Thrawn's Revenge

Ascendancy [SoaSE] => Ascendancy Discussion => Sins of a Solar Empire => Topic started by: tlmiller on December 20, 2012, 08:40:04 PM

Title: So far...
Post by: tlmiller on December 20, 2012, 08:40:04 PM
Gotta admit, the vanilla game is fun, but WOW, are most of the ships boring looking.

I'll be glad when the mod is ready.  :D
Title: Re: So far...
Post by: Lord Xizer on December 21, 2012, 07:00:37 PM
Hm, I also can't wait to get my hands on Ascendancy
Title: Re: So far...
Post by: Rovert10 on December 21, 2012, 09:43:43 PM
There are other mods worth looking into while you wait.
Just saying.
Title: Re: So far...
Post by: tlmiller on December 21, 2012, 10:12:30 PM
I've been trying out Sins of a Galactic Empire...I'm slightly less than impressed with it so far.  I spent all this time to build an allegiance SSD, and as soon as it was built "WE'VE LOST OUR TITAN" and shows a display that a "dark fleet" arrived at my planet.  So...you put in the ability to build SSD's but you can't actually build SSD's.  Stupid...
Title: Re: So far...
Post by: tlmiller on December 21, 2012, 11:30:07 PM
Gotta say, overall, I LOVE this game.  I can get it to work in WINE on linux.  Runs great in WINE, too.
Title: Re: So far...
Post by: Rovert10 on December 22, 2012, 11:29:43 AM
I've been trying out Sins of a Galactic Empire...I'm slightly less than impressed with it so far.  I spent all this time to build an allegiance SSD, and as soon as it was built "WE'VE LOST OUR TITAN" and shows a display that a "dark fleet" arrived at my planet.  So...you put in the ability to build SSD's but you can't actually build SSD's.  Stupid...
I believe they just had a hotfix concerning the Titan spawning bug on moddb.
Title: Re: So far...
Post by: Lord Xizer on December 22, 2012, 11:54:27 AM
Wait it's out?
Title: Re: So far...
Post by: tlmiller on December 22, 2012, 12:32:30 PM
No, not ascendency.  I'm talking about the Sins of a Galactic Empire mod for Rebellion.  I found that I'm not a fan of...well, MOST of the models in the stock game, so I had to get my Star Wars fix until Ascendency is released, so I downloaded the SOAGE and Requiem (haven't tried Requiem yet).

I believe they just had a hotfix concerning the Titan spawning bug on moddb.

I've got the hotfix, I was reading through the comments and it's a known bug.  Supposedly if you make sure to have enough slots you can avoid it, but I had sufficient slots and still happened...but it's supposed to be fixed in the next full release that's out by the new year, so I'll give it another chance then.
Title: Re: So far...
Post by: tlmiller on December 22, 2012, 08:51:13 PM
So, played the Requiem mod today.  For 2 mods that are based on the same game, with the same basic idea of the mod (Star Wars), they feel about as different as can be.  Requiem is VERY slow and methodical, with most of the base game still intact so you have a MAX of 16 capital ships.  And if you build your titan (Executor/Viscount), then it's 15 because it takes 2 command slots.  Also, it has the worst Executor ever.  Actually weaker shields and hull than an ISD-II, and has only 2 fighter squads with it.  I ended up scuttling it and building multiple ISD-II & Venators to replace it.

Comparatively, SOAGE maxes your commmand slots at 999, so it's very focused on capital ships as the primary weapon, instead of a rare, powerful weapon.

Overall, while I have full confidence that Ascendency will be superior, if you need a SW fix and tired of the freeze on ICW, either of these mods will give you what you need.
Title: Re: So far...
Post by: Lord Xizer on December 23, 2012, 10:45:51 AM
I might have to try this then
Title: Re: So far...
Post by: tlmiller on December 23, 2012, 01:22:41 PM
The more I play, the more I like Requiem and the less I like SOAGE.  Just a poorly done mod overall.  Hopefully the next version will be a bit more complete, but has just tons of issues.

1 problem is that it does allow you to build so many caps, it gets impossible to win/lose.  Played for 4 hours straight, the CIS even sent titans (Subjugator I believe it was) at my planet, everything they sent I destroyed with no losses because I had a chokepoint planet that was heavily defended and also had repair facilities for my own ships.  But then, I couldn't move forward either because the next planet was too heavily defended with fighters/bombers, so we simply sat there trading meaningless blows.  They destroy a couple ISD-II's and Tectors, then I destroy a dozen Lucrehulks and...Providence, I think.  Because of the way income works, it was a total impasse that would never have ended.
Title: Re: So far...
Post by: Lord Xizer on December 23, 2012, 09:02:25 PM
Duly noted
Title: Re: So far...
Post by: Rovert10 on December 23, 2012, 09:46:10 PM
The more I play, the more I like Requiem and the less I like SOAGE.  Just a poorly done mod overall.  Hopefully the next version will be a bit more complete, but has just tons of issues.

1 problem is that it does allow you to build so many caps, it gets impossible to win/lose.  Played for 4 hours straight, the CIS even sent titans (Subjugator I believe it was) at my planet, everything they sent I destroyed with no losses because I had a chokepoint planet that was heavily defended and also had repair facilities for my own ships.  But then, I couldn't move forward either because the next planet was too heavily defended with fighters/bombers, so we simply sat there trading meaningless blows.  They destroy a couple ISD-II's and Tectors, then I destroy a dozen Lucrehulks and...Providence, I think.  Because of the way income works, it was a total impasse that would never have ended.
Usually in Vanilla if you were to face that situation you would bring out superweapons like the Novalith cannon and etc to break stalemates against AI at least.

Vasari have a superweapon that allows them to just jump to any planet of their choice to bypass all defences. SOAGE doesn't give you that sort of option I believe.
Title: Re: So far...
Post by: tlmiller on December 23, 2012, 11:21:50 PM
No, as the empire you have the galaxy gun that can only target planets.  Totally useless weapon in the game if you ask me.

I've been testing further with in Requiem, and the titan is HORRIBLY broken.  You can do some research to get the hull/shields more powerful, but for all it's supposed power, it has many of the same problems as the ICW Executor.  It seems to only use it's missiles to attack anything unless you manually tell it to move to attack, and then it will only use them until it can move out of range.  It refuses to stay in turbolaser range.  You'd think considering this mod was around we before Rebellion they'd have fixed this by now...but whatever.  Still a fun game, just don't use the TEC.  I attacked one of their starbases with my titan and 12 ISD-II's (strongest cap for the Empire in the game, no Tector in Requiem), and managed to take down the shields and 1/2 the hull before all 12 ISD's were destroyed, the Executor went shortly thereafter.

Honestely for the way that mod is done, it desperately needs the Sovereign/Eclipse to have any chance if you play a game with the vanilla forces.
Title: Re: So far...
Post by: Rovert10 on December 24, 2012, 07:21:21 PM
No, as the empire you have the galaxy gun that can only target planets.  Totally useless weapon in the game if you ask me.

I've been testing further with in Requiem, and the titan is HORRIBLY broken.  You can do some research to get the hull/shields more powerful, but for all it's supposed power, it has many of the same problems as the ICW Executor.  It seems to only use it's missiles to attack anything unless you manually tell it to move to attack, and then it will only use them until it can move out of range.  It refuses to stay in turbolaser range.  You'd think considering this mod was around we before Rebellion they'd have fixed this by now...but whatever.  Still a fun game, just don't use the TEC.  I attacked one of their starbases with my titan and 12 ISD-II's (strongest cap for the Empire in the game, no Tector in Requiem), and managed to take down the shields and 1/2 the hull before all 12 ISD's were destroyed, the Executor went shortly thereafter.

