EzraeilBeatus EzraeilBeatus

SoA2 Fan Club + Star Trek Ship Mods

SoA2 Fan Club + Star Trek Ship Mods

A place where we can admire SoA2, and yet, talk about borg...

Ok guys, here you go, a thread devoted entirely to the release of my own ship models and the discussion of SoA2, specifically topics which have been pseudo-banned (i.e.Borg). Feel free to download my ship(s) and test them, then post criticisms and suggestions (constructive please) so I can improve my models and make them better. This thread in no way is designed to detract from SoA2, it's just another place we can talk.

Thanks for all the support! Let's get modding.

Ezraeil
603,462 views 285 replies
Reply #151 Top
oh boy!!!

just played a few moments enough to try out your new ships and sounds and debris and and and...

you rock!

but!

can you just double their scale size?

I realize it may entail some extra work but that capital ship is puny in size, unless the rest just get bigger but for me if they were all about 2x bigger it would be the only thing I can see that needs work... other than getting rid of that ridiculously huge borg cube for a colonization ship lmao!

now if you sent me the original XSI .exp files located in...

C:\Softimage\XSI_6_Mod_Tool\Addons\ModTool_Database\Scenes

I could send them back to you via my private site for your eyes only.

just an idea!
Reply #153 Top
diresaint:
I don't think caps in this mod should be larger than their normal scale size - I think the idea is to make the more powerful ships caps ships, i.e. the Galaxy, Sovereign, etc. They had the better weapons and shields, so it just makes sense.
Reply #154 Top
I love this mod!!

but I don't know if it's just me or not but after about half an hour of gameplay my game crashes... not sure if it's the mod or my comp... it didn't do it with the reg game so i don't know

but very cool while it's up  :CONGRAT: 
Reply #155 Top
The model is great for the excelsior but isn't it a little toooo small?
it's barely bigger than the miranda.

is there a way i can resize this without you having to make a whole new skin or whatever? (i have no idea how to skin these)

thanks

also:
is there a way we can edit it so the pirates keep the old frigates and the TEC get teh new ones?
Reply #156 Top
Ezraeil,

I have a MOD in-progress called “SoaSE: BORG INVASION” and would like to know if I can use your work for Starfleet in the MOD.

I currently have the Borg pretty much completed, and I would use your Starfleet work for the Federation.

For the Borg, I have….
Diamonds for frigates
Spheres for cruisers
Cubes for Cap Ships (I am using your cube here, as it is perfect)
Green beam weapon effects
Loading screens, pictures, icons, etc.

Please let me know if you are ok with me using your work. (with full credit of course)

Thanks,
-Draven
Reply #157 Top
ur mod fuckin rocks man.

i was just wondering cause with both mods u uploaded i only get 4 diferent ships only with tec right?

i know its not finished yet but i was wondering if u put some ships in the other races.

so far i got the 1 capitol, the scout, the miranda, and the borg cube.

this is correct right? i didn't install anythin wrong makin me miss ships n stuff.

cause im missing the saber and sovereign class i think
Reply #159 Top
also: is there a way we can edit it so the pirates keep the old frigates and the TEC get the new ones?


We're still working on getting the scripting to work with that one.


'cause im missing the saber and sovereign class i think

This release did not include either of those two ships, his Saber is not quite done yet neither is the Soverign. He wants to perfect them a little more before putting them out.


A quick question but how do I install this mod? :S


You have to unzip the folder into the "C:\Documents and Settings\USER\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods" folder
Reply #160 Top
For Vista the path is:
C:\Users\
Reply #161 Top
I love this mod!!but I don't know if it's just me or not but after about half an hour of gameplay my game crashes... not sure if it's the mod or my comp... it didn't do it with the reg game so i don't knowbut very cool while it's up   


Mine is doing this as well. Gives me a minidump, but it's not so mini at 5.67 MB :) Let me know if you want to see the dump, devs.
Reply #162 Top
Are you guys messing with the Excelsior's Probes? I know on one of them the scripting is not complete and if you even mouse over it, the game will crash.
Reply #163 Top
Nah - I don't even research the probes (not even sure what benefit they provide).

