I'm not trying to demean your mod project at all. Improving performance is always a great thing, and there are very real un-optimized problems such as strikecraft. I had noticed that your initial mod blurb put very heavy emphasis on the 2gig limit, so I posted a very simple workaround that essentially eliminates the 2gig limit crash. The only people who would not benefit from this fix are those that have only 2gigs of ram, and their solution is to skip lunch and put the $10 in
Luften
I assume you have 32bit vista with 4gigs of ram Mystic. Simply follow the instructions detailed here: http://www.tesnexus.com/downloads/file.php?id=23254 The same little program will work for Sins, all it does is add a large address aware tag to anything named oblivion.exe, just change the name of your sins exe, follow instructions and run it, then rename it back to what the sins exe was originally named. It's really, REALLY easy. Directions:
I'm not sure you're understanding here Major. Yes, 95% of games, or any application, will crash at 2gigs of addressed memory. This happens much, MUCH more often than people realize. But, as I said, a large address aware tag is easy to add and the new 3gig addressed memory limit on the application pretty much completely eliminates these sort of crashes. The previous discussion wasn't about how much ram you can get your OS to use. That's simple. A 32bit OS will recognize up to 3.5gigs o
What you say is true, but even 32bit systems with 3-4gigs of ram gain some headroom as long as the pc isn't bloated. 32bit systems will have to set windows virutal address space higher as well as adding the tag.
One thing to note here. While your optimization project is a noble goal, you can eliminate nearly all Sins ram cap crashes by simply making the executable large address aware. This will boost the cap from two gigs of ram to nearly three. If you have 4+ gigs of ram and not a ton of crap running in the background Sins should be able to stay under 3gigs easily and give you no problems. You'd be surprised how many games hit the 2gig limit and crash, and they've been around for years. I re
Exactly Carbon, that is how it worked in all past versions and I'm fully aware of how it should look when properly set up. But, as stated before, that will give a minidump on application even with copied manifests. I'm trying to get the people proposing that workaround to elaborate as it does not seem to be a functional solution. I repeat, copying the 5-6 manifest files from the DS directory to the DM directory does not work as proposed. Drake, no
[quote who="harpo99999" reply="2040" id="2511003"]luften, did you read mooster's reply quote in reply 2033? if not then these are the steps 1 download the latest distant stars entrenchment 2 extract the archive to your mods-entrenchment v1.041 folder 3 open the ds folder, find and copy all .manifest files 4 navigate into the distant stars dynamic movment folder and paste all the manifests here above the gameinfo etc folders. in entrenchme
[quote who="ice27828" reply="2009" id="2509736"]Ok, I am going to stop the debate on the order the mods should be used in. I have downloaded a fresh copy of the mod (I usually patch) but I have put them and tested how the mods with DM and Powerful Pirates should be ordered and here are the result. It turns out that you can't put the DM in a seperate folder because....drumroll please.....I forgot to put the entity.manifest. I remember why I didn't this because I intented
This is .99 feedback, haven't tested with .995 yet. But mines are crazy powerful. Like stupid powerful. They build instantly and even one can practically one-shot an entire fleet regardless of size. Even heavy cruisers will get to very low hull after hitting a patch of 3 mines. I've actually easily killed entire enemy fleets by just running in a constructor and building mines in the center of their fleet. They build and expl
Congratulations on a very nice mod, been playing it for two days now. A few thoughts and a minidump. Running the including DM and powerful pirates extras along with DS .99 on Entrenchment. First, technically I haven't had a problem whatsoever in 3 or so games. However I have a save at just shy of the five hour mark that minidumps at specific time without my of my intervention. I'm fairly certain it does so as pirates head of
How about you post your system specs so people can actually help you?
I support a pirate battleship that actually looks like a giant interstellar pirate ship.
