The chasing outside the gravity well sometimes happens in vanilla sins too. It has something to do with weapons ranges, and the ship behavior AI. The Ship behavior AI prefers to fire weapons at their maximum range. So the AI will maneuver that ship to its maximum weapon range. If the ship they are shooting at is a frigate chasing it with a weapon range much shorter. Then that contributes to the problem. Though i have seen ships with equal weapons ranges do the same thing. It is an AI issue. I think we reduced weapon ranges some time ago to help deal with the issue. Obviously if it is still happening it didnt help very much. I am not really sure what else we can do about it.
FYI i had absolutely nothing to do with the Rebellion release. All the credit goes to Psychoak, and Myfist0. So give them Karma... NOW! ![]()
But they'll dilute my asshole karma if I keep getting it for legitimate reasons! Getting it for creative swearing, now that's karma you can be proud of.
See page 3 of my karma list for details.
by giving me karma, you are bowing to dark forces
Go ahead and look up my name, or one of them anyway.
Sacrifice a cow in my name and an update will quickly follow.
I love playing as the Borg. Yes they are overpowered. Yes you have to change the balance of enemies to make it more even. I still love playing them though. Their technology is so much different than the other factions. Helps to give the game higher replay value with them than without IMO. I don't think Fist intended to do this but please don't make them a non-playable faction.
Don't worry, the Borg will always be playable. However, balance is tricky and we sometimes need to make the Borg a curtain way to make the AI play them properly, like giving them the first civ lab to start, if we didn't, they sometimes could not expand because their labs take so many slots all they would have all game is HW and an asteroid.
Ah, the infamous Sprint overshooting a gravity well issue? I have a suggestion for that, a solution I came up with myself. Modify the main buff to apply a new buff to self on finish, and have the second buff be something like this. Such a secondary buff allows a ship to correct it's heading, and thus not overshoot a distance drastically.
myfist, have you checked your 'cow' website (soase.x90x.net)? it seems to be dead from cpu overuse, perhaps from being hacked
harpo
Nay. The problem is fighter movement. It's moronic.
Fighter movement works by doing runs on the target, they approach, turn around, and run away to max range, then turn back around for another approach. If they never hit maximum range, they never turn back around. If they never finish their approach, they never turn around. You end up with an infinite pursuit course when you have two equal speed units chasing each other. It ends when one of them blows up.
It works in vanilla because the ships doing fighter movement blow up really fast, and don't target each other. Fighters only end up shooting each other after they run out of bombers, and they drop like flies. The occasional screw up ends relatively fast, just a few rounds of fire.
It is working from here, this is same account as well, http://soa2.soase.x90x.net/
It may be the modeling links are broke for a while as I am moving sections to sub domains so I can grant others editing access without rights to the entire account, the modeling links will be fixed shortly as I got really busy with the releases of SOA2 Dip/Reb. And if nobody even posts in the thread that there are busted links, I am assuming there are to few visitors to worry about. Not any that will even offer me chickens blood.
hey guys, thanx for the awesome mod, loved it every step of the way. completely love playing the borg against two teams of 4 its brilliant or slugging it out against the borg as any other race.
i have a bit of a weird crash for you, i got the mod yesterday and played it for 8 hours no problem, today i tried to load up sins and it crashed 5 times, i thought well this is weird and decided to go in to the *.txt file for enabled mods and removed the SOA line and set it to 0 active mods, then booted it up and i got in just fine, i then went to activate SOA and it crashed. do i send the *.DMP files to your email?
Many thanx and pints of chickens blood
Something similar happened to me too Ezah. I had to go in and manually delete all save files and autosave files and so far haven't had a crash after that. I would suggest trying this too and if your crashes return, email them your autosave that keeps crashing.
We can't do anything with dump files, only SD devs can open them. We need a repeatable crash in an Auto-save and the corresponding .stat file, or a regular save sometime, hopefully not to long before the crash. As long as if you run tthe game again and start the save, and it crashes again, that's what we are looking for.
zip/rar/7z sent to
soa2 at hotmail dot ca
and if you were running Diplomacy with/without patch
or Rebellion
game settings?
victory settings if Rebellion?
running a save, is it an old save?
custom map?
We will be very grateful to people that help us track down and squash any bugs.
hey again, its rebellion i'm playing, the game setting are set to highest setting, i checked the read m before playing and it didnt mention anything about having any particular graphical settings and is up to date.
this crash occurred when i click on run sins of a solar empire in the steam library, it gets to the federation symbol saying loading before it gets to the main menu it crashes out and say "an error has caused sins to stop working correctly. a report on this error has been logged for the developer" then it displays where the *.dmp file is and name of it. the crash occurred also after i removed it from the active mod list, i load up the game and it gets to menu when i then go to activate the mod it crashes with the same message. i hope i have provided a enough information if not ask away.
thanx david i did go in and delete all auto-saves and saves from both single and mulitplayer it had no effect.
thanx myfist0 for the help.
The ships leaving the grav well issue is really bad in the rebellion release. the AI fed, and dominion fleets were chasing after the last planetary defender till doomsday. Adding ships to that fleet flying into limbo instead of expanding elsewhere. After an hour the "limbo" fleets counted into the hundreds of ships, and were literally halfway across a large random map before i quit the game.
