into play, I'd like to have it, along with any altered files so I can replicate the environment and see what's up.  I'm sending you my contact info in a PM.

Reply #3764 Top

Quoting psychoak, reply 3763

It's quite possible you just found a bug.  If you've got a save that dumps seconds into play, I'd like to have it, along with any altered files so I can replicate the environment and see what's up.  I'm sending you my contact info in a PM.

 

Just finished testing with fresh install. Set it to X8 and left. Came back two hours later, and had been defeated, but game was still running so maybe in transferring all the data around, I picked up an error. I will re change my new install to my desired settings. I deleted the old stuff, but will grab it from bin and send it, along with my changed files (quite a few).

Reply #3765 Top

a bug can be very hard to find, like one specific ship casting an ability on a ship that dont like it. It can be rare, so saving MDs at last auto-save is nice for us to try and recreate it.

Reply #3766 Top

In the future, always run the game with the dev exe to check for errors. :)

 

File: C:\Users\psycho\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Diplomacy v1.37\SOA2edited\GameInfo\RESEARCHSUBJECT_ARTIFACT_RESEARCHARCHIVE.entity
Label: artifactPicture
Line Number:76
Line Contents:    linkedPlanetUpgradeType "Infrastructure"

 

You pooched the file, so it will crash whenever someone explores a planet and finds this artifact.

Reply #3767 Top

Quoting myfist0, reply 3765

a bug can be very hard to find, like one specific ship casting an ability on a ship that dont like it. It can be rare, so saving MDs at last auto-save is nice for us to try and recreate it.

 

Cool.

 

Quoting psychoak, reply 3766

In the future, always run the game with the dev exe to check for errors.

 

File: C:\Users\psycho\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Diplomacy v1.37\SOA2edited\GameInfo\RESEARCHSUBJECT_ARTIFACT_RESEARCHARCHIVE.entity
Label: artifactPicture
Line Number:76
Line Contents:    linkedPlanetUpgradeType "Infrastructure"

 

You pooched the file, so it will crash whenever someone explores a planet and finds this artifact.

 

Never used the dev before, will do. In that particular game, I had found the research archive, maybe 15 minutes before the mindumps started. Can there be more the one research archive in a game? (I was playing a 70 system star trek map). My aim with that tag is to reduce how quickly planet health recovers, with one easy addition, rather then adjust each planet individually. What should it read to get the desired result?

Reply #3768 Top

Label: artifactPicture
Line Number:76
Line Contents:    linkedPlanetUpgradeType "Infrastructure

means you added a line or removed a line of code. THe engine is looking for artifactPicture line and finding  linkedPlanetUpgradeType "Infrastructure

Use notepad++ compare feature and do your file with a reference file, make sure your reference files are up-to-date.

Just use a brush link to an existing artifact till you learn brushes and textures. Way to much detail to show in a post, I have been putting off a tutorial for that for a while. You may be able to use 2 double quotes side by side "" to represent empty. EG


http://xsi.soase.x90x.net/Reference_Files/Reference_Files_Dip_v1.37/GameInfo/RESEARCHSUBJECT_ARTIFACT_GALAXYTRAVEL.entity

artifactPicture ""
 
or watch your count lines like
researchBoolModifiers 1
researchFloatModifiers 2
NumResearchPrerequisites 0
these all the the engine to jump a specific number of lines to the next read section
 
 


Reply #3769 Top

Since it's the last line of the file that it was breaking on, it probably isn't actually crashing the game until it tries to show the picture.  So you mouse over the planet, and poof.

