If 1.041 didnt break every freaking thing in the mod, then the next update would have had strike craft.
The rebuild will have strike craft as well feds will get 3 types (venture, peregrine, and danube)
I want to get rid of the hangar defense structures. Dont know if i can do that or not. I want ether the shipyards, or trade ports to auto build strike craft (through research). This will not only free up mesh slots, but will help us because i cant seem to find a good (non stupid looking) structure to use for a hangar defense station for the feds.
Klinks are getting thier own strike craft too.
Rommies, and the Borg wont use any strike craft (we gotta keep the factions diverse somehow). They WILL use mines to compensate for thier lack of strike craft. Rommies use the "go big, or go home" docterine remember And to the Borg... Strike craft are irrelivent.
What will you do with the card ships that you have now(or had)? Will they be pirates?
Thank you very much for the replies. Your work is awesome. That goes out to everyone working on this. I can't wait to see this mod in full action. Will check back here often to see when something new pops up.
I read the first page and it asks me to submit information on bugs that happen no matter how small. When it kicks you out of the game is there a file generated somewhere? A location I should be looking? I am not sure what to submit to you. Or do you want me to just post here and explain when something new happens?
Will do what I can to help. Thank you again.
Stress would it not be possible to get rid of hangers and put in a photon/torp launcher platform?
just an idea, or is it hardcoded that this class of hanger structure must be in the line up?
Weed out
I am fairly certain the ai is dependant on strike craft, with the exception of the pirate ai, will check with josie
Your right the AI is depenant on strike craft... hell it is dependant on everything. Ill have no choice but to leave hangars in.
The one thing i am fairly certain about is the AI never builds the superweapons. I never has in any of my games. Though if i remove them the AI will prolly spazz out as well. I dont want to make a mod where you must play MP with no AI.
Its been tried before to make hangars "pure" weapon platforms, and it failed. Though the tech flak upgrade may be worth looking into. I already planned on adding a photon upgrade to the phaser platforms.
Sins is turning out to be almost exactly like Homeworld 1 in the aspect of all the slots being hardcoded. In both games you cant remove a slots. Homeworld the game will just crash. Sins will ether crash or its AI will look at you like you are stupid and build nothing. If i cant find models to replace everything in the mod we will just have to live with some of the vanilla stuff. With the realization that the game is hardcoded, and there was no other choice.
BTW team the fed foundation is up. It has no researches, or abilitys with reason. Which is explained in the notes.
Bit of a stupid question, but the link to the current download - does that version work, or is that the version which causes mini-dumps?
Yes that build has caused problems for "some", but not all that play it. Which is why we are rebuilding it. The version up now is a "converted" mod from 1.03. We tried to fix the dump issues some were having, but failed. We are leaving it up anyway, because not everyone has issues. Try it at your own risk. If it works for you great. If not all i can say is wait till we finish rebuilding it.
I've had issues with crashes in mixed fed and klingon games, and not really found a resolution. It also seems to be somewhat random, and does not repeat. For instance, I'll crash to desktop when I push a certain button, or for no apparent reason at all, but upon reloading, it does not crash again at that point. In fact, it's never crashed at the same place twice for me at all. So my "solution" was to just set the autosave time to be relatively frequently, like 3-4 minutes. I may get crashes once an hour or so, but it doesn't matter much due to the saves.
The AI didn't do anything in my games =/. Pirates came after me. But the Klingons just sit there and dont ever do things. Not the same with yours? I ask cause you mentioned playing games through the crashes. Just curious if thats an isolated problem or something I needed to report.
Well I'm also playing on hard, which I think Stress mentioned you pretty much had to because it makes the AI "get after it" so to speak (I don't recommend playing as Feds vs. Klingons on hard yet unless you like a real challenge though). So I'm successfully finishing games with some pretty intense fights. The AI teams up very well at this difficulty too. There were multiple times I'd find myself facing two and three pronged attacks from the feds against weak points in my defenses. In other unlocked teams games I've been crushed by coordinated attacks from Klingons as well. So the game seems to play pretty much as it does in vanilla...intelligently, provided you are on a high difficulty.
Aside from my rambling, I was really just mentioning what I did in case others hadn't thought of it and were discouraged from playing because of the crashes. Plus, with as quickly as Sins starts, doesn't take long at all to get back in the game
I also didn't mention what you need to edit since this isn't in the game options. The goal is to find your user.setting file and make sure 'IsAutoSaveOn' is set to 'TRUE', and 'AutoSaveTickFrequency' is set to some number in seconds. I wanted 4 minutes, so I set it to 240. I think the default is 900, or 15 minutes. I'm not sure what the path is on XP, as it's been a while since I've used it; but in Windows 7 and Vista (I assume) it is C:\Users\Your User Account\AppData\Local\Ironclad Games\Sins of a Solar Empire\Setting.
I never use autosave. I never save my games anymore (because 9 of 10 times i am just testing). try disabling autosave and see if the games last longer before dumping. Doubt it will help, but i shouldnt hurt ether.