Honestely for the way that mod is done, it desperately needs the Sovereign/Eclipse to have any chance if you play a game with the vanilla forces.
TEC Starbases have always been some of the toughest to crack with capital ships at least especially with repair bays behind it + the fact that it can self destruct for like 10,000 damage (unmitigated at least).
 
Using capital ships to assualt any starbase is ill advised and should be left to large bomber groups instead since SBs don't have anti-strikecraft weapons. If you arn't then send in a large support frigate fleet to draw away fire and for much greater DPS.

Requiem is balanced so that frigates/cruisers are your main damage dealers like the original races. Capital ships are mostly ability casters in Vanilla and Requiem.
Title: Re: So far...
Post by: tlmiller on December 24, 2012, 08:10:11 PM
I used Frigates and bombers to attack 1 of the earlier bases, and yeah, they eventually took it down, but it took 10 minutes of waiting.  IMO, that's a broken game if it takes 10 minutes of setting and watching the game.

Also, on a canonicity note, not at all how the Empire should be designed.  Empire was a capital ship first, capital ship second,  capital ship third mind frame.
Title: Re: So far...
Post by: Lord Xizer on December 24, 2012, 11:42:46 PM
They were pretty battleship oriented.
Title: Re: So far...
Post by: tlmiller on December 25, 2012, 12:00:04 AM
Very.  Overly so, but that's part of what makes it fun to play as them.  Lots of big, destructive ships.
Title: Re: So far...
Post by: Lord Xizer on December 25, 2012, 04:28:03 PM
Well to be fair they did make the TIE Defenders which were in my opinion the best all around Starfighter in the galaxy.
Title: Re: So far...
Post by: tlmiller on December 25, 2012, 05:03:44 PM
And the Tie Avenger, my favorite fighter.

I tried playing the vanilla SOASE:  Rebellion again today.  I really don't see how people can play this game.  Absolutely terrible game.  I must be honest, it's one of the absolute worst games I've ever played.  Takes 5 hours to colonize a second planet unless you crank up the speed to 8x, and then everything happens so fast that you can't control anything.
Title: Re: So far...
Post by: Enceladus on December 25, 2012, 06:47:23 PM
If it's taking you five hours then you're probably doing something wrong. Also you do  or realize you can crank up build speeds , culture spread etc. in the game options before launching a game correct?
Title: Re: So far...
Post by: tlmiller on December 25, 2012, 07:43:08 PM
Didn't realize you can crank up speeds.

And I may have been exagerating a LITTLE, but the basic concept is still the same.  Games massively sluggish.
Title: Re: So far...
Post by: Revanchist on December 25, 2012, 08:06:51 PM
And the Tie Avenger, my favorite fighter.

I tried playing the vanilla SOASE:  Rebellion again today.  I really don't see how people can play this game.  Absolutely terrible game.  I must be honest, it's one of the absolute worst games I've ever played.  Takes 5 hours to colonize a second planet unless you crank up the speed to 8x, and then everything happens so fast that you can't control anything.

What difficulty are you playing at? If you start with a colonizing capital and maybe four of your starter frigates (Kobalt, etc) it should only take a few minutes to colonize your first planet.

I'm really going to have to buy this once I get my PC for Computer Programming.
Title: Re: So far...
Post by: tlmiller on December 25, 2012, 09:38:19 PM
4 starter frigates don't survive the first planet they get to.  I have to build either a cap or like 6 corvettes to survives the independent fleets that surround the planets and despite being also corvettes with a small cruiser usually, rip through the player corvettes like so much 50 caliber browning through paper.
Title: Re: So far...
Post by: Enceladus on December 25, 2012, 09:45:50 PM
If you're really having trouble I might recommend turning on flagship victory. You get a free capital ship (your flagship that you have to keep alive to stay in the game) that is pretty much a brick against independent forces early game. If you play as the TEC I would suggest the Akkan as your first capital due to it's colonizing ability.
Title: Re: So far...
Post by: tlmiller on December 25, 2012, 09:58:32 PM
First I want to try turning on the option to increase the speeds of everything.  That's my main issue.  It's not winning, it's how long it takes to get to the point that you can actually DO anything.
Title: Re: So far...
Post by: tlmiller on December 26, 2012, 04:35:45 AM
OK, just played a game with everything set to it's fastest level.  OMG, it's like it's a totally different game.  It's SOOOOOOOOOOOOOOO much more fun and engaging not having to wait for 20 minutes for a ship to phase jump (unless you've got a fleet with a bunch of cruisers, several caps and a titan, and set that fleet to jump together), not having your hair grow down to your shoulder before you get enough income to build a corvette, etc.  WOW.  I enjoyed it.
Title: Re: So far...
Post by: Enceladus on December 26, 2012, 11:18:34 AM
Mhm, I think most of the team either plays on faster or fastest.
Title: Re: So far...
Post by: Corey on December 26, 2012, 11:20:24 AM
Even if it takes me yelling at Enceladus "change it to faster" 5 million times before he starts the game.
Title: Re: So far...
Post by: Enceladus on December 26, 2012, 11:22:03 AM
For the record it was on faster, you wanted it on fastest.
Title: Re: So far...
Post by: Corey on December 26, 2012, 11:44:16 AM
No, it was on Fast. The Random who didn't know how to spell and I wanted it on Faster. There isn't an option called "Fastest." Get on my level, casual.
Title: Re: So far...
Post by: tlmiller on December 26, 2012, 12:54:30 PM
I noticed that, Faster is the fastest.  But it's good enough that it's fun now.
Title: Re: So far...
Post by: Kalo on December 26, 2012, 07:40:36 PM
Truthfully Miller, I enjoy the game on its default pace. Though all of us do turn on "Faster" so that Ships actually feel better. And I have to say I think you need to give the base game more of a chance, because it's the game that made a fair share of TR just want to completely switch to it. So they must be doing something right. And I'm really sorry you had to play those other Mods.
Title: Re: So far...
Post by: tlmiller on December 26, 2012, 08:22:42 PM
I still don't enjoy the ships of the vanilla game.  I've been playing Requiem though, and it's a lot of fun now that it's not moving like a sloth through a tar pit that's been frozen solid.

I still maintain that the default game on the default speeds was the single worst game I've ever played in my life.
Title: Re: So far...
Post by: Kalo on December 26, 2012, 10:21:52 PM
I still don't enjoy the ships of the vanilla game.  I've been playing Requiem though, and it's a lot of fun now that it's not moving like a sloth through a tar pit that's been frozen solid.

I still maintain that the default game on the default speeds was the single worst game I've ever played in my life.

And I will maintain that you have no foresight and the ability to plan around such a slow progression. Though, I will agree that default ship speed is pretty bad.
Title: Re: So far...
Post by: tlmiller on December 27, 2012, 12:26:25 AM
It's not bad.  It's worse than afterschool detention slow.  It's bad enough to make what is, now that I know you can speed it up, a fun game seem like work.  It really is that dull.  Maybe once you have an empire up and running in larger maps it wouldn't be so bad.  But early when you have 1 or 2 planets and you're out of resources so you can't build anything else to expand any further, it's just absolutely horrible.

It's not foresight I lack, it's the willingness to set through a game that moves so amazingly slow that I'd rather go to work.

