Darvroth

Darvroth

Joined Last seen Member # 2458332
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After a bit of research and asking veterans I'm confident I can address some vexing long standing issues: Victory Planet can be modified to our liking. Rebellion tech modifier triggers Rebel units, sadly these are one size fits all but I can get rid of vanilla. Their are two levels I recommend for level 0 early EA ships and for rebel 1 a mix of early EA and Narn ships. Alternately, I could rip the whole mechanic out except for one or two races. Counter arguments? P

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Someone correct me if I'm wrong but doesn't this: " 5. All maps updated to map version 5. As far as I can tell, the only difference is that map version 5 removed the following lines from Star and Planet definitions. Probably because they weren't that popular, and their default values in galaxy forge weren't that accurate. moveAreaRadius 60000.000000 hyperspaceExitRadius 50000.000000 However, the change log says there is backwards compatibil

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Zombie or whoever on the SOA2 team figured this out... What files contain the call for the militia units in 1.85 It is driving me crazy that Vanilla ships have invaded our mod. Also, is this the same file list that is called for the Rebellion modifier from the tech tree? Thanks in advance.

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[quote who="Kieran1984" reply="5047" id="3643234"] I appreciate that the mod is described as unstable....but is it playable with 1.85? I looked through the last few pages and it just refers to 1.83? [/quote] The last internal build was 1.83 compliant and was reasonably stable. It will take some effort and a good deal of time to update the mod to 1.85 and that is not including any new content the mod team intents to add.

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Is there a race modifier that increase the targets per bank for a titan? The EA Victory is a killing machine all out of proportion to what was intended and what my understanding of the entity files represents. The Victory is behaving quite a bit differently to what it did under 1.82, something important changed with 1.83 and we didn't catch it yet. Ideas? Edit: Tested the other titans and the issue is solely found with the EA Vengeance. It seems to be able to simultaneously target

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Observed several sync errors during Lan MP games today. Sync Error detected between player0 and player1 at tick: 79440. Again at 745200 and at 11002200. Reloading recovered and some MP features continued to work but the game was essentially split into two with the off player being taken over as an AI. These desyncs appeared to be associated with placing SB and planetary modules. After reload the error leading to the desync could not be replicated but a new error would occur so

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Ok, the conversion to 1.83 included some renaming of files to follow existing conventions, unfortunately that messed things up for many of the races SB. EA and Centauri will not build the military outpost. There is an original file called Starbase_*race*_Military_Outpost for each race and that is the wrong file for the MobileConstructor to build and it also breaks all the SB upgrades. The correct file calls for the Constructors should be: EA: StarBase_EA_EA_BattleStation

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V 1.83 seems not only stable but my rig ran considerably cooler than previous builds which is an indirect measure of processing and system consumption in support of the game. I've been thinking...a dangerous activity...in my zealous attempt to fabricate unique approaches to the diverse races SB I overly complicated them. I'll begin an effort to simplify upgrading SB which will also assist human players as AI are never resource poor and the current scheme consumes too man

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[quote who="TobiWahn_Kenobi" reply="5025" id="3630887"] It is more stable, but wont stay that way since we will add more assets. So we will need LAA for Higher (or even high) [/quote] Be advised we still haven't completed the rebellion mechanic as some call statements still refer to the vanilla ships (TEC) for rebel or civil insurrection. Rodney thought he had this figured out shortly after Rebellion release but it was never fully implemented. I'm confident you could

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[quote who="Rhapses" reply="5010" id="3629378"] UPDATE: So I just played about 3 or so hours with no crash at all. I'd have to test it again though, as the differences compared to last game were: - Different map (still a 5v5 // All AI / Difficulty = Normal) - Played as shadows instead of Centauri (finally, Shadows can colonize planets more effectively rather than losing 90% of my colonizers.. Huzzah!) <<<<Yes, there were lots and lots of balance corrections in t

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[quote who="TobiWahn_Kenobi" reply="5009" id="3629292"] Just a out of mem situation? [/quote] That was one of my leading thoughts but I don't know what was leading to the out of memory problem. I significantly reduced fighters, missiles, mines and any other likely abuser, looking for the source, still had the game halt (but not a minidump) and still couldn't nail down the culprit. I'll admit to throwing up my hands in despair sometime the fall last year.

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SenniTreborius, Try moving the mod folder or changing the mod file name (which then defaults to vanilla sins) before attempting to deselect from the mod folder. One of many work-a-rounds sadly. I can't read minidumps but others may volunteer their talents... I've not attempted to import build maps, others have with mixed results. Good luck.

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Concur, most run time error crashes I've seen are mid game or later and don't depend on faction. This is a frustrating bug. Previous bugs generally produced a mini-dump and related to one or more problems with the ship or planet orbital abilities or a research path problem. At first I thought it might relate to the more difficult AI cheats that allowed the AI to bypass parts of the tech tree and acquire some tech before others but after exhaustive troubleshooting I ruled that out.&nbs

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