The one planet + asteroid is just an example of how little space is needed to get the tech, it's not a strategy, so no need to feel proud of yourself for defeating that little bit. Superweapons/supertechs aren't a problem in small maps. Nobody said they were. The problem lies somewhat in medium and a LOT in large+ maps. Don't use small maps as an example how it isn't overpowered when you know damn well you can't say the same thing about larger map sizes. In a large, or even som
Alway, post your specs and I may be able to help. I've spent some time troubleshooting both CoH and Sins.
Capital ships are actually a hinderance to Returning Armada. You'll get more bang using the supply pop on the dark horde than a level 1 capital ship. Unless it is a tiny map, it is almost statistically impossible for your opponent to destroy ships faster than they are summoned in from multiple stabilizers. Keep in mind each planet can have multiples. If you dislike recieving free elite ships faster than you can get them destroyed I'm not sure I can help you. Returning
I just love watching it. Like a giant space dust buster. Another cool effect is the Revelation's Invoke Hysteria power, although it is a little noisy and graphically out of place.
In the past versions of windows there were indeed a difference in quality between 32 and 64 bit drivers, but I'm just not seeing it nowadays for Vista. Microsoft is pouring more support into vista64 than they have ever done in the past. I won't argue that you won't be able to find some poor quality driver made by an unreliable small company that is significantly worse than their 32 bit driver, but it's more and more rare. I've extensively used both vista 32 and vista 64 drivers on two different
Actually 32bit vista, or xp for that matter, won't even use 4gigs of ram. Vista itself uses a lot of ram, and a 32bit OS that can only use 3 gigs of ram is shooting yourself in the foot for many of today's games. Running a 32bit OS and have 4+ gigs of ram? No you aren't, your using the 3gigs of ram the 32bit os recongnizes, enjoy! Vista64 driver selections are perfectly fine. They are plentiful and effective. Any driver version made by Nvidia can be found in both 32bit and 64bit nearly
If you think 5-6 novaliths on a medium or large size map is an extreme situation you may be a bit mistaken. As I said before, the problem isn't so bad on small maps but medium and large maps it can get quite out of hand. You are downplaying the economic penalty. On one planet it's not that bad, but each cannon will be sniping a planet everytime the cooldown is up, and there is not a thing you can do about it short of losing all your fleet in a suicide charge. Keep in mind that losing th
FYI, for Vasari their scouts are the one with the "capture extrator" ability.
Folks, keep in mind that finding imbalances in the game is a GOOD THING. It allows for the devs to fix it and make a superior game with superior gameplay. While the original poster is unapologetically rude, he's doing far more to improve the game than his detractors. New multiplayer games need tweaking to improve. Developers that provide the best support for their game are the ones constantly tweaking things to make it better and funner. The original poster is not bash
A word of warning though, if you choose to ignore them you will almost always be fighting the majority of AI's on the map allied against you. You can use locked terms to disable diplomacy and achieve a more classic team v team setting. Many are dissapointed that diplomacy requires you to be at the AI's beck and call without fail.
It's not racial balance when the arrival of one piece of technology completely changes the gameplay. That's called bad balancing. The two big contenders are Returning Armada and the Novalith. When either of these are fielded the gameplay changes drastically for the worse. Things like planet development, culture, research, and combined arms are completely thrown out the window. Returning armada with multiple phase stabilizers will completely fill a completely researched popcap
As nice as the culture shift is, it can't quite compare. By simply novalith sniping planets and astroids in the enemy territory you are costing them rediculous amounts of money. The loss of one planet to one or two 'lith shots makes you lose all tax from that planet, requires recolonizing, requires 2-3 population upgrades to simply break even and avoid negative tax. Due to population growth that planet will not be generating full income again for a full ten minutes. The crystal cost of
The Deliverance Engine and Kostura Cannon have their strategic uses, but the Novalith Cannon stands alone and probably needs rebalancing. The power to spread culture and temporarily disable planets is strategic, and is designed to be followed by a fleet assault. The Novalith Cannon will simply destroy the planet. One shot will take out any astroid and less bunkered planets. Getting two or three ensures an enemy planet, and all the massive resources he spent on pop/defense/etc upgrades,