Here's a little extra for SoA2R: SoA2R Large Fleets It roughly increases fleet supply and elite command points by 50%.
NewHorizons
[quote who="I_Push_Buttons" reply="168" id="3702419"] Things I hope are in SoaSE2: - More skills/levels so you can really customize your capital ships/build them a certain way. - Veteran ranks (maybe even skills) for frigates/cruisers, make the ships that last a long time more powerful/worth protecting. - More robust pirate faction that actually does stuff and gets stronger throughout the game. - Wider variety of planets, planetary specializations, and planetary
[quote who="starkers" reply="53" id="3700451"] Somebody please correct me if I'm wrong, but as I understand this, it won't matter how fast your internet is, I/O operations, uploads and downloads will be slowed. Is that right? If so, then the impact of this may be greater than was first revealed. [/quote] I suspect network latency will still be orders of magnitude greater than the overhead of these patches on context switches (as the CPU swaps between user and kernel mode).</
[quote who="Larsenex" reply="36" id="3700329"] So if I am behind a firewall and a router and use a VPN and its on a 'home computer' and I pretty much only do gaming on it. How can I get hacked? I understand that I 'can' be hacked but dont' I first have to be 'found'? If use zero patches (we dont need any stinking patches).. won't it be 'life as usual? [/quote] ... until you visit a website which has been compromised. Remember those adverts that had iffy content that
[quote who="admiralWillyWilber" reply="163" id="3696608"] Well they say the more memory you have the faster the computer runs, not so with 32 bit that can only have 2 gig games... [/quote]This is a false assertion, for systems that have adequate memory to execute the operating system and what ever program(s) you intend to run. Adding more RAM to a machine that does not need it has minimal benefit. However the converse is true:- a machine with insufficient memory will
[quote who="tetleytea" reply="1" id="3692573"] I tend to run Linux on VMware within my Windows box [/quote]Ditto, but via VirtualBox. [quote who="Matt0" reply="3" id="3692937"] Having said that, I am an owner of SOASE and would love to be able to play it on Linux. [/quote] Same here, quietly hoping that should there ever be a Sins2 that it would be available on both Windows & Linux. I did re-install a previous laptop with OpenSuSE 13 and tried to get Si
Indeed, no argument there. One thought I had for how the Dev's might have multi-threaded the current Sins back in the day would be to put the AIs on their own background threads, but I suspect the overhead of synchronizing (eg when an AI needed to control its fleet) with the main thread (that is rendering via DirectX) would have been too high. Using a modern graphics API, each AI could run on its own thread which also rendered its own units, hence less need to sync.
Actually multi-threading & 64-bit support are quite independent features used to solve different problems. The above is most likely a symptom of lag induced by executing on a single CPU thread, not lack of address space in a 32-bit process, and would not be helped that much by 64-bit support. It would be helped though if Sins was multi-threaded - when run on a machine with multiple CPU cores. There may be a small speed advantage to using 64-bit as C/C++ compilers can generate more
Cool. [quote]Fixes 'Failed to Initialize COM' error[/quote] Confirmed. [e digicons]:grin:[/e] [quote]Both mods and save games should be unaffected by this update [/quote] Yup, didn't even notice, until I saw this announcement, that Sins had been updated when loading up a SoA2 save.
I've recently come across this myself after moving to a new MSI laptop. GPU drivers and OS are up-to-date, so it wasn't that. Fix, in mycase, is to turn off the Nahamic 2 audio app - right click on its tray icon and select 'Exit'.
[quote who="rthggfdo" reply="4" id="3674898"] You can link to a list of all the restrictions for modding in the game? [/quote] An old list is at https://forums.sinsofasolarempire.com/363233/page/1
Apparently it seems to be the "Jump Drive Relic" artifact. In the reference files:[quote]researchModifier modifierType "JumpBlockerImmune"[/quote] So any race / faction that has that discovered that artifact will be PJI immune. Only other instances of JumpBlockerImmune are on abilities for scouts and the Antorak Marauder.
[quote who="Frogboy" reply="95" id="3648250"] Ironclad and Stardock are listening. [/quote] Good to hear. [e digicons]:thumbsup:[/e] [quote who="wbino49" reply="100" id="3648567"] Titans are nice, but since their introduction race to build them has ruined the natural flow of Sins battle ramp up. [/quote] What might be nice for Sins 2 is to make it modular: each module adding content from each of the Trinity series & Rebellion plus any extra c
[quote who="myfist0" reply="1" id="3643734"] I assumed .ogg files were compressed to save ram, but the compression could be causing a load problem. [/quote] Sounds plausible. If that is the case the quickest & most significant gain would be to convert frequently played, small, sounds from .ogg to .wav format - weapon/ability effects and engine loops spring to mind, especially as several play at the same time. Music maybe a factor but that tends to be large and on
[quote who="myfist0" reply="5033" id="3641985"] guess who finally escaped the Klingon work camp [/quote]So much for post-incarceration convalescence on Risa - straight back the Utopia Planatia shipyards to upgrade the Defiant's warp drive.
[quote]Ironclad Games and Stardock Entertainment are pleased to announce the availability of Sins of a Solar Empire version 1.84 on Steam and GOG [/quote] Yay! Nice to see a new update to Sins. I have spotted a minor bug with the 'Learn More' button for Ashes on the main screen:- Play a game of Sins for a few minutes, save and go back to the main menu. Click on the Ashes 'Learn More' button and the Steam browser overlay appears, but with no content
If you're just after Rebellion's reference files, see Harpo's [reference files] thread, eg end of the initial post.
[quote who="theselfescaping" reply="5019" id="3632592"] Here's an update to New Frontiers, an SoA 2 campaign map with 79 canonically-placed planets. [/quote] Intersting map - lots of high value terran planets, so it's quite easy for all factions to get their economies up and running, so they're all able to build half-decent fleets. I like the attention to detail on the planets & their names. I did notice an dev.exe error from this map:- Galaxy
[quote who="Darvroth" reply="5026" id="3630934"] 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. [/quote]RandomEventOpenRebellion.entity and RandomEventPartisansTech.entity will certainly spawn TEC ships as SoTYR appears to including the standard ones from Sins itself. I suspect we'd need to specify our own RandomEventDefs.randomeventdefs that either don'
[quote]3. Updates to the GameEventData.gameventdata file. To be honest I've never touched this file, so I'm not sure exactly what's changed. If its not in your mod, you probably don't need to worry about it, if it is, tell us what changed. [/quote] Between the sections for GameEventDef:ColonizePlanetBlockedByEnemyStarBase and GameEventDef:PirateFleetArrived there is GameEventDef:RuinP
Q: what races did you use? A: 1 Shadow, 1 Vorlon, 2 Minbari (including myself), 2 EA, 2 Narn and 2 Centauri
It's been a while, but I'd thought I would sneak back over the Neutral Zone (from SoA2) to lend a hand at bug hunting. I've opted-in to Rebellion 1.83, pulled from the repo and switched to Rebellion_Testing. Started a 10 FFA against 9 normal AIs 1 Vorlon, 1 Shadow , 2 of the other races, flagship victory on, everything set to highest detail, no LAA. It didn't take long (~20mins) to get several errors of the form:- AudioSystem: LoadSample Failure
[quote who="Scartch" reply="20" id="3629992"] Thinking that it takes too long to arrive at the technology to colonize the ice world, so I'll start with the asteroid. [/quote] Sort of ... you don't want to target those planet types right at the start. The best initial colonization plan is to secure & colonize the asteroids near your homeworld - they're cheap to upgrade with the limited funds you have at the start and will return metal & crystal whe
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