No, unfortunately. I preferred the crowd that was around just before the Entrenchment version was released. They just seemed to be more considerate than all of these "I want" and "Gimme" people. Maybe they were just older...
You have no idea how many facepalms i have done... Picture Rikers face when he saw the BSOD...
Shimmer and i tried to salvage the dev build today, and met with absimal failure. There is obviously something in the mod that the new patch doesnt like. I just wish there was a way to NARROW IT DOWN. Instead of gs/vector..jibberish yada yada. Shimmer is fed up with having to re-do everything with every new patch, and i dont blame him.. Im getting pissed about it myself. The converter doesnt work for the current version. Some people can play it. Others cant. We have no clue why because the game doesnt give us much to go on to track down the problems. I am done messing around with it.
I told shimmer i am rebuilding the mod, and to take a break. He says hes done. I think a nice rest is in order. He says its not worth it to re-build the mod with every new patch. I agree, but i got too much invested in here to let it go. So i am rebuilding. Yet again.
Perhaps when diplomacy is release the game will STOP getting patched. Then "maybe" we can finish this project.
READ THE MAIN TOPIC. Read the README. Everything you need to know is there.
Ill let you know when i have the mod rebuilt.
Dang, that sucks. Sorry you guys are having a lot of trouble getting the mod to run properly with each new patch. I sure wish there was something I could do to speed up the process, but my knowledge of modding is *extremely* limited to the point where I would be more of a hinderence than a help.
Anyways, I await patiently for the mod. Don't care how long it takes. You guys do an excellent job, and I wish ya the best in getting this mod to work properly.
Excuse me, but I dont need the sarcasum, read this guys post this is what I was keying off of. he stated he tested the AI with the Romulans so I assumed he had a newer version of the mod that was released. So really I dont need your stupid input. You guys waste more time complaning about answering the fricking question when it could have just been said that its not released yet.
We're still here, we just don't ask where it is every day. Although I don't think I've got any call to claim maturity...
I don't know much about what helps to avoid these crashes, but the posts about the extra entity files in the manifest from vanilla and the fed AI seems to be worth giving more consideration to.
Stress and Dark,
I have to admit I feel the pain of you two. That is why after 1.03 I made a thread called "Devs.... I just need some things" where I had brought up each of these points that stress mentioned and pointed out that I was upset that they kept changing the game so much that you guys couldn't get an expansion out. I also got on them for not updating galaxyforge (the first indication that they were starting to realize how much of a pain it is to keep adapting to each update). Harpo tried to come to their defence and tried to build a case to justify what they were doing, but even now, I am not even trying to hear it. Totally fed up with them and not sure if I am going to even be willing to purchase the next expansion at release as a punishment to the company for not listening to my feedback in the first place. No offense, just business. Besides, STO beta should be out by then. I would like to point out that I tried to go to bat for you guys after 1.03 and people even in this community came out and supported them for doing it. I have tried and wish they would stop it but it doesn't look like it is going to. If you find a way to get them to listen. I am all ears.
Edit: Either way, I want to thank you guys for taking the time and effort you have put into this project and will still watch the boards for updates.
naynayz I was TRYING to HELP all modders, but you have exactly the same contact potential with both ironclad games AND stardock with my utilities, but as you do not seem to apreciate a serious attempt to create, I suggest YOU release one or MORE utilities to help modders.
harpo
Hey Guys,
Im totaly with you all on this one, I have a mod of my own that I just now got updated to this latest patch. I like that they update the game or what I mean are supporting it but damn everytime I turn around a new patch is breaking my shit and its getting old having to refix it all the time. As for the new Addon, Im not a big fan of it anyway, to me the whole diplomacy thing is not working for me in a game of this type where its pure war. I just dont see the sence in having a diplomatic type game and making allies out of an AI I put in there to have war with in the first place.
Guys, Guys, RELAX! Let me "stress" about this. We are on it. I am rebuilding it. The mod will get updated. The mod will live on. So calm the hell down lol.
Harpo you got an awesome tool, but i think you need to check it out. I dont think it is converts everything that needs converting, or its missing something. For the minor mods its great, and you have no issues converting those AFAIK. The major TC mods may be another story for the sheer amount of content it has to convert. I know it converted 0.03c flawlessly, but that was regular sins. Not entrenchment. Dont think im trying to place blame. I think what you did is great, but there is a flaw in it somewhere. As the converted entrenchment version of the mod clearly shows. Like i said im not blaming you. it could be anything, or something so incredibly stupid that was overlooked. We are all human.
If anyone is to blame its Ironclad for pulling a "Dawn of War" on us. With updates that break the mods almost each and every time. Leaving us with no way to track down errors, and dumps you need an act of GOD to translate. I do give them credit for supporting the game, but this is making us modders lives pure hell.
I found out the gs/vector "translate this for me?!" yada, yada, greek jibberish.. has to do with sins not being able to read the header of a file... Thats nice, WHICH ONE?! It narrowed it down to one of several thousand files.
Oh, BTW the current Dev.exe is BUGGED. The texture checker doesnt work. Same results on both shimmer and my machines. Thats why i was dumping on both vanilla and mod games. I never bothered to run sins on its regular exe, because i was too busy modding to actually play the game.