I have a very straight mindset, games with a very few exceptions (stratego and to a LIMITED degree chess) need to move, and be fun.  Setting and doing nothing is the opposite of a game.  It's a time out (chess I'm willing to wait a while, but I will only play with a strict rule of 1 minute thinking per move max, any more than that and I don't care to win or lose, I just don't want to play because it's not fun anymore).
Title: Re: So far...
Post by: Kalo on December 27, 2012, 01:04:05 AM
It's important to remember that Fun is subjective, even if I should be talking to myself here for chastising you. But really, I enjoy the slow pace.
Title: Re: So far...
Post by: Corey on December 27, 2012, 01:27:45 AM
I tend to play strictly in multiplayer games.
Title: Re: So far...
Post by: tlmiller on December 27, 2012, 08:11:08 AM
Almost everyone I know is 2 hours ahead of me, so by the time I get home from work, get food, everyone I know that I COULD potentially play with is going to bed, so multiplayer isn't really an option for me.
Title: Re: So far...
Post by: Kalo on December 27, 2012, 11:49:34 AM
Almost everyone I know is 2 hours ahead of me, so by the time I get home from work, get food, everyone I know that I COULD potentially play with is going to bed, so multiplayer isn't really an option for me.

I don't think any developer here would mind if you posted a "Lets play at this Date" thread.
Title: Re: So far...
Post by: tlmiller on December 27, 2012, 12:03:00 PM
One weekend I might.  I'm still trying to get used to the keyboard shortcuts right now.  I want to at least give it a good fight before I take on people that have probably played significantly more than I have, and are all younger and can remember things better than I most likely.
Title: Re: So far...
Post by: Corey on December 27, 2012, 12:38:02 PM
Enceladus and I wanna do a few community games before we release Ascendancy on Rebellion, and then definitely afterwards on the mod itself.
Title: Re: So far...
Post by: JC123 on December 27, 2012, 08:44:35 PM
Multiplayer should be much easier to pull off with this mod than ICW.  I'm very much looking forward to that.

I agree with miller on the slow progression and income.  It seems as though I just build and research for a few hours and then spend a half hour actually fighting.  However, all that time spent defending my small claim makes the final conquests all the sweeter.

I almost forgot:  no FREEZE places this way ahead of EAW.
Title: Re: So far...
Post by: tlmiller on December 27, 2012, 10:28:44 PM
Well, I've almost never frozen on any SMALLER GC in ICW as anyone but the PA.
Title: Re: So far...
Post by: Lord Xizer on December 27, 2012, 11:33:55 PM
I freeze with the PA in AoW and EoW as the PA everytime I kill Palps in era 3
Title: Re: So far...
Post by: Lavo on December 28, 2012, 12:18:21 PM
I've been trying out Sins of a Galactic Empire...I'm slightly less than impressed with it so far.  I spent all this time to build an allegiance SSD, and as soon as it was built "WE'VE LOST OUR TITAN" and shows a display that a "dark fleet" arrived at my planet.  So...you put in the ability to build SSD's but you can't actually build SSD's.  Stupid...
That was put in as, unfortunately, the base game's limitations on Titans are horrendous. The ability should work fine, either with the hotfix or the new version that should pop up when moddb pops back up.

The more I play, the more I like Requiem and the less I like SOAGE.  Just a poorly done mod overall.  Hopefully the next version will be a bit more complete, but has just tons of issues.
Have you got feedback? I love feedback. Lay your criticism on me, good man! Supercaps in SoGE are, in a sense, the game's super weapons; they allow you to break through enemy fortress worlds with nice speed. If you sent a single Executor to a world, most of the time you can sit back and watch it lay down carnage on the poor AI planet it hits. Also, the latest release increases the ship speed options (Fast/Faster) so you don't have to wait 5 minutes for ships to transverse a grav well, among other things.
Title: Re: So far...
Post by: tlmiller on December 28, 2012, 09:57:09 PM
My feedback is that there is enough that was wrong that I removed the mod from my pc and haven't missed it for a single moment.  I know there was supposed to be a new version that fixed a lot of stuff this week, but haven't looked to see if they released it yet, I assume they have from your comments.

I plan on trying the mod again with the next version, it seemed like it had potential, but just too many small things added up to a less than pleasing game in the one that was out (don't know what version it is).  The most obvious was that I couldn't build a Titan.  I like the fact that they have the cap ship set to 999.  I think the default max 16 is rather pathetic since the titan takes 2 of those slots.  That means on a large map with 4 or 5 players, you're inevitably going to have to leave some opening undefended since you simply DON'T have enough capital ship capacity to defend everything.  So I'm hoping it gets better so that I can continue to enjoy it until such time as Ascendency is ready (I have faith in this team that it'll be the best SW mod for Rebellion after seeing what they accomplished with FOC).
Title: Re: So far...
Post by: Kalo on December 29, 2012, 04:09:59 PM
Multiplayer should be much easier to pull off with this mod than ICW.  I'm very much looking forward to that.

I agree with miller on the slow progression and income.  It seems as though I just build and research for a few hours and then spend a half hour actually fighting.  However, all that time spent defending my small claim makes the final conquests all the sweeter.

I almost forgot:  no FREEZE places this way ahead of EAW.

You'll be happy to know that me and other developers play MP quite frequently. Infact, me and Slevered and Jinzor and a few other randoms are locked in a major clash that has yet to be decided. Also, the only thing that you really have to worry about in multiplayer is the amount of planets because it can lag, but it's mostly random.



That was put in as, unfortunately, the base game's limitations on Titans are horrendous. The ability should work fine, either with the hotfix or the new version that should pop up when moddb pops back up.
Have you got feedback? I love feedback. Lay your criticism on me, good man! Supercaps in SoGE are, in a sense, the game's super weapons; they allow you to break through enemy fortress worlds with nice speed. If you sent a single Executor to a world, most of the time you can sit back and watch it lay down carnage on the poor AI planet it hits. Also, the latest release increases the ship speed options (Fast/Faster) so you don't have to wait 5 minutes for ships to transverse a grav well, among other things.

People will always remember your mod for its terrible versions sadly. IE : ICW 1.0 in all of its awful glory.
Title: Re: So far...
Post by: Corey on December 29, 2012, 10:14:24 PM
Quote
You'll be happy to know that me and other developers play MP quite frequently. Infact, me and Slevered and Jinzor and a few other randoms are locked in a major clash that has yet to be decided. Also, the only thing that you really have to worry about in multiplayer is the amount of planets because it can lag, but it's mostly random.

Just to clarify, he's talking about Rebellion here, not Ascendancy. Don't want to accidentally give a false impression about how far along the mod is. However Sins is much easier tyo develop multiplayer for than EaW stuff, and one of the main points of the mod is that we want to play it together so multiplayer is definitely a focus.
Title: Re: So far...
Post by: Eclipse on December 29, 2012, 10:41:11 PM
Would be fun to beat Corey and the rest of TR team in their own mod hahahah XD
Title: Re: So far...
Post by: Lavo on December 29, 2012, 11:11:25 PM
My feedback is that there is enough that was wrong that I removed the mod from my pc and haven't missed it for a single moment.  I know there was supposed to be a new version that fixed a lot of stuff this week, but haven't looked to see if they released it yet, I assume they have from your comments.
I'm basically the head dev for SoGE. You say it was so bad that you uninstalled it, but that doesn't help in fixing whatever ailed you, or in giving you tips in how to adjust for certain scenarios.

Quote
The most obvious was that I couldn't build a Titan.
That's wrong. You can build Titans, they are just spawned via ability rather than built as a regular ship. This is done purely due to Sins' own hardcodes, name: hardcap of 1 Titan per faction and said Titan's XP is retained after death once it is rebuilt.

