zoommooz11

zoommooz11

Joined Last seen Member # 4494372
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Reply to Old trinity in Technical

@Kyro Did the complete reinstall, and copied and pasted over 1.00 with my 1.37 folder from other computer. Inside the sins folder there are four exe files for starting the game. sins exe. which asks for stardock account registration, and gives message that 'the serial number is invalid for sins of a solar empire' sins entrenchment exe. which asks for stardock account registrati

14 Replies 25,796 Views
Reply to Old trinity in Technical

Did you login to your stardock account? It has all your registrations? I have got my login at stardock, and it has got my cd key there. It is listed as a Sins trinity key. I can and have downloaded a 1.33-1.37 patch there, which is useless for the 1.00 version. After I 1.37 it manually from my other computer (which I am assuming is actually making my 1.00, 1.37) and try to load the game I get the stackdock activation message. Bec

14 Replies 25,796 Views

Been playing rebellion for a while, and decided I wanted to play the mod SOA2 again, which is still updating to rebellion. Because I have a new computer, I needed to reinstall trinity/diplomacy, and this comes as version 1.00. (CD Version) Now, having spent five hours going through posts, trying to update, it seems that, for a game I PAID for, I can no longer patch it without a completely downloading it again (which will cost me $30). I decided to

14 Replies 25,796 Views

What is the earliest patch that it will work with? I have rebellion installed, and felt like playing SOA2 again, so I had to dig out my old retail version trinity copy of sins. Turns out that its now impossible to patch a retail version of diplomacy, even with the product code, without downloading the whole game (and at the high cost that I pay for data, I just don't feel like paying another $30 for a game I bought years ago), so I am hunting around for a manual patch, and 1.37 is no

5,100 Replies 12,674,214 Views

Congrats on the new wiki, it look very professional. @Liazarr. Latest version is 1.1.4480 Also, don't use the in game menu to set up the mod, instead edit the enabledmods txt yourself (located in the mods folder). For all races enabled mine look like: TXT Version 0 enabledModNameCount 6 enabledModName "Soge Beta Reb - Alliance" enabledModName "Soge Beta Reb - CIS" enabledModName "Soge Beta Reb

747 Replies 2,200,534 Views

Thanks mate, the finishCondition finishConditionType "DamageTaken" damageNeeded Level:0 250.000000 Level:1 0.000000 Level:2 0.000000 typeOfDamageNeeded "AFFECTS_ONLY_HULL" looks like what I am looking for. Cheers. Is there any abilities that use this so I can copy and paste the correct structure for the entity files?

5 Replies 10,032 Views

Just wondering if there is a finish condition type that can depend on a certain amount of damage to the hull being done, rather then just hull damage for instance.

5 Replies 10,032 Views

[quote who="Seleuceia" reply="3" id="3229991"]The technology "RESEARCHSUBJECT_STRUCTUREPRICEDECREASE" is what you want to look at (in game it is the TEC's modular architecture, a tier 1 tech in the civ tree)... Every structure has this line: isAffectedBySimilarModuleCostResearch Setting the value to TRUE means that if that faction has a technlogy similar to modular architecture, that structure will be affected by said technology... In theory, yo

4 Replies 8,753 Views

Damn. Thank you for the answer. Seems like it would not take the developers much to add this feature.

4 Replies 8,753 Views

I noticed that one of the new tags for rebellion allows for price modification of culture modules. Is there any way to adjust the price and build rate of specific module (and only these modules) types through research? (In this case, trade ports) Thanks

4 Replies 8,753 Views

I found the galaxy lite maps that comes with the beta and am playing with it now. However, the lite version only has three starting player, so I must assume that there is a full version of this (what you are referring to no doubt). On the SWR site I have found two sets of map, one which has mutiple sizes sw1, sw2, sw3, sw4, however this is not really compatible due to its planet types coming from other mods. The second set star wars galaxy max link is not working.

747 Replies 2,200,534 Views

[quote who="Lavo_2" reply="46" id="3023497"] Quoting zoommooz11, reply 43Ah, thanks for the reply. In SOGE I have general, testing, features and gampley (4). So it seems I need to wait for someone to activate it for me. Not that I'm impatient (alright, I am lol) but what is the usually time/ how often is the site monitored for this access? Not that long, you should have access by sometime tomorrow. The thread with the install information can be fou

747 Replies 2,200,534 Views

Just a quick question. I am trying to access the beta (latest version) for this mod and need a bit of clarification. I have: Signed up for an account at SWR I wrote a post in the Testing, SOGE 1.0e and higher I signed up for a mantis account. Now do I just wait, and someone activates for me, or should this open another link for me automatically? Also I noticed a previous post about updating an SVN rep

747 Replies 2,200,534 Views

[quote who="psychoak" reply="2930" id="3013319"]You need to add another buff file from BuffAssimilation. One that finishes with the same conditions as BuffAssimilationSuccess, as well as on shield failure, and has a periodic action removing BuffAssimilationSuccess. Call it on a 7 second delay so it's running when the takeover period starts, half second intervals should be sufficient to prevent most attempts. If you want a more concrete method, you

5,100 Replies 12,674,214 Views

[quote who="psychoak" reply="2923" id="3010659"]They surrendered.[/quote] Yeah, after reading through some of the 'plain' sins post on other pages (just now lol) I thought as much. I thought it was somewhat funny to read this particular player, or that particular player has work around's so that the ai does not surrender early, which suggests that the games designer made a major mistake when implementing this non moddable, non selectable

5,100 Replies 12,674,214 Views

Cut my planets down from 110 to 77, and while not perfect, my system seems to handle this amount a lot better. In my current game (play as fed) I am starting to win with alliances with rom and kling, all AI on unfair. I noticed that the Domion was really on the ropes and decided to see if I could turn it around for a challenge. When I reloaded and chose them all of their ship building, and market tab are greyed out, and they are unable to build or move anything. I

5,100 Replies 12,674,214 Views

I agree, I definitely think its the processor. After careful observation of frame rate, which at the start of the game sits at 75 without fluctuation, the ships run perfectly smooth. As trade ships and system load increases the frame rate flicker from 75-74 all of the time. As it flickers, the ships smooth/jerky movement exactly corresponds to the 75/74 flickering of the frame rate. I might try and overclock a bit more to see if this helps.

5,100 Replies 12,674,214 Views

[quote who="wbino" reply="2908" id="3008967"]A 512meg graphic card is pretty light. You've done the basics like defrag,close unneeded programs in backround?[/quote] Did defrag, but do run Internet in the background. Been quite a while since I upgraded, so it looks like time for a new machine. Cheers for all the help guys.

5,100 Replies 12,674,214 Views

Did a bit more testing and there is definitely a frame rate drop on the larger map. What puzzles me however, is that even a small drop (from 75-72) is very noticeable in the ship movements, almost like something else (related to the process large map) is responsible. My machine specs are dual core 2.5 Ghz, 512meg graphics card with 4GB of ram BTW. Graphic setting don't seem to effect

5,100 Replies 12,674,214 Views