The slow building, or not build at all AI's are due to all of the roletypes not being there (which is fixed in the new build). The AI is hardcoded, and each faction must have one of every roletype or the AI just freezes up. We werent aware of this before. another lesson learned the hard way.
I am 1/2 done with the Klingon foundation (the rebuild). Since we are using tech as the foundation for the klinks i am discovering that IC basically built this entire game around TECH. I had no issues before because the klinks were a separate faction and playertech was still in the game. Now that i am REPLACING everything that has to do with tech, and removing the vanilla tech crap. i have lost 1/2 my hair finding out the hard way that the metal and crystal extractors are hardcoded. (map dependent, galaxyscenariodef dependant, or something else i am missing that is not in the gameinfo folder) I tried everything i could think of to rename the entity "klingon", including removing all the researches, but no they must remain tech. I know i am missing something somewhere, but of course the dev.exe wont give me clue one, and before you ask yes i did change the manifest. I said screw it and left them tech.
So much for not having a single vanilla entity load in the mod. Its not that big of a deal, but it annoys me that i cant alter or even change the name of those two entitys. I can replace the mesh, but THATS IT. So far those are the only two entitys giving me hell. The rest of the tech crap is GONE. It is all klingon now. I replaced the defenders and insurgants (who were also based on tech) with pirates. who are also based on tech, but at least they have a separate player entity. and they will use the pirate ships until i get around to replacing those Plus they put up a slightly tougher fight.
Question: when the Romulan faction is present, and I read they'll have the cloaking ability, I remember from the TNG episode where Deanna was on board a Warbird that their maximum speed under cloak is Warp 6, so would this be taken into account that they'd travel through phase lanes more slowly while under cloak?
i doubt the cloaking ins soa2 will exactly look (work) like the cloak in the series basically because there is no cloaking ins vanilla ?
I'm sure you guys will find a workaround, you always come up with a great way of doing things.
im downloading your mod now, and i just thought i would let you know, the first download link has expired.
Hey stress, if the romulan empire and borg will not use strike craft, and the AI is dependant on it, won't that make it impossible to play against the factions as AI?
stress, alpha-snipers's point is likely to be important, but as a workaround you could try having one sc squads with low hp & dps <10 on the roletypes that require sc eg carrier & caps
harpo
from what i have seen the AI doesnt need strike craft, as the asgard do not use them in the Stargate mod by Dolynick. You may have to specifiy that something is their strikecraft, and then give them 0 points for all ships... Also, the current download looks great and runs smooth;y until i get a minidump... For the fed the discriptions for the Scout and Colonizer are mixed up. Great mod so far
my first time playing the mod yesterday,and again today a total of around 7 hours gameplay. just a few questions,notes and stuff i noticed.
firstly, the mod is fantastic it makes SINS a completley diffrent experience, but for me personally some of the ships have the wrong roles.MY biggest downside to this mod is that the intrepid isn't a capital.also the ambasodor seriously...?. i also found that the defiant was extremely underpowerd in the shields/hull compared to the other capitals.also i dont think you need to add strike craft at all, but i think you should slow down the speed of the ships while in battle, also warp/jump needs to be faster i noticed it takes forever to go to another planet now.
i havn't tried the klingon yet, but im not to botherd about there ships lol. anyway thats my 2 cents. and just to thank you for the mod
dont get me wrong though i love the mod, and will continue to.
well, the klingon will seem much faster, as they have about 2x the speed index of the Fed for hyperspace (i changed this for my own use...)
Been saying that all along , and also stargate races "asgard" get there ass's kicked and dont act like ever other ai
i never played an asgard AI, so i just assumed it worked. Sorry for that.
What you dont understand is the AI goes by "roletype". More specifically what the "statcounttype" in a ships entity says. A ship can be any roletype you chose, and the AI will make it behave as such, but the statcounttype is what the AI focus's on when it builds. The StatCountType is how the AI determines what ships it needs to build, and how many it already has. If the AI needs a "carrier" built it doesnt care if it carry's fighters or not. As long as the ship or structure is flagged as the carrier roletype. It can be a frigate carrier, or battleship. It doesnt matter. I do know you MUST have a dedicated scout. A dedicated colony frigate, and a dedicated colony capital. or the AI will not build at all. The slow AI happens when you have "some" but not all of the roletypes. The AI will fully kick in when all roletypes are present.
Currently the new build of the mods AI builds exactly like vanilla sins does, because i made sure every role type in the "statcounttype" line was there. You can have cap ships, and carriers with no strike craft. The AI will build them anyway as long as they are flagged as carriers, hangar defense MUST have fighters or sins dumps (it dumps for me if i leave them out). For the romulans i am going to include a "shuttle" only for AI functionality. However they will rely more on mines than the other factions do. No ship in the mod carrys strike craft, and there is no AI issue. However the starbases, and hangar defense must have at least ONE squad. I can do something similar for the borg if lack of fighters proves to be a really big issue. The most important thing is that EVERY roletype MUST be represented in a faction.
and as for the borg version of the fighter platform lets just say we have plans
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