Reply #3770 Top

The crashes do seem to be related to these two changes

researchModifier  modifierType "PlanetUpgradeBuildRateAdjustment"  baseValue -3.000000  perLevelValue 0.000000  linkedPlanetUpgradeType "Invalid"

 

researchModifier  modifierType "PlanetHealthRegenRateAdjustment"  baseValue -10.000000  perLevelValue 0.000000  linkedPlanetUpgradeType "Infrastructure"

 

I moved them to another research tag (max ship slots) and I still get an error on load up (in dev)

File: C:\Users\CrownUser\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Diplomacy v1.37\SOA2\GameInfo\RESEARCHSUBJECT_MAXSHIPSLOTSBORG0.entity Label: artifactPicture Line Number:51 Line Contents: linkedPlanetUpgradeType "Infrastructure"

 

I don't see why altering planet upgrade rate has anything to do with artifacts, unless this particular research modifier intrinsically has something to do with it. Also, I had these changes on my old comp and never had any problems with them (the only difference being it was 1.34). Although I like these changes, I am going to delete them and see if this solves my problems.

 

edit. Got a new error on mini dump this time:

 

Assert @ C:\Projects\P4\SinsDiplomacy\Release\CodeSource\Engine/DataStructures/DynamicVector.h(172)

i >= 0

 

Never seen this before.

 

Edit 2. Even with the above research changes deleted, game still minidumps. I have now got a repeatable dump, with the above error (assert @) listing. Now, according to the forums, this has something to do with missing entity listing, which, I have not touched in anyway shape or form. Hmm. :annoyed:

 

Reply #3771 Top

You're best off to do changes to the mod in an add-on and have the add-on on top of main mod. Copy any files you want to change to the add-on and only send MD saves that is from our mod. Make sure our mod is back to its original state. Don't mean people will not help you change it but we need to be sure that it's our error and not a modded file from you.

Reply #3772 Top

I will do that. For my changes, if I put them in a separate folder (labelled changes), in what folder inside this do they need to go? I assume they need to be in a gameinfo folder, but do I need to add all the other stuff that goes along with a mod? Also, as I had a working copy on my old computer, I have decided to start from scatch, with a clean install of SOA2. I think this is likely to solve whatever bug has creep into my game. 

Reply #3773 Top

You just need the same directories to hold whatever files you copy to the changes mod. So if you want to change 1 entity, create a new mod folder Called SoA2 Changes, inside that create a folder called  GameInfo and paste your entity to that folder. Make sure the SoA2 Changes mod is on top, Once it finds the file in the top m0d it will not look for it in the lower mod or install directory.

You only need the files you change. If you add an entity you will need to copy our entity.manifest from our SOA root folder to your SoA2 Changes root folder, add the entity line and change the count. Same goes with other files. Create a Sound folder and put an .mp3 you like in there and rename it the same as one in our m0d and yours will play instead, if the extensions match.

Folder and file names are case sensitive, so 'GameInfo', not 'gameinfo'.

Reply #3774 Top

Quoting zoommooz11, reply 3772
For my changes, if I put them in a separate folder (labelled changes), in what folder inside this do they need to go? I assume they need to be in a gameinfo folder, but do I need to add all the other stuff that goes along with a mod?

If you recall how SoGE's faction stacking and addons work, your changes would have to work in the same fashion.

Reply #3775 Top

Quoting myfist0, reply 3773

You just need the same directories to hold whatever files you copy to the changes mod. So if you want to change 1 entity, create a new mod folder Called SoA2 Changes, inside that create a folder called  GameInfo and paste your entity to that folder. Make sure the SoA2 Changes mod is on top, Once it finds the file in the top m0d it will not look for it in the lower mod or install directory.

You only need the files you change. If you add an entity you will need to copy our entity.manifest from our SOA root folder to your SoA2 Changes root folder, add the entity line and change the count. Same goes with other files. Create a Sound folder and put an .mp3 you like in there and rename it the same as one in our m0d and yours will play instead, if the extensions match.

Folder and file names are case sensitive, so 'GameInfo', not 'gameinfo'.
Quoting Lavo_2, reply 3774

Quoting zoommooz11, reply 3772For my changes, if I put them in a separate folder (labelled changes), in what folder inside this do they need to go? I assume they need to be in a gameinfo folder, but do I need to add all the other stuff that goes along with a mod?

If you recall how SoGE's faction stacking and addons work, your changes would have to work in the same fashion.

 

Thankyou, I did as instructed with a new install, added all of my changes, and so far, (5 hours of play), not a single minidump. Finger crossed.

 

Cheers