Hey guys,
The repair ships you have I noticed that you have to manually make them repair stuff. They should never have to do be miromanaged that the player has to keep clicking on something to be repaired.
I had the same issue when I changed the carrier to use repair droids in my mod. this is the fix below.
Your setting. AbilityRepairDroidsFederation.entity
levelSourceType "FixedLevel0"aiUseTime "OnlyWhenManyTargetsInRange"onlyAutoCastWhenTargetCountExceedsAmount
Change to use these.
levelSourceType "Intrinsic"minExperienceLevelRequired
After you change it to this the ships will automaticaly launch the repair drones.
Ive already tested it and it works fine.
Go ahead and send that to SoA 2 contributions. Im sure it will get lost in the abyss here the way the hardcode debates keep going.
Danmans 7ds mod is suffering from failures right now as well. So are all of Manshooters mods. In fact we incorporated his volumetric mod into soa2, and i had to remove it reluctantly to save space. TC that override existing sins stuff may be able to work, but any mod that enhances, and adds on to existing sins is gonna hurt big time from this. Perhaps you guys need to make your voices heard, and push for higher hardcode limits.
And here comes...The Push for Higher Hardcode Limits.
Lo
What I find confusing is - how come you haven't experienced this sort of thing prior to the latest patch? Did you add a lot of stuff after the patch came out, or have the devs changed something... and as you say, the often cryptic error messages make it hard to pinpoint the exact cause of a minidump.
Concerning my already released mods, I can start a max player game on a huge map with both the Volumetric, Dynamic and the alpha build of the Last Stand enabled, which theoretically places me over the mesh count limit and certainly over the texture count limit. But so far I have never, not once experienced a crash or a minidump that wasn't related to a fixable error on my part. Do you experience immediate crashes or instability issues? Don't get me wrong, in the light of recent revelations with texture limits I can see why you would choose to cut out the Volumetric mod since it adds a dozen or so new textures by itself. I'm just curious as to what to expect, since I have no idea if my lack of crashes is simply because I haven't played long enough or because I have 3Gb or RAM with the 3 gig switch on...
TBH we have NO CLUE why soa2 failed with the new patch. I belive it was a combination of things. Some can run it fine while for others it dumped left and right. I did notice a lot of "junk" in the mod folder that we dont use anymore. Plus we had leftover files from a time when we needed every file from the original game in the gameinfo, window, and pipeline effect folders for the mod to run. We dont need those files now. Since entrenchment loads only what is on the manifest.
I was under the assumption (i still am) that the game loads all of the vanilla stuff on top of the mod stuff. Regardless if it is needed or not. I still am not sure if the game only loads what is on the manifest or not, and if an entity is not loaded all of its referenced files stay unloaded. If i completely remove a faction from the manifest the game dumps.
When we had 5 factions running we didnt have all of the meshes in game yet. 0.03c only had ships, but no structures. so it was "duplicating" the vanilla structures for each faction. We were close, but not over the limit. If we were it was not enough to cause problems.
Well thanks for not giving up stress. Means alot to me because I love the mod.
There has to be a "buffer zone" in regards to the limits. This mod (though i still debate the fact) 7ds, and you said yourself manshooter that you went way over the mesh limits, and you had no problems.. until 1.041. My question is how far over the limits were you? and at what point did it start creating issues?
I am fairly certain from my own tests the sins engine only loads what is in the manifest. stock or not. looks at mod first then stock files second.
Rebuild status...
about 25% complete. I have all the federations models, and textures back in. I am redoing some particles so that we dont need as many in the mod. Got the new naming convention done... well its the same as the old sins naming convention except psi is now fed. No longer do we use frigatefedconstitution it is now FrigateFedScout, and so on. buildings got same treatment. I am trying to mimic sins as close as possible.
All the "junk" in the mod folder is gone. All the redundant files are too.
Gonna import the final 2 missing federation ships before i finish them off. Intrepid is being moved to heavy cruiser slot. Akira is being moved to antistructure slot (yes she WILL attack ships too). Nova class, and Sabre class are going to fill the gaps. That should take care of all the fed combat slots. Need civilian stuff now. like a starbase constructor. will use vanilla models for now.
Danube runabout (with torpedo pod) will fill the "mine" slot. Which means the feds wont use mines. The Klingons wont use mines ether (dishonorable tactic). which is fitting because the Romulans DO use mines, but dont use strike craft. This will free up more mesh, and texture slots
Once i get the sounds back in Jtalorpcs ill need your help with the researches. We need to remove all of the vanilla references.
got too may mini dumps in soa v20.3e.102
are you useing the constructor from star trek armada 2
Im not going to use anything (that i am aware of) from the "professional" trek games. Why? because 90% of the professional work is far worse than ours, or the trek modding communitys "amateur" work. The Armada series is the biggest violator of them all. follwed by birth of the federation, and bridge commander. The station designs are crap, and they follow the old "lets stretch, and deform a canon ship, and call it a new class of ship.", or paste another nacelle on it. OR do like ST:Online is doing. Lets put a rollbar on the Soveriegn class, and call it a new class of ship :/ They resorted to using the JJprise as well (with TMP connie nacelles). Nice model... damn ugly ship, Thats the kind of unimaginative work i DO NOT want in the mod.