People will always remember your mod for its terrible versions sadly. IE : ICW 1.0 in all of its awful glory.
Aye, that's always a pain. It's always amusing to get asked "Have you fixed/changed X yet" when that was done many months ago.
Title: Re: So far...
Post by: tlmiller on December 29, 2012, 11:28:39 PM

That's wrong. You can build Titans, they are just spawned via ability rather than built as a regular ship. This is done purely due to Sins' own hardcodes, name: hardcap of 1 Titan per faction and said Titan's XP is retained after death once it is rebuilt.


You say it's wrong, but every time I tried to build one in the game, I got an immediate notification that "OUR TITAN HAS BEEN DESTROYED".  So, the difference between can't build one and it goes away as soon as I build one without ever being able to even click on it is simply a difference of semantics.  The point is, the current versions titan is borked.  I look forward to trying the new version, but you might have better luck if you don't tell someone that something isn't broken in a mod when it obviously is.  Part of the reason I enjoy working with Corey and his team is because they're more than willing to admit when something is broken and they're trying to fix it.
Title: Re: So far...
Post by: JC123 on December 29, 2012, 11:32:15 PM
Would be fun to beat Corey and the rest of TR team in their own mod hahahah XD

Perhaps some of us should form a noob team to take on the dev team.  I would suggest setting up for a quick game otherwise I can see it lasting a long time :)
Title: Re: So far...
Post by: Kalo on December 29, 2012, 11:59:55 PM
Perhaps some of us should form a noob team to take on the dev team.  I would suggest setting up for a quick game otherwise I can see it lasting a long time :)

A foolish endeavor.
Title: Re: So far...
Post by: Lord Xizer on December 30, 2012, 12:08:57 AM
perhaps
Title: Re: So far...
Post by: Corey on December 30, 2012, 12:27:24 AM
A foolish endeavor.

Well it seems like if you and I are in a game we don't stay on the same team for longer than 5 minutes, and locked teams are for casuals. They'd probably win because we both take each other out.
Title: Re: So far...
Post by: Kalo on December 30, 2012, 12:29:58 AM
Well it seems like if you and I are in a game we don't stay on the same team for longer than 5 minutes, and locked teams are for casuals. They'd probably win because we both take each other out.

I'm sure we can come to an agreement.
Title: Re: So far...
Post by: Evaders99 on December 30, 2012, 01:00:16 AM
In defense of SOGE, Lavo is literally one man team. SOGE doesn't have the big team that TR does, thus it is not going to be polished up to the level that I expect a TR release would be.

In the choice between either longer releases or lacking polish, SOGE is obviously releasing more frequently and getting feedback. A lot of changes are a result of feedback from the beta testing.

Lavo has not been able to reproduce this titan bug, but has acknowledged this on Moddb and requesting more information
http://www.moddb.com/mods/sins-of-a-galactic-empire/page/3#comments
Quote
Regardless of this, if you have a save file of right before, or even right after (the former is preferred), you tried to build the titan, please upload it somewhere and send it to me. This way I can look into it, and see if it's truly an issue with the mod itself or not; there is always a possibility that I have missed something, as the system is not perfect.

Can you cut Lavo some slack and work with him on debugging this? Because he is trying to work with you.
Title: Re: So far...
Post by: Lavo on December 30, 2012, 01:40:39 AM
You say it's wrong, but every time I tried to build one in the game, I got an immediate notification that "OUR TITAN HAS BEEN DESTROYED". 

That's normal actually; the ability spawns a slotholder Titan until the "real" one is "built".

Quote
So, the difference between can't build one and it goes away as soon as I build one without ever being able to even click on it is simply a difference of semantics.  The point is, the current versions titan is borked. 

First off, I want to apologize; I made an assumption you were among those who tried to build Titans as if they're regular Sins Titans, and reading through this thread I'm obviously incorrect. You wouldn't happen to have a save game of this around, would you? I haven't been able to reproduce the error you're mentioning since the hotfix, and would very much appreciate something.
Title: Re: So far...
Post by: tlmiller on December 30, 2012, 01:59:37 AM
I don't have any savegames at all for Rebellion.  Once I try out the new version if it's still happening I'll make a savegame and send it to you.
Title: Re: So far...
Post by: tlmiller on December 30, 2012, 08:36:03 PM
Ok, got the new version of SOAGE.  Seems to have lots of fixes.  Was able to build the supercapitals/titans, but ONLY if I set it to "autocast on".  If I tried to manually build, it would fail.  However, using the autocast it was able to build 4 Allegiance.

ISD-II still can't raise their abilities.  ISD-II-C and Tector can correctly.  Allegiance can also.

When you build a heavy constructor, the second ability is disabled saying that additional research is required, but I may researched EVERYTHING in EVERY category.  You also can't read the entire description of WHAT the second buildable starbase is.

No way I can find to build a supercap/titan shipyards.  I had a planet I wanted to build a second one on, and no way I could find to build it, wasn't in the logistics buildings or tactical buildings.  Unless it was the second ability of the heavy constructor that doesn't work.

Dauntless Cruiser seems a bit underpowered for something so large (I'm going entirely off the size and strength that it was in SW:  Rebellion where it humiliated an ISD-I, but in this mod my ISD-II crushed it, I haven't actually used one to know if it's right for it's price).

I'll post more comments as I find them.
Title: Re: So far...
Post by: Lord Xizer on December 31, 2012, 01:20:24 AM
Still seems to be bug riddled
Title: Re: So far...
Post by: tlmiller on December 31, 2012, 08:25:11 AM
Still quite a few, but it's significant improvements.

If I were to make any suggestions, it would be this:

Drop the ISD-II.  Make the ISD-II-C the ISD-II and get rid of the colonization ability (I keep not using it anyway because every other ability it has is so much better).  If you want a colonization ship, either make a VSD (which can land on planets so actually makes more sense anyway) or a Venator (same as the VSD, can land on planets so slightly more sense) and give them the colonization ability.

Since you've already got the ability to research upgraded fighters/bombers, I don't know how it would be able to be added due to size of the area, but be awesome if it would allow for 1 more step of research so that you could go Tie Fighter > Tie Interceptor > Tie Avenger and Tie Bomber > XG-1 Assault Gunboat > Missile Boat/Scimitar Assault Bomber/Tie Defender (can't think of which would make the most sense).
Title: Re: So far...
Post by: Lavo on December 31, 2012, 12:02:15 PM
Ok, got the new version of SOAGE.  Seems to have lots of fixes.  Was able to build the supercapitals/titans, but ONLY if I set it to "autocast on".  If I tried to manually build, it would fail.  However, using the autocast it was able to build 4 Allegiance.
That's odd. It should be able to manually fire; no idea why that's happening.

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ISD-II still can't raise their abilities.
This is intentional; as noted in the "Known Bugs" section some ships cannot raise their levels by design.

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When you build a heavy constructor, the second ability is disabled saying that additional research is required, but I may researched EVERYTHING in EVERY category.  You also can't read the entire description of WHAT the second buildable starbase is.
The second ability should be disabled; I have recently heard that the first ability is bugged, looking into it right now. Edit: The star base construction ability is functioning as intended. Human players are supposed to only be able to use the first ability, which constructs a regular star base. The second is for the AI, which constructs a starbase which already has upgrades, and thus costs resources to build, as the AI never upgrades it's SBs properly.

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No way I can find to build a supercap/titan shipyards.  I had a planet I wanted to build a second one on, and no way I could find to build it, wasn't in the logistics buildings or tactical buildings.  
Also intentional; you cannot build one, your starting homeworld has one, and it's the only one you will have throughout the game. Edit: To further clarify, if one could build them and thus by extension have multiple ones at a planet, the whole buff system for supercap spawning would collapse on itself.

