[quote who="deathjesteruk" reply="1713" id="2788581"]I keep getting a 'Failed to Open Page' when I click on the download link for the Entrenchment version of the mod. Anyone got any ideas?[/quote] I am having the same issue actually. Is the download page link wrong?
Carl
Well, I can say that in all my time using LAA on my games...Ive never repeatedly crashed. And as for Sins, this game is solid. Never had a single crash, even with LAA activated.
Enabling something as LAA cannot, I repeat, CANNOT destroy your computer. Its impossible for it to do so. If however you try to get a 32bit version of windows to see your full 4GB of ram...THAT could damage your PC beyond repair as I stated above. I used to work PC Tech support, so I know what LAA is and what it does and I know it works. Thats the bottom line.
With all due respect, your wrong. I have had great success making programs LAA. And if you read my posts carefully, I never once said it would increase performance, which it wont, but it does make more memory accessible by the program and reduces the number of Out of Memory Crashes. I know, I have tested this on 32, 64 bit OS's with LAA enabled and disabled. Now, either you werent paying attention properly or, you dont actually know how to test it properly. I can only guess at which, but, the
[quote who="chico87" reply="1618" id="2773435"]Jeez that was easy, just select it click the box and you're done? Thought it would be more complicated than that lolz.[/quote] Yes, it is insanely easy to use. It used to be alot more complicated. I remember trying to get this done on Stalker when it came out, the process was just so difficult most couldnt do it. Its become a lot easier now as its just a tag/flag on the EXE Header and needs switching on.
[quote who="chico87" reply="1614" id="2773375"]Think you could tell me which one you used Carl? I just got a new comp and don't wanna get anything potentially dangerous.[/quote] Ahem. I have posted this elsewhere on the Stardock Forums, so there is no problem posting it, but as Harpo has said, use it on a 64bit OS if you can as tinkering with a 32bit OS to get it working is a pain and can damage your OS beyond repair. I have fully tested this software, sca
[quote who="wbino" reply="1610" id="2773257"]How can you play a map this large without hitting the 2 gig limit?[/quote] You can download easily available software from the net that tags the SINS .EXE file as LAA, allowing it to use a full 4GB of RAM, that is what I have done. I had a 2000ship strong battle with the Romulans in the Romulan NZ and while it was slow going, i never ran out of memory, even at highest settings.
[quote who="monkeymandave" reply="1605" id="2771621"]Lol played your map...well am playing. Its awesome but it takes soo long going round the systems lol I've conquered so much and there is still soo much more left!!! I'm gunna finish this map even if it kills me though!!![/quote] Im thinking that you mean my map, if not my apologies. Yes, it takes a great deal of time to get around and you cant travel systems to system until you have researched High Yield Warp
[quote who="harpo99999" reply="4" id="2769558"]another suggestion is to turn off randomize starting positions in galaxyforge before you save the map, which will set the player start # to the planet only, otherwise you have to spawn the ships for the player at the planet and have the default start as no ships spawned, but that could cause the instant win/defeat and gets quite messy harpo [/quote] Yes I have done that. But what happens then is
Where do I find the entity files for the maps? GameInfo?
Posted twice for some reason. Sorry.
Well, I have dipped into making maps. Much simpler and more satisfying for me. I have, however, a problem. I am making a map for Sacrifice of Angels and require that the races start at set planets. IE, I have Borg Homeworld. How do I ensure that, whoever players the Borg, whether is be player 0, 1, 2, whatever...how do I ensure that the player playing as the borg starts always at the designated Bory Homeworld on the map?
[quote who="jtillung" reply="3660" id="2769267"]Got a weird issue here. Going from High to Highest textures causes game to crash within minutes regardless of map size. The message points to the fmod.dll Posting here as this only happen with DS mod enabled. I am on XP Pro with 4GB RAM. Windows shows 3.25GB. With antivirus and logitech G15 software running the G15 performance shows 18% RAM use. On High it never goes above 60%, but with Highest it star
Research and Build...I think is the Norway or Sabre Class of Vessel. Its in the Security section of the research.
I appreciate the help. I do. Ill just wait till SOA incorporates Plus.
Okay, that was my final attempt. I just cant do it. I cant figure out where I am going wrong. I make all the entries correctly, I copy all ability and bonus files, I copy all the Meshes over and the textures and...nothing. Minidump, after Minidump, after Mindump. I guess I just suck.
This is insane. Empire at War used XML and was never this hard. I used to texture, mesh and code new ships and planets in that. IT was easy. EDIT: Where can I see a list of the Texture and sound resources a planet needs? I already found the Mesh in the entity file.
So you are saying try adding it by removing all the Planet Bonuses for it, then add them in manually later?
Here is a step by step of what I am doing: 1> Make a folder on desktop containing the folder structure of the mod, this includes GameInfo, Mesh, Textures. 2> Copy over the GalaxyDef File from Sacrifice of Angels Mod. 3> Find all the resources required by the planet RingWorld. Meshes, Textures, Entities, Planet Abilities. 4> Open up my Mods Galaxy Def File, and in a seperate Window, Open up the Planets Mods Def File. 5> Find
Okay, I cant get this to work at all. Im trying everything as suggested. Im trying everything, literally I can think of. I dont think I am missing anything, but every time I try and run it with a planet, its crashing with a minidump. I cant even open the Minidump to see where I am going wrong.
[quote who="myfist0" reply="13" id="2768098"]GalaxyScenarioDef.galaxyScenarioDef planetTypeCount 92 planetType designName "TerranBinaryMoon" designStringId "IDSGalaxyScenarioTypePlanetTerranMoon" orbitBodyTypeCount 1 orbitBodyType "TerranBinaryMoon" orbitBodyTypeCount 80 orbitBodyType typeName "TerranBinaryMoon" entityDefName "PlanetBinaryTerranMoon" defaultTemplateName "Template:DefaultStart_Terran" I pla
Attention everyone. I love this mod. I love Star Trek, and I wanted to contribute something to the SoA2 Community. So, I have spent the past 3 days making something that should be appreciated. Using data I have trawled up from the Internet, I have made a map that is more or less accurate to the Star Trek Universe with a few exceptions. One of these is that the Alpha and Beta Quadrants are at the top of the map and the Gamma and Delta Quadrants are at the bottom of the map. Here are th
Okay...I give up. I cant even get one new planet to appear in the game. Guess I just dont understand how or what resources are required.
I see...well there are some nice planet models in the Maelstrom Mod too, like Ringworlds and Fortified Worlds.
Are there any step by step tutorials out for adding planets?