Plus the JJprise is in the WRONG timeline. If we follow canon exactly then prime TNG universe no longer exsists. Thanks to ST: XI the TNG timeline was wiped out in a paradox of epic proportions. According to the powers that be now it still exists, but i dont buy it. As far as the mod is concerned we are classing ST: XI as a mirror universe farce. Dont get me wrong i DID like the movie. It just interferes with our plans
SoA 2's gameplay may not exactly follow canon so that the mod will work. I am however trying to keep the "look" even with the non canon units. The feds (the only faction that has all canon units) will use a tug (seen in ds-9 towing a wrecked shelly class) as the starbase constuctor. Construction bees will be the builders.
If you are dumping i am sorry. Like i said we have no clue what is causing it. The dev.exe is no help in that matter. Be patient we are still on the rebuild.
no problems
ST: XI is an alternative time line
Hey is there something I can do to help? Like test out a new verison or something?
stress please sync your files need that ref file thanks
When i have all the weapons, and sounds re-imported ill re-sync the foundation. RL made me take a day off from this.
I ran into one little snag... The antimodule slot wont let that ship attack another ship unless you remove the antimodule roletype from the entity. I do not know if that will mess the AI up, or not, The "frigateantimodule" stat counter is still there on the entity. I need to do more testing to see if the AI will build it, or if the AI spazzes again. I am making sure that at least one of every roletype is there this time. Missing roletypes is what made the AI spaz in the first place.
You have no idea. When I was troubleshooting EvilJedi's Sins of a Galactic Empire (Star Wars) mod, I found the mother of all glitches from this: with no scout ships, the AI doesn't leave the home system, so it never colonizes new worlds. Wasted several hours tracking that problem down.
I'd offer to help, but I honestly don't know what to do beyond trying to make a couple more abilities. I'm not bad at de-bugging coding glitches, but I don't know if you really need that.
Yup, that is the classic error of modders in Sins. Not realizing that you MUST have all roletypes in your faction in order for the AI to function... And the AI is hardcoded. Cant blame the modders, because no one was aware of this until we found out... the hard way.
there are a few entry's in a ship entity that determine its role in the game, and how the AI builds them. I discovered this while trying to "force" the AntiStructure roletype to attack other ships.
typeCount 2: This is how many roles a ship can perform. The average ship only has 1. The max is 2 i belive. I need to test it some more.
frigateRoleType "Light": This is the actual roletype sins sees, and the AI will make the ship behave AS that roletype. Sometimes you will see more than one roletype. For example most scout roletypes have a second "antimine" roletype. I found out the roletypes do not have to match the stat type. ill get into that below. However if you want an AntiStructure ship to attack other ships you MUST remove the antistructure roletype. It is hardcoded to only attack structures. Give it the light, or heavy frigate roletype instead. The AI will still see it as an "antistructure" ship despite its true role in the build order, and here is why....
statCountType "FrigateAntiStructure": THAT is what makes the AI determine what to build, and That is what is missing when the AI does not build. You MUST have one of each roletype in THIS line in order for the AI to function properly. The above lines can be ANY other roletype you want your ship to be, but the sins AI will still see the ship in the build order as what it is in the StatCountType. Missing types here is why the AI fails.
I have tested this theory, and it works. The AI determines its build order by the StatCountType, and it determines actual ship behavior by the frigateRoleType.
I told you i can make sins dance
ya back online , stress please either email me the fed ref file or resync thanks josh
I've been trying to figure this out for a while, before entrenchment I made a mod that consolodated the cruisers into "light" and "heavy" cruisers, and predictably the game didn't work very well. I might have to go back and try that again now that I know this.
I will re-sync the foundation (ships/weapons/sounds) when i am done getting it all back together. Still have to re-import the sounds, and music now. I only have the feds done. Ill upload the feds when i finish with the sounds. I am going to do the klinks separataly as well as the rommies to make sure nothing gets screwed up. The only thing i am not doing yet is the researches which i will need the TEAM online on msn for so we are all on the same page with this.
Right now the entire fed faction is done, and everything works like a charm with not a single dev.exe error. Though the dev.exe texture checker is busted it will still tell me if i screwed up an entity. I have been going over every single texture to make sure its not corrupt, and they are the correct sizes. Even the particle textures must be in a power of 2 128x256, 32x128, etc. etc. I found a few odd sized particle textures that have been corrected.
The Akira is a monster in the antistructure slot and the Intrepid kicks ass in the heavy cruiser slot. The stats are identical to what we intended for 0.4e. I just transfered the stats from the old dev build.
This is gonna take a while because i have to methodically go over everything to make sure it all works. Then re-import it, and make sure it doesnt crash the game, or an error pops up at any given time. I am doing 1 ship at a time tests, and "stress" tests with hundreds of ships on the map. Plus i am doing AI tests where the mod faction is the AI to see if it builds like it should.
Thank you for everything you've done Major Stress, take your time and we look forward to the final release.
I tried to look for an answer to this but somewhere in the 69 pages of this thread my eyes started to fail me. So I will ask and hopefully not get beat up over it.
Question: What is the point of being able to build a ship hanger (federation), if there are no ships that you can build with it...? or did I run into a bug since last patch? Sorry I am new to this mod.
Btw thank you very very much for making this. I can't wait to see it when all the stuff is back in working order.
We had fighter and bombers in the dev build for some not all factions. However that build became unstable and therefore we are rebuilding it from scratch ! "Patience is a virtue. Diligence is a gift"
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