My best guess is that it has something to do with a sound effect/music. It happened recently when the music changed tracks.
Reply #164 Top
well I didnt get any crashes or anything, works perfect for me! I just watched the exelsior blow up and it was awesome.

the class 2 probe or whatever it is wouldn't go through the phase lane though it just headed out for places unknown.

still love the work though!

ds

Reply #165 Top
don't know if it's just me or not but after about half an hour of gameplay my game crashes... not sure if it's the mod or my comp... it didn't do it with the reg game so i don't know


Mine is doing this as well. Gives me a minidump, but it's not so mini at 5.67 MB Let me know if you want to see the dump, devs.


Are you both running Vista by any chance?
Reply #166 Top
I love this mod!!but I don't know if it's just me or not but after about half an hour of gameplay my game crashes... not sure if it's the mod or my comp... it didn't do it with the reg game so i don't knowbut very cool while it's up


Mine is doing this as well. Gives me a minidump, but it's not so mini at 5.67 MB Let me know if you want to see the dump, devs.



Yeah i m minidumping too :( ... and yes i m running on Vista x64
Reply #168 Top
Running XP here and the mod does give me a minidump at different times. once at 30 minutes, then at 10 minutes and again at 17 minutes. Obivously something is needing to make an appearance and cant. I'll have a look at the minidump and see if I would have a clue.
An incredible mod, with loads of potential. Thanks so much for your efforts.

Schaller
Reply #169 Top
I'm running Vista x32 and getting the dumps.
Reply #171 Top
Does anyone have log output on? If so, post the log after you get the minidump, so someone can try to help.
Reply #172 Top
Does anyone have log output on? If so, post the log after you get the minidump, so someone can try to help.


How?
Reply #173 Top
In the folder (C:\Users\YOURNAME\AppData\Local\Ironclad Games\Sins of a Solar Empire)(I have vista. Yours may be different.) that has mod, galaxy, etc. in your local folder (where you placed the mod) find the settings folder. In that folder open up user.settings. Search for logoutput and change FALSE to TRUE. Then play until you get the minidump and a new folder will be created in the above-mentioned folder that says Debug. Open it up and copy and paste it into here. I can't download the mod at this point due to bandwidth restrictions on a crappy ISP, but I should be able to point you in the right direction. (Lots of experience with minidumps. lol)
Reply #174 Top
le dump:

[22:37:26] Failed to convert 'Ivalid' to an enum value.
[22:37:26] Text FileArchive missing Label.

File: C:\Users\sc123\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods\Starfleet_Ship_Mod\GameInfo\AbilityProbeExplore.entity
Label: researchPrerequisites
Line Number:18
Line Contents:antiMatterCost

[22:37:26] Text FileArchive missing Label.

File: C:\Users\sc123\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods\Starfleet_Ship_Mod\GameInfo\AbilityProbeExplore.entity
Label: nameStringID
Line Number:19
Line Contents:antiMatterCost

[22:37:26] Text FileArchive missing Label.

File: C:\Users\sc123\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods\Starfleet_Ship_Mod\GameInfo\AbilityProbeExplore.entity
Label: descStringID
Line Number:20
Line Contents:antiMatterCost

[22:37:26] Text FileArchive missing Label.

File: C:\Users\sc123\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods\Starfleet_Ship_Mod\GameInfo\AbilityProbeExplore.entity
Label: hudIcon
Line Number:21
Line Contents:antiMatterCost

[22:37:26] Text FileArchive missing Label.

File: C:\Users\sc123\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods\Starfleet_Ship_Mod\GameInfo\AbilityProbeExplore.entity
Label: smallHudIcon
Line Number:22
Line Contents:antiMatterCost

[22:37:26] Text FileArchive missing Label.

File: C:\Users\sc123\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods\Starfleet_Ship_Mod\GameInfo\AbilityProbeExplore.entity
Label: infoCardIcon
Line Number:23
Line Contents:antiMatterCost

[22:37:28] Text FileArchive missing Label.

File: C:\Users\sc123\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods\Starfleet_Ship_Mod\GameInfo\FrigateTechLongRange.entity
Label: Prerequisites
Line Number:28
Line Contents:numRandomDebrisLarge 0