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Dauntless Cruiser seems a bit underpowered for something so large (I'm going entirely off the size and strength that it was in SW:  Rebellion where it humiliated an ISD-I, but in this mod my ISD-II crushed it, I haven't actually used one to know if it's right for it's price).
In the mod it's the most powerful Rebel ship in terms of raw firepower outside of their supercaps. In SW:Rebellion the Dauntless was made to be the second most powerful ship in the Rebel arsenal, for gameplay purposes. At the end of the day, it's a converted luxury liner, not a dedicated warship like the ISD line.

Drop the ISD-II.  Make the ISD-II-C the ISD-II and get rid of the colonization ability (I keep not using it anyway because every other ability it has is so much better).
While that's ultimately your choice, this will not be done. The regular ISD-II is both cheaper and uses less supply than the ISD-II-C. As mentioned in the FAQ, many ships used to be cruisers, however they were turned into capital ship entities in SoaSE:R for a number of reasons. These ships still retain their old, fixed level 1, abilities. The ISD-II is one of these ships.

As for colonization, one of the main reasons the ship has it is that the AI will literally die without a colonizing capital ship. Why is anybody's guess, but seeing as how the ISD-II always had a ground compliment with it makes it well suited to house an invasion force.

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Since you've already got the ability to research upgraded fighters/bombers, I don't know how it would be able to be added due to size of the area, but be awesome if it would allow for 1 more step of research so that you could go Tie Fighter > Tie Interceptor > Tie Avenger and Tie Bomber > XG-1 Assault Gunboat > Missile Boat/Scimitar Assault Bomber/Tie Defender (can't think of which would make the most sense).
You cannot "upgrade" fighters in Sins like in EaW; the current system is the best that can be done within game limits.
Title: Re: So far...
Post by: Lord Xizer on December 31, 2012, 12:22:50 PM
Is the AI smarter than in ICW?
Title: Re: So far...
Post by: Corey on December 31, 2012, 02:21:48 PM
I've always preferred the Sins AI to the EaW AI, however the Sins AI is effectively untouchable so it can be messed up depending on what ways the gameplay has changed.
Title: Re: So far...
Post by: Lord Xizer on December 31, 2012, 04:33:32 PM
Those AIs are pesky things eh?
Title: Re: So far...
Post by: tlmiller on December 31, 2012, 06:05:34 PM

Also intentional; you cannot build one, your starting homeworld has one, and it's the only one you will have throughout the game. Edit: To further clarify, if one could build them and thus by extension have multiple ones at a planet, the whole buff system for supercap spawning would collapse on itself.

Is it indestructible then?  Because if not, it's somewhat unfair to not allow someone to reconstruct if they get attacked and lose their starting planet but are able to rebuild and now can't have titans.  Just make it so the shipyard is like the normal titan, max 1 at any time, and that way you wouldn't have to worry and you can rebuild.

While that's ultimately your choice, this will not be done. The regular ISD-II is both cheaper and uses less supply than the ISD-II-C. As mentioned in the FAQ, many ships used to be cruisers, however they were turned into capital ship entities in SoaSE:R for a number of reasons. These ships still retain their old, fixed level 1, abilities. The ISD-II is one of these ships.

As for colonization, one of the main reasons the ship has it is that the AI will literally die without a colonizing capital ship. Why is anybody's guess, but seeing as how the ISD-II always had a ground compliment with it makes it well suited to house an invasion force.

While it's your mod so your choice, definitely not something I'd like.  What's the point of a game that you get upgrades for capital ships if the mod doesn't allow you to upgrade your capital ships.  Seems like a step backwards from the stock game.

Is the AI smarter than in ICW?

I honestly wouldn't say it's smarter, just a lot more aggressive.  Even in the little time I've played I've seen it do some seriously dumb things (like never colonize systems that are CHOCK full of resource asteroids in the system right beside it, while fighting tooth and nail for a system 6 systems away.
Title: Re: So far...
Post by: JC123 on December 31, 2012, 10:33:45 PM
The Sins AI can be relatively hard from the typical AI standpoint (spam) and I've been able to take advantage of EAW AI far more often than Sins AI.

Just to mention, and this isn't an AI thing, but the ship path-finding finally allows large vessels to be fun so that I don't have to curse and micromanage every route for every ship.  That said, I miss being more engaged in fights and using tactics as opposed to sending in simple fleet combinations to counter other fleet combinations.  Oh well, it's not like every space RTS game is the same.
Title: Re: So far...
Post by: Lavo on December 31, 2012, 10:36:01 PM
Is it indestructible then?  Because if not, it's somewhat unfair to not allow someone to reconstruct if they get attacked and lose their starting planet but are able to rebuild and now can't have titans.  Just make it so the shipyard is like the normal titan, max 1 at any time, and that way you wouldn't have to worry and you can rebuild.
No it is not. You can attack the planet and destroy the shipyard. It's also impossible to put in such a cap on structures; that's the primary reason behind having only 1 at your starting planet in the first place. Further, if it was invulnerable, if a player lost their starting homeworld for whatever reason, and still existed (say in another system of a multi-system map), then said player could spawn supercaps well behind the front lines of the current controller of the homeworld, and the controller could not do a single thing to stop them. While it is somewhat unfair that one cannot rebuild a factory, this situation is even more unfair, and is even exploitable under extreme conditions.

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While it's your mod so your choice, definitely not something I'd like.  What's the point of a game that you get upgrades for capital ships if the mod doesn't allow you to upgrade your capital ships.  Seems like a step backwards from the stock game.
There's actually a good amount of reasons. Whenever a frigate has planet bombing capabilities, it rushes to siege the planet, regardless of it's frigateRoleType (aka. what the AI uses the ship as). Capital ships do not have this problem. If these ships were left as regular frigates (note: there is no "cruiser" entity in Sins), the AI would make fleets of ISDs which wouldn't attack other ships, until a planet was destroyed; this was observed before the current setup was implemented, which resulted in an utterly incompetent AI. Further more, one can mess with the AI which results in them spamming capital ships, which SoGE has done, resulting in a more adept AI. It allows for abilities to effect frigates and capital ships differently; admittedly SoGE has not made use of this at the current point in time, though there is a definite chance that we will. Additionally, even though these "regular" capital ships do not get abilities that can be upgraded like the "elite" ones do, these ships do benefit from leveling up, in terms of health and firepower boosts.

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I honestly wouldn't say it's smarter, just a lot more aggressive.  Even in the little time I've played I've seen it do some seriously dumb things (like never colonize systems that are CHOCK full of resource asteroids in the system right beside it, while fighting tooth and nail for a system 6 systems away.
Some AI types, such as the Aggressive AI, seem to be less adapt to colonizing planets than the other AI types. That and at times the AI does not have the proper colonization tech researched in order to actually colonize planets.
Title: Re: So far...
Post by: tlmiller on December 31, 2012, 11:10:30 PM
No it is not. You can attack the planet and destroy the shipyard. It's also impossible to put in such a cap on structures; that's the primary reason behind having only 1 at your starting planet in the first place. Further, if it was invulnerable, if a player lost their starting homeworld for whatever reason, and still existed (say in another system of a multi-system map), then said player could spawn supercaps well behind the front lines of the current controller of the homeworld, and the controller could not do a single thing to stop them. While it is somewhat unfair that one cannot rebuild a factory, this situation is even more unfair, and is even exploitable under extreme conditions.

