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sloosecannon

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Everything posted by sloosecannon

  1. okay... here's the post... how does it look? viewtopic.php?f=620&t=28009
  2. As many of you know, Sins is coded only to be able to handle 2GB of RAM. While this is fine for normal Sins, and even for some small mods, large mods such as SOGE, SoA2, and so forth tend to hit this hardcoded limit. This is a cause for many of the minidumps our mod has experienced since the addition of NovusUniversum. However, with the advent of 64 bit systems that can handle more than 2GB per program, a fix for this issue can be achieved. By activating the "Large Address Aware" executable flag, 64 bit systems (and 32 bit systems that have been hacked to allow more than 2 gigs allocation) more RAM can be allocated, removing the problem completely. HOWTO: Requirements: Windows XP/Vista/7 (64 bit preferred, but not required) More than 2 gigs of RAM. Actually, more than 4 is advised, but if you have less than 2, then just ignore this post. IT WILL NOT WORK!!!!!! There are 2 ways to achieve this. The first way is less complicated, but I find it slightly quirky. I use the second one myself. 1st way: Use the "Large Address Aware" program created by "FordGT90Concept" on the PowerUp forums. Link with instructions here: http://www.techpowerup.com/forums/showthread.php?t=112556 2nd way: Mod the .exe yourself. There is a tutorial on this on the Civilization IV forums (Civ IV has the same problem). It can be found here: http://forums.civfanatics.com/showthread.php?t=224178 Just change the exe you're editing to Sins instead of Civ, and you're set! This also gives instructions on how to allow 32 bit systems to be able to assign more that 2GB for a program. For reference, the file path to Sins Entrenchment is as follows: For 64-bit systems: "C:\Program Files (x86)\Stardock Games\Sins of a Solar Empire\Sins of a Solar Empire Entrenchment.exe" For 32-bit systems: "C:\Program Files\Stardock Games\Sins of a Solar Empire\Sins of a Solar Empire Entrenchment.exe" If you have any questions about this, feel free to PM me. When you do, please tell me the specs of your system, including RAM and OS, OS version (x86 or x64), and which way you used. As a final note, the reason I recommend 64 bit systems is due to the lack of allocation in 32 bit systems. Even if you make it capable of handling more than 2 gigs for a program, there is a hard memory limit at 3.5 GB. This includes system RAM (RAM sticks), VidRAM, and anything else that might require memory addresses. This severely limits system capabilities. More information on the 64 vs 32 bit systems can be found here, at microsoft's support site: http://support.microsoft.com/kb/946765
  3. Woah! Did I do that? I didn't even realize it did that lol... I thought it only worked for your units... wow. In theory it should work for enemy units, judging by the buff code, though in practice it only effects your units. In fact, it doesn't even work for allied ships, even though they are counted as "Friendly" by the Sins AI. Huh... that's interesting... that would explain sudden attacks tho... I'll have to look into that... but it's probably hardcoded
  4. oh... nvm about that... apparently it was taking my version that I used to repair yours, and somehow combined them... It's fine... *sigh* I need to take a break. My mind is dying.
  5. Need to add "ABILITY_BACKUPSHIELDS3" to the entity manifest... man i wish i could commit right now EDIT: and you have "entityName "RESEARCH_STATIONACCESS_5_VNGSTARBASE.entity"" in there twice
  6. *Facepalm* I don't get why Sins isn't giving me errors if that's the case, fixed however, for real this time. Yeah... I don't either... before it minidumped... oh well...
  7. Yeah... that's what I was thinking... that's why I wasn't making it public... You think I should post how to do it on the beta tester forum though?
  8. Woah! Did I do that? I didn't even realize it did that lol... I thought it only worked for your units... wow.
  9. Oh, also this only benefits people with x64 or x86 with >2g address set available
  10. Okay... So I've made a Large Address Aware version of Entrenchment that *should* help with the minidump issue... Now, since it is a modified version of the regular Sins EXE, I'm not sure we can distribute it... but here is a link to it (hosted on my server) for anybody who needs it for testing purposes... we may also want to explain how to do this with the increased stress that NU puts on computers... the RAM usage is through the roof with NU on... Should just be able to copy/paste it into the Entrenchment folder and run it Link here: ftp://jennisonhome.dyndns-web.com/Sins%20of%20a%20Solar%20Empire%20Entrenchment.laa.exe
  11. !!! LAVO!!!! you keep forgetting to update the entity manifest NameCount number... should be 1302 as of the latest revision...
  12. Just judging from what you said and my knowledge of the way computers and Sins run, I'd say this is an issue with your PC. If it MD'd at the same place every time, it would be a mod/coding issue... Sounds a lot like RAM, but if you have 4 GB, that shouldn't be the issue...
  13. Okay I'll check... I really wish I could commit right now
  14. and BTW as far as envoy ships go, wouldn't this work? Rep: Consular Cruiser (obviously!) CIS: Hardcell or maybe CC9900(or whatever that thing is) All/NR: Correllian Corvette Emp: Nebulon B (MKI) Vong: [insert random vong frigate here]
  15. Best defense I've had is with 32 Tac slots intervaling jump-blockers and hangar defenses on the outer part, with 5 ion cannons toward the center, and 4 golan stations strategically placed. It stops pretty much anything that tries to attack... so it's workable... if tough
  16. @Lavo: Did you put the updated string file up there too? Cause I changed it from "phase jump" to "hyperspace jump" and made a couple other canon tweaks
  17. K! I got diplomacy now... Testing new version!
  18. Ok... you fixed the range right? Cause that lagged the heck out of my game till I fixed it lol EDIT: Apparently not... it should be 200000.000000 not 2000000.000000 right? cause 2000000 is about 10 times everything else including the Super planets
  19. Doh! Here it is... FTP: ftp://jennisonhome.dyndns-web.com/SOGE_fixes.zip I had to add the comm center buffs... added 3 to it... And I updated it to work with the latest revision (@ rev 531)
  20. Here it is. All of the files are on my home ftp server (I can't commit stuff, EV's SVN server hates me ) Link: And, as an added bonus, I updated the english.str file to have "Hyperspace" instead of "Phase" (hyperspace jumping to insertplanetnamehere) Also, I changed "Phase Stabilizer Node" to "Holonet Connected Planet" And, it's got the fixed super ice planet radius (so it's not 10x what it should be) Drop all the stuff in the appropriate areas... Entitiy Manifest is updated (should be compatible with current revision) someone please commit ASAP... I would, but I can't
  21. AAAh.... gotcha...
  22. So what's with the no 4 ability on the Bojatef (presumably on other facs too, but I just haven't seen it...) What's it used for? Cause I've seen no practical use for it
  23. Well, I know it won't work for both Pretty sure it's still entrenchment
  24. Well... I don't actually have it... but it probably would be a good idea to transfer to diplomacy...
  25. Nice! That makes sense... that file doesnt exist! sorta... not really... lol

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