While I haven't mentioned it in the past, the AI can train more levels than human players can. Even if you remove the ability for humans to train capital ships entirely, the AI will still be able to, and does, buy them.
Lavo_2
If you got LAA already, then you're pretty much good to go as you won't crash due to hideous RAM limitations. Aye, Arvis Taljik made a beautiful skin for that ship. Thankfully he let us use it in SoGE, with Warb getting it to work right in Sins.
[quote who="wbino49" reply="653" id="3434851"]Noticed some graphical sprites with some explosions.[/quote] Known bug, it's with one single cap ship explosion. [quote]And why are some caps not able to spend upgrade points?[/quote] Design. Not all capital ships in SoGE are traditional Sins capital ships, the ones that are cost more but otherwise have the same stats as their "regular" variants (if applicable). It's explained more in the FAQ.
You don't. Also the DLC does not break mods, this is a myth; if a mod "doesn't work" due to DLC it is in fact not compatible with v1.80 at all.
With regards to your research into priority for research entities, is it possible to put in a priority level such that the AI will look at every tech item and not get into a loop of checking for the same tech that it thinks that it does not want? Alternatively, is there a list of techs that the AI is hardcoded (or effectively so) to ignore? [quote who="Delnar_Ersike" reply="10" id="3434278"]so far, adding strike craft to colony ships does not make the AI build more colony ships and ad
[quote who="Campaigner" reply="7" id="3434101"]I can't be impressed cause I don't understand how impressive this is. Like, how are you gonna convince a normal gamer that Sins II in Nitrous is SO much better than Sins ?[/quote] Imagine late game Sins with a thousand times the number of ships and hundreds of times the number of planets without any lag. [quote who="Campaigner" reply="7" id="3434101"]Will it take a GTX 780 Ti in DirectX to equal a Radeon 290 ?[/quote]
When will the Star Swarm demo be released?
GPUs have no impact on Sins at all. Sins will run just as well on a GTX 8800 as on a GTX Titan. The only difference between GPUs is drivers, namely if it's nVidia or AMD, and AMD has superior driver support for Sins.
Both lines do.
A little over two years ago, on New Year's day, SoGE 2.0E was released. This was a monumental event in and of itself, being the first update for the mod in a long time. The mod has changed greatly since then, in the form of new content, the move to the Rebellion expansion, redefining what capital ships are, building the NR and Vong into their own real factions, amongst many other changes and additions. This year has also been memorable as SoGE made into the ModDB top 100! I thank all who
[quote who="welingen" reply="650" id="3433800"]these big planet are ugly and distorts the games i want to remove that, explain me please.[/quote] Ask around on the forums; it would take too long for me to explain as there's a lot of details to go over. [quote who="welingen" reply="650" id="3433800"]You say the DLC ( the first DLC ) are supported but ( string no found in develop planet icon ) and not be able to change in game the ability Social or industrial on planet.[/quo
[quote who="welingen" reply="648" id="3433678"]Thanx for your great mod, could you make patch ( add-on ) to restore planet icon and galaxy planet size as vanilla.[/quote] No, sorry. [quote who="welingen" reply="648" id="3433678"]For all capitale ship, Is it possible to remove up skill management point they don't use, and make skill that we have not unlock are not able to be managed.[/quote] For capitals ships that do not have abilities that can level, this is inten
[quote who="GoaFan77" reply="80" id="3433510"]Thus I can't really make the Super class the titan without totally removing the Executor class Star Dreadnaught from Interregnum canon and stating that all Executor class ships are really Super class ships. Which is basically the exact opposite of established canon. [/quote] I like the way you think.
[quote who="Uncrustable" reply="78" id="3433486"]super star destroyer is a type, not a class[/quote] SSD wasn't a type. It wasn't even a class. SSD was just a name used to ruse the Senate.
[quote who="GoaFan77" reply="75" id="3433474"]I guess if needed to reduce it even further to 8km that would be an option. Though since the Executor and Lusankya are explicitly mentioned in the lore and the game, I would have to unretcon the retcon that made the Executor class its own class and put them back as Super Class Star Destroyers.[/quote] You wouldn't actually. As I tried to imply in my post, I'm saying that the Super could be made into reality (aka. both the Executor
It's likely the game hitting the 2 GB RAM limit. I suggest running Large Address Aware on the Sins exe; this should fix the issue.
Or say the Super-class is not so fictional and got forced into reality as a budget SSD to combat the invaders. ;)
Very, very nice list here. Good information, in particular for newcomers to Sins modding. One thing to note with the AI and research is that even if you do things such as making research 100% free for the AI, and putting in things that encourage it to research, does not prevent that often times, the AI flat out stops researching. The timing is variable, ranging anywhere from 1 to 2.5 hours into a game, but there hits a point where the AI won't research anything, not even to unlock
[quote who="jfp3" reply="8" id="3433177"]So...downloading Trinity and still kind of wondering what I'm missing from Rebellion.[/quote] Main thing is mods. Most mods for Sins have moved to Rebellion, with many of them also cutting off Trinity support, ex. SoGE, SotP, SotF, E4X. Additionally, there are other mods that have been recently released, or are in development, that were never on Trinity to begin with, such as STA3, SW: Interregnum, and SW: Ascendancy.
[quote who="CilverBUG™" reply="13" id="3433152"]Ahh i see. Compatible meaning that my NVIDIA gforce (if) supported will be able to upgrade the use of mantle? [/quote] Your nVidia card would be able to support Mantle if, and only if, nVidia puts out support for the API. Knowing nVidia's track record, it would not be surprising if they chose not to do so.
[quote who="Darvroth" reply="4384" id="3433165"] However I've yet to figure out how to connect the alteration of the scrap planet function to an ability or a buff.[/quote] This cannot be done. SttC is tied to the scuttling of a planet, not a buff.
When an entity dies, all the buffs on the entity die as well. WOE's solution would work.
[quote who="GoaFan77" reply="6" id="3432298"]Well that should be testable shouldn't it? Just watch the RAM usage while loading a large total conversion. [/quote] Should be but I don't care enough to check. [quote]And if that's true shouldn't it still work for people with LAA enabled? [/quote] Not if you're going over 3 GB due to this, which is very much possible.
sloosecannon had a possible insight into this crash, or rather it's cause; the 2 GB limit. He theorizes that Sins does not unload assets from whatever version of Sins is running right away, that it loads the mod's assets and then replaces the ones Sins currently has. For big mods, with loads of assets, this could easily be the cause.
[quote who="Crastiloowa" reply="7" id="3432208"]...somehow Windows OS is holding back performance - so with a custom Linux OS, theoretically games would perform better. [/quote] This is the truth with many 32-bit games/engines, such as Sins of a Solar Empire, which suffer from the Windows imposed 2 GB RAM limit.