That sucks.  For me personally, relegates this mod to the realm of "could be good" though.  Neat mod, I'm sure I'll still try out the new release every time just to see how it's going, but just the risk that I could lose the supercap facility and not be allowed to rebuild...just would kill the fun.  Sure, likelihood of it ever happening is low.  But there's still that chance.  Let us know when you release new versions so that I know to try it out at least.

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There's actually a good amount of reasons. Whenever a frigate has planet bombing capabilities, it rushes to siege the planet, regardless of it's frigateRoleType (aka. what the AI uses the ship as). Capital ships do not have this problem. If these ships were left as regular frigates (note: there is no "cruiser" entity in Sins), the AI would make fleets of ISDs which wouldn't attack other ships, until a planet was destroyed; this was observed before the current setup was implemented, which resulted in an utterly incompetent AI. Further more, one can mess with the AI which results in them spamming capital ships, which SoGE has done, resulting in a more adept AI. It allows for abilities to effect frigates and capital ships differently; admittedly SoGE has not made use of this at the current point in time, though there is a definite chance that we will. Additionally, even though these "regular" capital ships do not get abilities that can be upgraded like the "elite" ones do, these ships do benefit from leveling up, in terms of health and firepower boosts.

Yeah, I knew they still had those advantages from leveling up.  Didn't know that AI would refuse to use them as a combat ship if they had "x" abilities.  Makes sense then.
Title: Re: So far...
Post by: Lavo on January 01, 2013, 01:17:40 AM
Yeah, I knew they still had those advantages from leveling up.  Didn't know that AI would refuse to use them as a combat ship if they had "x" abilities.  Makes sense then.
Nah, what I'm saying is that in old versions of SoGE, those ships were frigate entities, and not capital ship entities. Making them into capital ships eliminated issues with those ships being frigate entities.

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That sucks.  For me personally, relegates this mod to the realm of "could be good" though.  Neat mod, I'm sure I'll still try out the new release every time just to see how it's going, but just the risk that I could lose the supercap facility and not be allowed to rebuild...just would kill the fun.  Sure, likelihood of it ever happening is low.  But there's still that chance.  Let us know when you release new versions so that I know to try it out at least.
You can survive without supercaps. ;) Though, if it's really such an issue, I believe making an invincible supercap factories addon can be arranged, which would allow you to change this.
Title: Re: So far...
Post by: JC123 on January 01, 2013, 11:05:27 AM
Wow.  I didn't think I'd learn so much about SOAGE on these forums.  Thanks for bothering to post in-depth answers here, Lavo.  I probably wouldn't have seen them otherwise :P  This answers a lot of questions about odd quirks.

I can see how making the AI untouchable in Sins could be really problematic.
Title: Re: So far...
Post by: Rovert10 on January 01, 2013, 11:48:40 AM
Well it seems like if you and I are in a game we don't stay on the same team for longer than 5 minutes, and locked teams are for casuals. They'd probably win because we both take each other out.
That's a first that I heard locked teams are for casuals.

The hardcore multiplayer guys on ICO always locked teams for "competitive" games if you can call them that.
Title: Re: So far...
Post by: Lavo on January 01, 2013, 11:53:45 AM
Those competitive people can really get their panties in a bunch at times.

Wow.  I didn't think I'd learn so much about SOAGE on these forums.  Thanks for bothering to post in-depth answers here, Lavo.  I probably wouldn't have seen them otherwise :P  This answers a lot of questions about odd quirks.
You guys tend to ask intelligent, and legitimate, questions. Ones that make me think at times even. I enjoy answering these sort of questions, it's a nice break from the swarm of "how do i install mod" and "mod keeps crashing 10 mins how to fix" (there's a file in the documentation about this) questions I'm getting. This is why I'd like to put out another reminder to the TR crew to bear in mind the memory limit of Sins... Unless you want to be ready to tell people how to enable a paging file and get swarms of tech support questions, keep the mod under even 1.5GB of RAM usage.

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I can see how making the AI untouchable in Sins could be really problematic.
There really isn't much that can be done with the AI... The best that can be done with it is give it invisible (aka. humans cannot see) research items, which let us give it a few boosts to account for it's stupidity, and make a set of "AI driver" research which are a bunch of techs that eventually "consolidate" into a single tech which unlocks an off page frigate to encourage the AI to research everything. Having off grid research items also lets modders give ships' abilities special upgrades (such as a longer cooldown but costs less antimatter), or flat out unique abilities (see this thread) (http://forums.sinsofasolarempire.com/438682), and perhaps the most extreme case which is what SoGE did with capital ships, which actually changed how the AI behaves.
Title: Re: So far...
Post by: Corey on January 01, 2013, 12:05:25 PM
That's a first that I heard locked teams are for casuals.

The hardcore multiplayer guys on ICO always locked teams for "competitive" games if you can call them that.

Anything that I don't like about anything is for casuals.
Title: Re: So far...
Post by: JC123 on January 01, 2013, 12:17:26 PM
I have run into the minidump RAM error on other Sins mods and I just fixed that through "Large Address Aware".  For the record, I just run all the SOAGE stuff and typically hit almost 3G of RAM usage because I like having all the factions playing at once.  Still, I wouldn't want to explain how to do this to hoards of people on an individual basis.  I hope Ascendancy can pull off what they want under 1.5G but I won't begrudge them if they don't.  Personally I like large fancy mods :P
Title: Re: So far...
Post by: Lavo on January 01, 2013, 12:39:04 PM
tlmiller, here's a stackable addon (http://www.mediafire.com/?mdpr9b7w7gzqii7) that makes supercap factories invulnerable. To use it, put it in your mod order on top of all the factions.

I have run into the minidump RAM error on other Sins mods and I just fixed that through "Large Address Aware". 
You're one of the lucky few then. Some of our testers tried using LAA, but it didn't seem to do the job as well as a paging file. Really glad to hear a confirmation that LAA does in fact work in some capacity.
Title: Re: So far...
Post by: JC123 on January 01, 2013, 12:43:02 PM
tlmiller, here's a stackable addon (http://www.mediafire.com/?mdpr9b7w7gzqii7) that makes supercap factories invulnerable. To use it, put it in your mod order on top of all the factions.
You're one of the lucky few then. Some of our testers tried using LAA, but it didn't seem to do the job as well as a paging file. Really glad to hear a confirmation that LAA does in fact work in some capacity.

I wish I could provide details.  It worked for me and I already had page files but it didn't work until LAA.  If anyone else is reading this and experiencing Sins crashes you should try this :)
Title: Re: So far...
Post by: tlmiller on January 01, 2013, 01:21:12 PM
One thing I'd love to know from the developers is why in this day and age they still developed a game that didn't have the ability to AT LEAST take advantage of a PAE (physical address extension, allows 32-bit to see and address 8 GB memory by using 36-bit memory addressing instead of 32) kernel (which the Win7/8 32-bit kernels support).  Considering 90%+ of their market probably will have Windows 7+, easy enough to make the program have the ability to do 36-bit memory.  Not that this has anything to do with either mod.

I generally do exactly like Lavo suggests and disable anything I'm not actively going to use.  I do not, however, modify the file, I do use the ingame mods management since it always works for me, and allows me to change what factions are active at the time of playing.  I also have paging active and haven't (yet) needed to consider enabling LAA and have had no issues in vanilla, SoaGE, or Requiem.
Title: Re: So far...
Post by: Rovert10 on January 01, 2013, 06:53:31 PM
One thing I'd love to know from the developers is why in this day and age they still developed a game that didn't have the ability to AT LEAST take advantage of a PAE (physical address extension, allows 32-bit to see and address 8 GB memory by using 36-bit memory addressing instead of 32) kernel (which the Win7/8 32-bit kernels support).  Considering 90%+ of their market probably will have Windows 7+, easy enough to make the program have the ability to do 36-bit memory.  Not that this has anything to do with either mod.

