Sins of a Solar Empire 2 whishlist: Sins of a Solar Empire Rebellion 1.8 with all DLC's and : - Multicore support - Full 64bit support <p style="text-al
Midnighter90
[quote who="GoaFan77" reply="952" id="3426816"] Again, this is something from vanilla Rebellion that I just haven't even thought about changing. There is a tech that will reduce the negative bonus against foreign factions, but I'm not sure how much of a difference it makes for the HTS. The best factions to play for diplomacy are of course the Vasari Rebels/VIR. TEC Loyalists and Ascended Advent also have pretty good modifiers with each other. Orthodox and VCC are a bit
[quote who="GoaFan77" reply="950" id="3426619"] If you're playing as the TEC Rebels/HTS yeah, they have really negative relations with Advent and Vasari factions. That's not something I added, even under the old system it was near impossible to get ceasefires with them.[/quote] So how can we fix this? IMHO diplomacy should still be a way of winning the game.
I found a texture bug on this Volcanic Planet [IMG]http://img826.imageshack.us/img826/2291/s5l8.jpg[/IMG]
[quote who="GoaFan77" reply="937" id="3426135"] This is true, however I believe I also made it easier to get a cease fire (I.e. your relationship doesn't need to be as high as in vanilla). I guess I could let you build embassies at hostile planets, but they wouldn't be invulnerable, hence they would be extremely vulnerable to being destroyed. Besides I personally find bribes a better way for getting that initial cease fire, assuming your faction likes the other faction enough, wh
Very nice mod! I really like it! But there is one thing that is very annoying: As you removed all relationship buffs from the envoy's and put them into the embassy which can only be employed on allied planets, it's almost impossible to form new alliances with opposing forces. Please allow the envoy to place embassys at all planets friend or foe. Or at least leave it with a basic relationship boost.
[quote who="Aplos" reply="182" id="3007042"]Yeah, I'd like it too.... Why wouldn't You start negotiations with some modders about race transferring to Stars? What Race would You like to see in the MOD? I think one extra race is enough. I'd like to see: Spiky race from Black Sun Xin from Invasion Norlamins with some Replicator's ships from Maelstorm Probably, some races from Sci-Fi Universes: Cylons but with another fiction
[quote who="Aplos" reply="96" id="2914062"]Ooo! Hi Midnighter! I'll update it in the future 8)) BTW, now there is the forum, as You requested a long ago! Check it out! Best regards![/quote] Good news! I'll check it out immediately. Yeah I'm still alive. I won't update Sins as long as you don't update to 1.2 [e digicons]:grin:[/e] Can't play the game without your mod [e digicons]O:)[/e]
This is still one of my favourite mods, but it definitely needs to be updated to 1.2. Please Aplos!
This is ModDB. It stands for mod database.It is very popular by modders! There are many people who, in my opinion, would love such a mod! It also offers some kind of forum for your mod so gamers like me can talk about their favourite maps,tactics and other stuff related to your mod. GO check it out!
[quote who="Aplos" reply="8" id="2583966"]Everything works!!! [/quote] Indeed it does now! Great mod. I like the flair with the new music and that you can travel between every planet. I also like the fact that every starbase can move now, so that you are able to defend yourself more efficiently. The maps you've created are fantastic. Very realistic with long distances between stars. Well done! BtW Do you have any kind of forum for your mod? Is it all your work?
@Luften The fix IS useful because it fixes the crash, when reaching the 2GB. BUT it does NOT let the game use more than 2GB of RAM. http://img39.imageshack.us/img39/4491/ramwx.png @Major Stress Yes it is hardcoded and there is nothing we can do about it, thats the reason why we need your project. Great thanks for your work so far. It allowed me
[e digicons]k1[/e] @ Screet You are sooo right. But let's stop whining and face the truth: No 64-bit support, no multi core support, no games with 9 KI's that are longer than 15 min, no massive fleets and last but not least no giant battles against your mates via LAN. Please add this to your game description.
Ironclad Games and Stardock Entertainment , is there any perspective for a 64-bit code to overcome the 32-bit limitations (2GB), and to enhance speed for 64-bit OS? In reference to this thread: https://forums.sinsofasolarempire.com/377033
[quote who="IHaTeD2" reply="2775" id="2571765"]Only reduce the Graphicsettings doesnt help, i can play on Low (all Settings + Effects disabled) and on Very High and the FPS are low in a bigger Game. [/quote] Yeah, changing the graphic settings is quite useless for me. It does lag wether or not using low settings.
[quote who="-Ue_Carbon" reply="2766" id="2571169"] There was a post or 2 awhile back showing how to give SINS the large-address so it can use more than 2 GB. Your changing the .exe and I dont remember if anyone said it would affect the checksum or not. [/quote] Yeah thats the Large Adress Aware which prevents Sins not to crash when reaching 2GB of RAM but it does not enables the game to use more than 2GB
[quote who="Draakjacht" reply="2762" id="2570994"]The amount of RAM you have almost doesn't matter, cause games only allow a cap of 2 GB. Probably all the action is slowing you down and need to compensate by bringing down graphics. Anyone know a 3 GB patch? I found on for Supreme Commander, so I figure there has to be one for this.[/quote] I found that one 2. We already have one which prevents Sins from crashing if it reaches the 2GB line, but it does not all
I'm having a strange problem... While pausing the game and watching a giant fleet battle i get around 30-40 fps If unpaused it decreases to 8 or even slower. Im on Win7x64 with i7 920 @ 4Ghz, 6GB DDR3-1600, GTX285 SLI so 8FPS are not acceptable.
First of all great mod! Keep up the good work. But I'm having some issues playing as the Borg: The Force of Nature ability for the Transwarp-Gates seems not to work. There is no ability and after 20 minutes nothing happened. What does it exactly do? Spawning some random Borg ships? Allowing you to travel to another quadrant? Please explain!
I just dumped out of the game... Was having a big fight with 20 vs 20 frigates at one of heavily defended planets. There were several Beam Defense Platforms, 3 Hangars and one Transcencia Starbase.
[quote who="Thy_Sens_Fan" reply="16" id="2536732"]Alright, I tried the Large Address Aware and it hasn't crashed . Let's hope it keeps working. Gossammer, I think it would help others if you could specify how exactly the game is crashing.[/quote] Yep it helped me 2. No more crashes!!! I recommend everyone who has experienced this "AudioSystem: LoadSample Failure: Not enough memory " to try that tiny programm I posted above!
Try this: Large Address Aware - techPowerUp! Forums in relation to this post here: Sins Of a solar Empire: Diplomacy Bugfix thread - techPowerUp! Forums It enables Sins to use more than 2GB. I wasn't able to test it, because im not at home for 3 days.
I'm having the exact same problem with Win7x64 and my X-fi Platinum Fatality Champion Series.
3 weeks gone and still no sign of getting this fixed?
The only way to not crash is unplugging my soundcard. [e digicons]:([/e]