I think we need to buff fighter speeds just a little bit, because we didnt have the issue this badly before the nerf. The fighters helped to take down that last straggler before the speed nerf.
Ezah, move your mod directory from "Mods-Rebellion v1.1" to "Mods-Rebellion v1.1 Dev" and load it up with the dev executable in the install directory, post the error message you get.
hey psychoak, i get 8 error messages in total when i load the game in dev and activate the mod with each error message i clicked skip so as to get to the next one.
Assert @ C:\Projects\P4\SinsRebellion\main\CodeSource\GS/Entity/Interfaces/IAbility.cpp(234)
false
Assert @ C:\Projects\P4\SinsRebellion\main\CodeSource\GS/Entity/Interfaces/IAbility.cpp(398)
m_aiUseTime == AIUseTime::Invalid
Assert @ C:\Projects\P4\SinsRebellion\main\CodeSource\GS/Entity/Interfaces/IAbility.cpp(234)
false
Assert @ C:\Projects\P4\SinsRebellion\main\CodeSource\GS/Entity/Interfaces/IAbility.cpp(398)
m_aiUseTime == AIUseTime::Invalid
Assert @ C:\Projects\P4\SinsRebellion\main\CodeSource\GS/Entity/Interfaces/IAbility.cpp(234)
false
randomShipCount exceeds the maximum allowed. 7077958 requested but only 6 allowed. If a larger number is needed bug a programmer!
Assert @ C:\Projects\P4\SinsRebellion\main\CodeSource\Engine/Archive/BinaryFileArchive.cpp(106)
numChars < bufferSize
Failed to Read File 'C:\Documents and Settings\username\My Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.1 Dev\SOA2\GameInfo\AbilityFerengiReinforcements.entity'. desired read bytes = 6619237, actual read bytes = 182.
these are the error messages i received. thank you for the help
I don't suppose you did as another person did and put the Diplomacy patch on top of the Rebellion m0d?
To me it looks like a corrupted m0d as we do not get any of these.
You can try to delete the mod you're using, re-install/extract SOA2 for Rebellion, watch for any corruption messages when you are extracting into the m0ds Dev folder again.
EDIT:
BTW, is that an XP install directory? We may have hit path name length limits for XP
hey again, reinstalling the mod seems to have sorted the problems and i can play again. i installed the mod from the correct SOA download SOA2.6R.7z and unzipped it in to the rebellion mod directory and it worked fine for 8 hours of play, i have no idea what happened for it to crash on me.
thanx for the help guys.
Glad you're sorted
and don't forget about our dreaded 1st run crash. This can also be avoided by manually editing the EnabledMods.txt
TXT
Version 0
enabledModNameCount 1
enabledModName "SOA2"
adding mod count 1 and entering the folder/mod name will, at next game start, have the mod loaded with no 1st run crash issue.
Thanks to all for your support. Rebellion will hit 1000 downloads shortly and everyone respecting keeping the spoilers private is fantastic, we will have more Trek surprises to come I'm sure.
Corrupted files!
You should do a full scan of your hard drive. For you to end up with funky file information after the install was previously working, something is probably going screwy with your memory or the disk. In either case, if you continue having problems you're up for some hardware replacement most likely.
Edit: Just in case, DO NOT USE convertdata on the entire set of entity files. It's broken and doesn't properly convert ship spawning files that use requiredShipCount
spawnShips
minFleetPoints 129.000000
maxFleetPoints 129.000000
requiredShipCount 1
requiredShip
type "FrigatePirateDKora"
minCount 3
maxCount 3
randomShipCount 0
This is where your game was going haywire, if you converted AbilityFerengiReinforcements to binary, you broke it and don't need to worry about potential hardware problems.
I need some help; my game crashes whenever I wrap to another system.
My specs: AMD FX [email protected], AMD Radeon HD 7850, and 16 GB of DDR3 Ram. Oh yeah, I'm using Diplomacy 1.37.101.
That is the MO of the first run crash issue. Restart the game with the mod enabled, and it should run fine.
There is now a separate mod page for our Trinity and Rebellion mods, each has an Install button that leads to a specific page for each.
soa2.soase.x90x.net/Install_Rebellion.html
soa2.soase.x90x.net/Install_Trinity.html
I added a note at the beginning about our 1st run crash, hopefully most new users will see it.
Going to work on a reporting page with the info we need when sending us repeatable crashes. What would be a good Trekkie name for the button? "Report", "Damage Report"?
I put a vote for Damage Report.
Report could mean anything good or bad. Damage Report would be a report of something broken in a general manner including casualties. Level 1 Diagnostics would be more of a preliminary scan showing something that is out of the norm and possibly what it is so it can progress to the repair stage. Level 2 Diagnostics would be a more detailed and time consuming scan to try to determine what is wrong. Level 3 Diagnostics is the most detailed scan and time consuming task of find the cause of the problem.
Typically, the diagnostics would be done by the 'engineer' and not the report that a department would give to the engineering team.
(That's what I've gotten out of watching all of TNG, DS9, and Voyager)
That is the MO of the first run crash issue. Restart the game with the mod enabled, and it should run fine.
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