I generally do exactly like Lavo suggests and disable anything I'm not actively going to use.  I do not, however, modify the file, I do use the ingame mods management since it always works for me, and allows me to change what factions are active at the time of playing.  I also have paging active and haven't (yet) needed to consider enabling LAA and have had no issues in vanilla, SoaGE, or Requiem.
The game was concieved in 2005 by an Indie company. There isn't much you can do about that.

The engine itself would have to be completely reworked if they wanted to accompany something else or at least so I've been told. Which wouldn't be worth the effort for just a standalone expansion. Maybe for a full blown sequal.
Title: Re: So far...
Post by: tlmiller on January 01, 2013, 07:45:25 PM
OK, well, that makes some sense then at least.
Title: Re: So far...
Post by: JC123 on January 01, 2013, 08:14:52 PM
The game was concieved in 2005 by an Indie company. There isn't much you can do about that.

The engine itself would have to be completely reworked if they wanted to accompany something else or at least so I've been told. Which wouldn't be worth the effort for just a standalone expansion. Maybe for a full blown sequal.

Yep, that and support for multi core CPUs is hopefully what Sins 2 would do (assuming it gets made)
Title: Re: So far...
Post by: Lord Xizer on January 01, 2013, 08:26:21 PM
A Dark Forces II remake or mod would be awesome.
Title: Re: So far...
Post by: Kalo on January 01, 2013, 08:26:49 PM
One thing I'd love to know from the developers is why in this day and age they still developed a game that didn't have the ability to AT LEAST take advantage of a PAE (physical address extension, allows 32-bit to see and address 8 GB memory by using 36-bit memory addressing instead of 32) kernel (which the Win7/8 32-bit kernels support).  Considering 90%+ of their market probably will have Windows 7+, easy enough to make the program have the ability to do 36-bit memory.  Not that this has anything to do with either mod.

I generally do exactly like Lavo suggests and disable anything I'm not actively going to use.  I do not, however, modify the file, I do use the ingame mods management since it always works for me, and allows me to change what factions are active at the time of playing.  I also have paging active and haven't (yet) needed to consider enabling LAA and have had no issues in vanilla, SoaGE, or Requiem.

I've never encountered the memory issue except in Mods. The reason it's probably not using all your memory is because it's pretty hard to trigger it otherwise.
Title: Re: So far...
Post by: Lavo on January 01, 2013, 09:24:08 PM
I had memory issues with vanilla SoaSE:R until I enabled a paging file on the drive it was sitting on; didn't even realize that drive lacked a paging file.
Title: Re: So far...
Post by: tlmiller on January 01, 2013, 09:36:09 PM
Yeah, windows by default uses paging files...
Title: Re: So far...
Post by: Lord Xizer on January 01, 2013, 09:51:48 PM
Indeed
Title: Re: So far...
Post by: Lavo on January 02, 2013, 12:48:36 PM
Posted up a new full version of SoGE today that features properly binned meshes, which has resulted in decreasing SoGE's RAM footprint, decreasing load times, and decreasing the amount of space it takes up (1.9 GB vs 2.34 GB), versus past SoaSE:R versions.
Title: Re: So far...
Post by: Lord Xizer on January 02, 2013, 01:59:53 PM
Very nice of you.
Title: Re: So far...
Post by: Corey on January 02, 2013, 02:24:34 PM
Yeah, I've always intended to do the same with Ascendancy. No reason not to, really. It might piss off some people who like to tinker with their versions but that's a tiny proportion of the audience, and it's a huge space and resource saver.

Even just looking through what we have when it's unpacked, Ascendancy is tiny next to the base Sins stuff. Using TGA for as many texture files as they do is entirely unnecessary as long as you keep the PSD source for the index GUI file type stuff. And I was looking through some mesh filesizes and vertice counts yesterday when the Golan III counts concerned me a bit, then I realised it was still smaller filesize and had a lower vert count than most meshes in base Sins while still being our largest file by 0.3 megs.
Title: Re: So far...
Post by: Lavo on January 02, 2013, 04:04:42 PM
I'd stopped doing it for awhile mainly due to one Entrenchment version experiencing weird crashes due to my binning the files. Though, when doing the latest version, I realized the reason why; the combination of ANSI encoded files and a non-English system locale (aka. for non-unicode files) likely resulted in wonky binned files. In all truth, there isn't much need to bin the entity files, due to their tiny size; it's the meshes, and possibly particles, that have concrete savings.
Title: Re: So far...
Post by: tlmiller on January 02, 2013, 04:15:37 PM
Posted up a new full version of SoGE today that features properly binned meshes, which has resulted in decreasing SoGE's RAM footprint, decreasing load times, and decreasing the amount of space it takes up (1.9 GB vs 2.34 GB), versus past SoaSE:R versions.

You would on a day I may not be able to be home to download it due to my new position at work...

Ok, was able to get home for a little bit and download before heading back out.  Is the invulnerable supercap foundry patch still compatible with this new version?
Title: Re: So far...
Post by: tlmiller on January 20, 2013, 09:33:22 PM
Finally got to try v1003...horribly broken.  Can't build capitol ships as the Empire since it requires "Basic Military Academy" lvl 1, and there is no research for that.  This is on a full delete of the mod and reinstall to make sure there were no issues, downloaded from a moddb mirror, not the one you say causes corrupted downloads.
Title: Re: So far...
Post by: JC123 on January 20, 2013, 09:41:54 PM
Finally got to try v1003...horribly broken.  Can't build capitol ships as the Empire since it requires "Basic Military Academy" lvl 1, and there is no research for that.  This is on a full delete of the mod and reinstall to make sure there were no issues, downloaded from a moddb mirror, not the one you say causes corrupted downloads.

I'm not sure how that would happen.  I must just be lucky since I've installed 1003 on two computers and both worked fine the first try.  Since cap ship limits are at 999 I just make my fleet size bigger to build more caps but since you've played older versions you know that already.

Is is just me, or is it harder to find stable mods for Sins than it was for EAW?
Title: Re: So far...
Post by: tlmiller on January 20, 2013, 10:18:14 PM
Because the base game is inherently less stable.  EAW, while it has quite a few issues, is more stable when using a crap-ton of memory than the SosSE engine.  Never realized when I bought Rebellion how old the SoaSE engine was.

As far as caps, yes, the limit is 999, but I can't research to increase my current fleet capacity since the 2nd tech to raise it requires a research that is no longer in the mod.
Title: Re: So far...
Post by: JC123 on January 20, 2013, 10:55:30 PM
Because the base game is inherently less stable.  EAW, while it has quite a few issues, is more stable when using a crap-ton of memory than the SosSE engine.  Never realized when I bought Rebellion how old the SoaSE engine was.

As far as caps, yes, the limit is 999, but I can't research to increase my current fleet capacity since the 2nd tech to raise it requires a research that is no longer in the mod.

Agreed.  The engine should have been updated since this game has been re-released multiple times and the original is quite old.  It sucks to have a fine PC but still can't run this game without explicitly allowing it to use more ram and whatnot.  At least it's just a one-time setup and you're done.

