Allquixotic

Allquixotic

Joined Member # 692914
6 Posts 17 Replies 1,316 Reputation

[quote who="myfist0" reply="438" id="2691500"]Confirm DL links are down. Might be doing maintenance. If not up by tomorrow I will mirror but I want the new files b4 I bother if I can.[/quote] Are you officially associated with this mod project? I only ask that because I once offered to host SOA2 (another mod led by Stress) on my server, and was basically told "thanks but no thanks". In other words, I'm not sure the mod owner(s) would really appreciate you re-hosting the

1,134 Replies 2,248,556 Views

[quote who="Major Stress" reply="425" id="2689603"]So if i understand you correctly which i doubt because some of what you said is still greek to me, because my forte is modeling, and texturing (free time ever willing). Not coding. That the leak in sins has nothing to do with anything other than the executable? Correct?[/quote] Well, seeing as I don't have access to the Sins source code, I'm not sure what specifically you need to do to cause the executable to leak memory. But the fact

1,134 Replies 2,248,556 Views

Stress -- Thanks for your reply. Just wanted to comment that I am a software engineer, and so, my advice in this post might hold a little bit of water. ;) There are two types of memory leak: bounded, and unbounded. A bounded memory leak is basically when you have unwanted data loaded into memory, but running more code in the program doesn't cause even more data to leak. You can think of this as having a "constant" amount of memory leaked. This just causes an inefficien

1,134 Replies 2,248,556 Views

Sorry if this has already been mentioned, but have you guys tried making the game Large Address Aware (LAA)? This is a simple flag you can apply to the Sins game executables to allow them to grow from 2GB to 3GB of virtual address space on a 32-bit operating system, or the full 4GB on Windows Vista 64-bit and Windows 7 64-bit. You just have to download Visual Studio C++ Express (version 2008 or 2010 will do), then start the Visual Studio Command Prompt and run "editbin /LARGEADDRESSAW

1,134 Replies 2,248,556 Views

So if you've played sins a while, you probably have heard most or all of the music tracks. For me, one in particular struck me as really moving (and a few other runners up). What are yours? To find the names of the tracks, navigate to the Sound folder inside your main Sins folder (e.g. C:\Program Files\Stardock Games\Sins of a Solar Empire\Sound) and listen to the largest .ogg files. The really small files are just transitions and other doo-dads; the actual soundtrack files are betwee

5 Replies 23,751 Views

On large maps against AIs, a foolproof strategy (for me) in Entrenchment / Diplomacy, for TEC, goes something like this: 1. Build an Akkan Battlecruiser, a few Cobalt Light Frigates, and use this main fleet to start taking over colonies. 2. Build 3 civilian research stations and 3 military research stations. 3. Rush to the Raloz Heavy Constructor tech, and use Raloz cruisers to get a starbase in every sector you've colonized so far. At the same time, research Trade Por

54 Replies 97,714 Views

I just wanted to say that, having played the 0.3 OS release a long time ago, I am extremely happy with the improvements that have been made with 0.4e. The SOA2 team has my utmost respect and thanks for producing an amazing game. The few things I would've changed about it are already on your todo list from reading these pages, and best of all, I have been utterly unable to get the game to crash. It's very stable. This is a great distraction while I wait for Crypsuck Studi

5,100 Replies 12,726,966 Views

Not getting my hopes up either, but FWIW, Mass Effect 2 does add more details about ship classes in the Mass Effect universe. It adds the Collectors as a race, fleshes out details about different races' ships and classes, and so forth. For someone who really wanted to do this, Mass Effect 2 helps a lot with providing more space content to draw from. Not saying it would be easy to do, though.

4 Replies 4,701 Views

The fleet upkeep isn't worth it. Starbases cost no upkeep, and if you place a TEC starbase in every node and 4 in the star node of a moderately sized system, you'll hit 200+ income/sec just from starbases. And then you can still build your uber huge fleet. But I agree, if the 300 credits bypass fleet upkeep, that's pretty significant. 10 credits / sec without upkeep tax is enormous in the late game when you have 75% upkeep tax. I think I like how it currently is, because it al

13 Replies 8,230 Views

I haven't had it crash my system yet, but I do run a fairly big rig. Probably in multiplayer it should be limited. I don't think it should be limited (except for "hard" engine limits) in single player. Just ruins a lot of potential fun. Calling down thousands of pirates is pretty amusing. I'm torn on this one. On the one hand, it is extremely damning if another player calls down a massive pirate fleet on your homeworld. Even with a fully decked out starbase, it

25 Replies 72,307 Views

ROFL!! [e digicons]\o/[/e] Everyone has posted really excellent lolsins so far. [e digicons]:thumbsup:[/e] I lol'd for a few minutes at "The price on our head has increased" one. Great work FlyingNinja77!! :)

