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Lavo

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Everything posted by Lavo

  1. I don't have it ingame. I do have a few Vong models to put ingame, though I haven't gotten to them due to a lack of time: planetary shield generator, planetary grav well, and a constructor model. Perhaps you are referring to the constructor model? If not, I don't have it, or more likely, forgot to download it at some point.
  2. Without a paging file, Sins cannot use 2 GB of RAM, it tops out at anywhere from 1.5-1.8 GB. Before I had a paging file set up on the partition steam is on, I was frequently crashing in the 1.5-1.62 GB RAM usage range on Rebellion. It isn't 1.041; you've just lucked out until now.
  3. Playing with all the factions at the same time is your problem. Sins cannot handle having all six factions loaded at once that well; it is bound to cause minidumps mid/late game. Unless you lower all your graphics settings to lowest, and even then, Sins may still crash. Load up less factions, and suddenly you will find that the crashes will go away. The game does run out of memory; it's hitting the 2 GB limit. Whether you have 4, 6, 8+ GB doesn't matter with Sins if you are on Windows. Also make sure you have a paging file for the partition Sins is on. The only way to make full use of your RAM is to play Sins on Linux via WINE. To copy paste from the read-me I have for the next public release: Q. I don't understand why installing this mod is so complex. Why did you split off the factions? A. Due to how Windows handles 32-bit applications, Sins is limited to 2GB of RAM on all Windows machines. SoGE, with all factions enabled, has a tendancy to hit that limit, resulting in minidumps/crashes. By not enabling factions you aren't playing with, you reduce the amount of stuff loaded into memory, and thus help keep that 2GB monster at bay.
  4. The game works fine with multiple pirate bases. All that happens is that additional bases mean additional pirate raid parties; they will all attack the same player.
  5. Lavo

    SVN Update Log

    Update: September 29, 2012 | Revision: 941 Fixed minidump issue with Vong star base, kudos to naarn for both finding the bug and posting a fix!
  6. The star base still has the TEC trade ship? Huh, well shit, that would definitely cause a crash. Very good eye, I had set the Vong to temporarily use the Imp's cargo ships until dedicated Vong ones are made. I tip my hat to you, good sir.
  7. I have no idea what in 1.041 could cause this... According to Stardock, the only changes were changing some localization stuff for their Japanese publishing partner and temporarily disabling Cloud Saves. Edit: Do you have a save from around that time, and what factions were present? The Vong have been noted to be causing a minidump again, it might be them.
  8. It won't be hard to fix it, I just haven't had the time yet; I do appreciate your input and temp fix. Odds are I accidentally deleted a file at some point which is causing a dynamic vector error.
  9. Yeah I know what you're referring to.
  10. Lavo

    SVN Update Log

    Update: September 27, 2012 | Revision: 940 Almost done with pirate frigates. Welcome back, after well over a year of absence (was it ever even implemented?), the Marauder corvette! It's the pirate's exclusive, basic combat frigate. It's health and main guns are equal to that of the Nebulon-B2, and I need/plan to reduce it's speed.
  11. Aye, the Vong trade port causing issues again... I'll have a look at it, thanks for the heads up!
  12. Tropical planets are still around. Not a single planet type has been removed since NU was introduced; only additions have occured.
  13. I would like to point out that including these ships, with the exception of the ISD-I, would require you to launch the game with their respectful factions. The GSD is equipped to do this however, and has entries for every single factions' ship.
  14. Lavo

    SVN Update Log

    Update: September 24, 2012 | Revision: 939 Updated pirate's cruiser line up, boosted Imperial's Battle Meditation damage bonus to 8% per level, up from 6%.
  15. Wait for Evaders to mask you.
  16. The Vong only have hull strength due to abilities which directly affect the hull. If these abilities did not exist, the Vong would all have 1 hull on their ships. In addition, the Vong do not gain hull strength when leveling up, and the dying ability actually does a big hull damage strike to the Vong when it fires off. The Vong's shield mitigation, plus their fairly high shield regen and points, make them a very tough cookie. I've seen a level three Scout Ship being able to fight on near even terms with a level 3 Tector.
  17. 1) Basically when it's shields hit 0, the ship is entirely disabled (weapons, engines, regen, etc), and if it is not destroyed within 60 seconds the ship will die anyways. 2) That's a bug, nice catch. Thanks for the heads up! 3) Sure, every ship takes up CPU power. However the worst is fighters due to their sheer numbers. If the AI wants to spam them like an idiot, it can have all the fun in the world.
  18. If you have any other Entrenchment maps, even an more uptodate version of the Star Wars Galaxy Max, to port over, lemme know.
  19. Lavo

    SVN Update Log

    Update: September 23, 2012 | Revision: 938 Redid Vong cruisers' costs again, and some other little things.
  20. That alpha is out of date as of 1.04, and support for the public beta has long been discontinued, as noted here. The SVN is updated to 1.04 standards.
  21. Got an older version of your Star Wars Galaxy Max map converted over to Rebellion formatting (can be edited in the Galaxy Forge). This was easier than I thought; send me some more to do if you want.
  22. It isn't hard at all to remove the lines, regardless of the size of the map, I have a program that I use to do it. Just make sure you use the same hyperspace values for every planet. I'll post up said program at some point.
  23. Lavo

    SVN Update Log

    Update: September 23, 2012 | Revision: 936 Fixed issue where Republic AI was producing ships it shouldn't be. Rehauled pacts, added new Huge Ring Random variant.
  24. In essence, there's not much you can do yourself. If you open the GalaxyForge, you'll see these two categories for every planet; moveAreaRadius and hyperspaceExitRadius. This was added in Rebellion, it overrides the settings of the values set in a planet's entity file. In your maps, this basically gave planets absurdly small galaxy wells, what I did was removed those lines from the map file, forcing the game to load the values from the planets' entity file.
  25. It's probably easier to update the old map to Rebellion standards. I can do it, but I'll need time, mainly due to being swamped by school.

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