In fact, though I only bought Rebellion, I fail to see what changes between releases allowed Sins to call itself a whole new game every time and not just an expansion.  Maybe it was the lure of charging full price.
Title: Re: So far...
Post by: Corey on January 20, 2013, 11:00:37 PM
Rebellion is called an expansion though, just a standalone one.
Title: Re: So far...
Post by: tlmiller on January 20, 2013, 11:20:45 PM
Yeah, didn't realize that until after I had bought it that it was still the original engine with just some prettied up models and new features, but no major changes.
Title: Re: So far...
Post by: Lavo on January 21, 2013, 06:16:38 PM
Finally got to try v1003...horribly broken.  Can't build capitol ships as the Empire since it requires "Basic Military Academy" lvl 1, and there is no research for that.  This is on a full delete of the mod and reinstall to make sure there were no issues, downloaded from a moddb mirror, not the one you say causes corrupted downloads.
Are you certain you aren't confusing capital ship crews research with supply research? Every single faction uses the exact same capital ship crews and supply research files; if it isn't broken with all factions, then you must be confused or something.
Title: Re: So far...
Post by: tlmiller on January 21, 2013, 08:20:16 PM
I've never played another faction to test, just like in ICW, I only play as the IR or PA, I only play as the Empire in this since the PA isn't in it.  I literally wrote down the research and went to the research and went screen by screen mousing over each possible thing and verified none of them are what it says needs to be researched.
Title: Re: So far...
Post by: Lavo on January 22, 2013, 11:13:10 AM
I'm confused by what you're saying as the fleet research page (where supply is) hasn't changed at all over the past number of revisions, and even since the last public version that you successfully played. Do you have screen shot of what tech ails you perchance?
Title: Re: So far...
Post by: tlmiller on January 22, 2013, 11:52:26 AM
I don't have a screenshot (does the game have a hotkey for screenshots, and if so, where does it save them, or do you just need to use the generic prtsc method), but it's in fleet, top row, 2nd research.

I installed on another desktop and had the same issue.  I'll also try re-downloading from a different mirror on a 3rd computer tonight (sometimes being in IT and having 2 gaming desktops and 3 laptops that can play games is useful).
Title: Re: So far...
Post by: Lavo on January 22, 2013, 06:38:32 PM
it's in fleet, top row, 2nd research.
That's the problem. The top row is capital ship crews research; not supply cap research. You already have over 900 capital ship crews; you do not need to research the top row. The bottom row is for supply, aka. increasing the ship cap, research. That's what you need.
Title: Re: So far...
Post by: tlmiller on January 23, 2013, 11:21:51 AM
Could've sworn it was the top row I had researched previously.  Guess that's what happens when you start getting old.
Title: Re: So far...
Post by: Lavo on January 30, 2013, 02:30:04 PM
Posted a new version last Sunday. I will have a patch out today or tomorrow to rectify a few issues that were identified after the upload, and to add in a new CIS trade port.
Title: Re: So far...
Post by: tlmiller on January 30, 2013, 03:07:26 PM
I'll have to try to get around to downloading.  Might have time tonight.

On a related note, is there any forums you have specifically for your mod?  Or do you just watch the moddb discussion page?
Title: Re: So far...
Post by: Rovert10 on January 30, 2013, 03:24:30 PM
I'll have to try to get around to downloading.  Might have time tonight.

On a related note, is there any forums you have specifically for your mod?  Or do you just watch the moddb discussion page?
http://forums.sinsofasolarempire.com/411648
This has all the other various webpages in the post.
Title: Re: So far...
Post by: Lavo on January 31, 2013, 03:30:49 PM
On a related note, is there any forums you have specifically for your mod?  Or do you just watch the moddb discussion page?
While I watch the cluster$%&@ that is the moddb page, we do have forums elsewhere on the SWR network (http://forums.swrebellion.com/viewforum.php?f=593).
Title: Re: So far...
Post by: tlmiller on January 31, 2013, 03:47:39 PM
Cool.  :D
Title: Re: So far...
Post by: Evaders99 on January 31, 2013, 08:21:22 PM
Yea Moddb seems to blow up full of noobs. Gosh some people don't take the time to read, why?!? :)
Title: Re: So far...
Post by: JC123 on February 01, 2013, 06:43:06 PM
Yea Moddb seems to blow up full of noobs. Gosh some people don't take the time to read, why?!? :)

In limited defense of the moddb populace, I have a hard time knowing if my responses get replied to and it can take some time sifting through the comments section.  Still, this is only a limited defense.
Title: Re: So far...
Post by: Corey on February 01, 2013, 06:57:16 PM
Somebody's been spending time going through all of my comments downvoting them for the last 3 or 4 weeks. They're really showing me.
Title: Re: So far...
Post by: tlmiller on February 01, 2013, 09:38:37 PM
I am going to show how often I actually pay attention to moddb, but...you can downvote comments?
Title: Re: So far...
Post by: Rovert10 on February 02, 2013, 02:38:05 PM
You can downvote on Moddb.
Title: Re: So far...
Post by: JC123 on February 02, 2013, 04:01:54 PM
Somebody's been spending time going through all of my comments downvoting them for the last 3 or 4 weeks. They're really showing me.

That sounds like someone that didn't get their favorite SSD included in the mod.  That, or a grudge from the past life.  Did you kill anyone's father?
Title: Re: So far...
Post by: Corey on February 02, 2013, 05:31:18 PM
That sounds like someone that didn't get their favorite SSD included in the mod.  That, or a grudge from the past life.  Did you kill anyone's father?

It's actually the first thing.
Title: Re: So far...
Post by: Lavo on February 02, 2013, 06:33:11 PM
In limited defense of the moddb populace, I have a hard time knowing if my responses get replied to and it can take some time sifting through the comments section.  Still, this is only a limited defense.
When the comments page gets too full, I take things to PM to ensure people get their reply.

Somebody's been spending time going through all of my comments downvoting them for the last 3 or 4 weeks. They're really showing me.
I'm shocked someone would waste their time on this. Sounds like you got an angry child on your hands!
Title: Re: So far...
Post by: Rovert10 on February 02, 2013, 07:44:44 PM
Look on the bright side.

You're popular enough to warrent so much of someone's attention.  :-X
Title: Re: So far...
Post by: tlmiller on February 02, 2013, 09:50:41 PM
Look on the bright side.

You're popular enough to warrent so much of someone's attention.  :-X

I spose that's a good way of looking at it.
Title: Re: So far...
Post by: tlmiller on February 02, 2013, 11:57:53 PM
Played a long game today of SoGE.  Vong vs. Republic vs. Empire (me as empire).  Vong really got nailed, I attacked them from 1 direction, Republic attacked them from another while we basically ignored each other.  The Vong died quickly.  Took FOREVER to then finish off the Republic.  But did get a good laugh because at 1 point a fleet of theirs happened to run into my primary fleet.  Most of their fleet was composed of various little frigates, but they did have a Mandator (I assume a II since the I had limited hyper engines).  Poor Mandator looked very unhappy being hit by 2 Allegiance SSD's + 2 Tectors + 3 ISD-II's + 2 Broadside Cruisers + 5 Vindicators + 4 Strike Cruisers (and a bunch of lancers).
Title: Re: So far...
Post by: Lavo on February 03, 2013, 02:08:34 AM
I'll go rename the Mandator to reflect that it's the II...
Title: Re: So far...
Post by: Lavo on March 27, 2013, 10:02:14 PM
Oh look who appeared out the woodwork! I've been swamped with uni's crunch period, but last week I was able to push out a patch for SoGE (http://www.moddb.com/mods/sins-of-a-galactic-empire/downloads/soge-r1041-patch-for-soase-rebellion-11). It's a pretty nice balance changer.