30 Replies 219,783 Views

Anyone who plays Advent frequently (or even once, on a really big map) will quickly get the sound clip "All bounty has been depleted" drilled into their head. This is currently what is torturing me. This made me think of what may be the first lolsins post (done in the style of lolcats). If anyone can come up with similar ones related to the game, I'll be sure to stop by and chuckle. <img src="http://tiyukquellmalz.org/bounty.png" alt="lolsins bounty" width="271" height="782" /

30 Replies 219,783 Views

I don't know if that's such a good idea Allquixotic, they said something about wanting to keep track of downloads from their filefront counter. You might want to consult with the team before posting something like this. OK I've removed it for now. The link should give you a 404 until further notice. I'll look into implementing a simple download counter though so the team can still get that benefit.

1,969 Replies 4,034,880 Views

For those who can't understand what to do with the curry file to un-break your download, I extracted the original .rar, dropped the replacement curry file in, and re-compressed it using 7-Zip into a self extractor. I then hosted it on my webspace. No annoying filefront ads and I have 100mbps upstream. Feel free to link to it in the main post. http://tiyukquellmalz.org/SoA2_03E1.exe Feel free to virus scan/malware scan/etc. before you run it, but you have my assu

1,969 Replies 4,034,880 Views

Loki, how in the _world_ do you guys make games of SOA2 last only 1 or 2 hours? Play on a tiny map? Constantly rush with tier 1 tech frigates? Disallow starbases? You gotta be doing something different than I am... Oh, I also play the game single player on "normal" speed, that may have something to do with it... but I do increase the game speed to 8x when I'm just waiting around for resources to come in and can't do anything else. And it STILL takes a long time. But for me, I

1,969 Replies 4,034,880 Views

Wow -- just wow! I have been stalking the progress of this mod for months, and finally checked and found it was released. Worked through the missing curry file with no problem. Thanks a million to everyone who's worked on it!! Balance seems generally good. Surprisingly good. I played as Fed against both Feds and Klingons -- some of them on Hard, some on Unfair. Repelling huge enemy fleets wasn't too bad -- at one point I scared away the losing half of an enemy assault containi

1,969 Replies 4,034,880 Views

Getting errors when zoomed in on the Venator-class Empire capital ship when it fires some kind of weapon... (I haven't played Empire so I'm not sure what exactly it fires.) Failed to find data file 'WEAPON_GREED_TL_SHEAVY_HIT.particle'. (SubPath = Particle) If I click "Skip All" about 10 times and zoom way out until the Venator leaves or gets destroyed, I don't get these errors and the game can continue. It's not fatal, but very annoying, makes it

827 Replies 2,312,068 Views

I could never in my wildest dreams recommend that anyone buy a Compaq laptop for any reason whatsoever. If you buy a Compaq, it WILL suck. No. Just no. If you're looking for an actually good laptop, look at the Lenovo Thinkpads. Rock solid design engineering gives these things an extremely rugged chassis, long battery life, high component reliability, and they don't overheat. They just don't. Lenovo tests the units with all of the hardware maxed out on utilization and h

49 Replies 205,642 Views

If you guys need any more testers due to a drop-off in the list of previous testers, let me know. I am a software engineer by profession and have debugged my fair share of mini dumps with SOASE mods, using the dev exe, interpreting its cryptic error output, and so forth. If desired, I am also able to implement balance changes in the .entity files if they are described to me -- it takes less time for someone to write up "change X attribute to Y" or "make X ship slightly faster" than to actuall

1,969 Replies 4,034,880 Views

By the way, writing a VB6 program is hardly enabling the "widest range of systems" :) VB6 is an antique technology; the future of programming is (imo) cross-platform JIT interpreters. The two obvious choices would be Java and .NET, since they both have free/open source implementations on non-Windows platforms. The fact that you have to install the .NET framework or Java runtime is irrelevant, really -- that doesn't cost anything but a few megs of disk space. In fact, I think .NE

32 Replies 95,712 Views

Cygwin's Bash can run any Windows executable just as if you launched it from Windows Explorer. Batch files, EXE, whatever. What I'm looking for is a command line way to do it rather than having to click through a GUI. My scripts are designed so that I can safely mod the text version of my mod in a "staging" folder, and then run a script that creates BIN versions of the entity files and copies them into the mod folder itself. By adding an entity.manifest generator to that lineup, I only have t

32 Replies 95,712 Views

Heh, an entity.manifest generator sounds like a great idea. I can't tell you how many times I've spent an hour or two trying to figure out why my mod is crashing, when that fricken entitycount parameter needed to be bumped up by 1. Grrrr @ that stupid file!!! However I already have a lot of scripts for modding set up as Bash shell scripts, which I run using Cygwin. It would be great to have a command line utility that performs the function of the entity.manifest generat

32 Replies 95,712 Views