Sorry about the rant its not intended to be one. Im just living up to my nick again lol
for your information there ARE 91 entity files changed from entrenchment 1.03 to 1.041 WITH 9 NEW entity files, and the gameeventdata,gameplay.constants.soundeffects.sounddata ,english.string and entity.manifest also changed.
the mod updater ONLY targets the entity file changes and even then I do NOT alter numbers with it as this would lead to a LOT more problems resulting in more than ONE day to test & debug the update files.
my usual test for mod updating is ACTUALLY the most recent release of SOA(as it is one of the more complex mods) play in one of my test maps for 1 hour at 8X with no significant errors on two of my machines other than the development box.
I also would like ironclad to take over the mod updater as THEY HAVE A LOT more resources to apply to the issues than I have and can release in a far more timely manner
I first txt the latest files into a new reference folder for myself then compare using a rules based comparison program ALL the files (focusing on the entity files) and for ALL changes that ARE NOT numbers only I place the old version into the Sversion.txt file and the new version into the Dversion.txt file, I then update my test machines to the latest version, copy the updated *.txt files to a usb stick and run the updater on each of the test machines, then test sins soa latest version on the computer in the latest version after updating WITH show errors & debug log at TRUE and for EACH error that shows up I track down the particular error in the file and alter the s & d txt files to fix the error, then DELETE the current version mods folder contents and re-run the mod updater and test again until the mod runs for atleast 1 hour at 8x and my getting at least 1/players of planets in the map using most of the abilities against several AI on normal to hard. when it achieves ths point I then test other mods that have also had the same update process and when the mods ALL operate without SIGNIFICANT errors I release the updater ALL while running my own field computer support business.
Well I would like to say the current version I have workds great and runs for hours...no problems. I only get a dump when I quit out of the game LOL. Not sure why, but that doesnt matter to me much. Sorry to hear things are stressful. Just know that I and many others appreciate all your hard work!!
any one up for a game
I am. Let me know if your still interested
I will keep checking for a response, but I am not optimistic.
We need a better way of organising a way to meet and play online. I know with the current situation of the mod its not a priority of SoA2 team, But perhaps if someone made a website for the mod and we had our own forum where we could organise things?
I will consider it.,
Would also like to say that whatever you did for the Klingon AI is awesome, im playing on the second level of AI difficulty, and they made ships and came after me hard!! Was great!!
ok guys been offline for a few days due to real life. I have been sucessfull in making the dev build stable for the klinks , and romulans the federation are stable as long as you dont play againt the federation. working on it . Does any one have a list of all of the complete changes from 1.03 to 1.041 ? If so please email me @ jtaylorpcs@live.com. thanks in advance. FYi the mod was completely stable after the 1.04 update but the hotfix killed the mod. wtf?!@#@!! Hope stardock is listening.
If you guys want I can build a website for you guys so it will relieve you guys of some stuff. Just trying to help in any way i can.
Edit: I cant upload the web pages but sorry.
Jtaylrpcs STOP WHAT YOU ARE DOING. The current 0.3e dev build is scrap.
I am 1/3rd done with rebuilding the mod. I got the feds foundation done already. Tested, and working with ZERO errors. I just need to re-incorporate the weapons, researches, and stats. If i see you on MSN i can upload the foundation to you.
Keep what you got as a backup, because we are gonna need the stats, and research trees from the old build for reference.
I would like to game when the mod works for my computer.
If you have been keeping up with the "techie" topics you will see there is a huge debate going on about the hardcode limits which we are just now finding out about. I had no clue the mesh limit was 400 until just recently. The texture limit is 1000, but there are ways to easily work around that. My main concern is the 400 mesh limit.
Vanilla sins uses 390-something. I can easly override the vanilla stuff. I have already done it. The delemma is even if i do override the vanilla sins stuff. I still only have enough mesh slots for 3 factions, and a pirate faction. SoA 2 planned on having five playable factions. Plus the npc pirate faction. Plus a separate npc "defender" faction using TNG ships of the week. So that would be six factions. I could reduce the number of ships, and structures each faction uses, but that will cause yet another problem. The AI.
The sins AI requires at least one of each vanilla sins roletype to function. Otherwise it wont build, does stupid things (even more stupid than what it does now), or it crashes the game. Some of you already experienced the lack of AI due to missing roletypes.
This is quite a delemma, because now i feel like i wasted 2 years of my life on this project only to be stonewalled at the halfway point due to the "surprise" hardcode limits. If i would have known about the limits 2 years ago i would have planned accordingly. They could have said "you can only have 3 factions in a mod". Sure 0.03c has five factions, but stuff is missing like the structures.
The rebuild is progressing as planned. I do hope they up the limits for diplomacy (enough for 6 playable factions). Otherwise many of the mods here will cease. Not just SoA 2.
gotcha stress got backups of 1.03 , 1.04 and 1.041 dev builds thanks[e digicons](\(\[/e]
Those guys from Danman's mod seems to have found a way to go around that or something 'cause that mod is featured to have more than 3 factions. I never actually played it to see how much it's stable tho, mostly because I don't think all-in-one mods are good for me, but perhaps they could make some light on the matter?
Lo
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