[22:37:30] ExplosionEffect 'Cruiser0' not found.[22:37:30] ExplosionEffect 'Cruiser0' not found.[22:37:30] ExplosionEffect 'Cruiser0' not found.[22:37:30] ExplosionEffect 'Cruiser0' not found.[22:37:30] ExplosionEffect 'Cruiser0' not found.[22:37:30] ExplosionEffect 'Cruiser0' not found.[22:37:30] ExplosionEffect 'Cruiser0' not found.[22:37:30] ExplosionEffect 'Cruiser0' not found.[22:37:30] ExplosionEffect 'Cruiser0' not found.[22:37:30] ExplosionEffect 'Cruiser0' not found.[22:37:30] ExplosionEffect 'Cruiser0' not found.[22:37:30] ExplosionEffect 'Cruiser0' not found.[22:37:30] ExplosionEffect 'Cruiser0' not found.[22:37:30] ExplosionEffect 'Cruiser0' not found.[22:37:30] ExplosionEffect 'Cruiser0' not found.[22:37:32] Invalid Mesh Point Data String Found by IWeapon (Weapon Index Out of Bounds)

Mesh = C:\Users\sc123\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods\Starfleet_Ship_Mod\Mesh\Frigate_TechLight.mesh
MeshPointString = 'Weapon-2'
Parsed Weapon Index = 2
Max Weapon Index = 1
[22:37:33] ExplosionEffect 'Cruiser0' not found.[22:37:33] ExplosionEffect 'Cruiser0' not found.[22:37:33] ExplosionEffect 'Cruiser0' not found.[22:37:33] ExplosionEffect 'Cruiser0' not found.[22:37:33] ExplosionEffect 'Cruiser0' not found.[22:37:33] ExplosionEffect 'Cruiser0' not found.[22:37:59] ExplosionEffect 'Cruiser0' not found.[22:37:59] ExplosionEffect 'Cruiser0' not found.[22:37:59] ExplosionEffect 'Cruiser0' not found.[22:37:59] ExplosionEffect 'Cruiser0' not found.[22:37:59] ExplosionEffect 'Cruiser0' not found.[22:37:59] ExplosionEffect 'Cruiser0' not found.[22:37:59] ExplosionEffect 'Cruiser0' not found.[22:37:59] ExplosionEffect 'Cruiser0' not found.[22:37:59] ExplosionEffect 'Cruiser0' not found.[22:37:59] ExplosionEffect 'Cruiser0' not found.[22:37:59] ExplosionEffect 'Cruiser0' not found.[22:37:59] ExplosionEffect 'Cruiser0' not found.[22:37:59] ExplosionEffect 'Cruiser0' not found.[22:37:59] ExplosionEffect 'Cruiser0' not found.[22:37:59] ExplosionEffect 'Cruiser0' not found.[22:37:59] ExplosionEffect 'Cruiser0' not found.[22:37:59] ExplosionEffect 'Cruiser0' not found.[22:37:59] ExplosionEffect 'Cruiser0' not found.[22:37:59] ExplosionEffect 'Cruiser0' not found.[22:37:59] ExplosionEffect 'Cruiser0' not found.[22:37:59] ExplosionEffect 'Cruiser0' not found.[22:37:59] ExplosionEffect
Reply #175 Top
File: C:\Users\sc123\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods\Starfleet_Ship_Mod\GameInfo\AbilityProbeExplore.entity
Label: researchPrerequisites
Line Number:18
Line Contents:antiMatterCost


This shouldn't be causing the minidump. But to fix it insert:
antiMatterCost
Level:0 75.000000
Level:1 75.000000
Level:2 50.000000
cooldownTime
Level:0 15.000000
Level:1 15.000000
Level:2 15.000000
between isPassive and ResearchPrerequisites. (You can change the numbers but make sure that format is there.)



File: C:\Users\sc123\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods\Starfleet_Ship_Mod\GameInfo\FrigateTechLongRange.entity
Label: Prerequisites
Line Number:28
Line Contents:numRandomDebrisLarge 0


Put:
Prerequisites
NumResearchPrerequisites 0 (Assuming there are none)

between numRandomDebrisLarge and MaxMitigation.

[22:37:30] ExplosionEffect 'Cruiser0' not found.[22:37:30] ExplosionEffect 'Cruiser0' not found.[22:37:30] ExplosionEffect 'Cruiser0' not found.[22:37:30] ExplosionEffect 'Cruiser0' not found.[22:37:30] ExplosionEffect 'Cruiser0' not found.[22:37:30] ExplosionEffect 'Cruiser0' not found.[22:37:30] ExplosionEffect 'Cruiser0' not found.[22:37:30] ExplosionEffect 'Cruiser0' not found.[22:37:30] ExplosionEffect 'Cruiser0' not found.[22:37:30] ExplosionEffect 'Cruiser0' not found.[22:37:30] ExplosionEffect 'Cruiser0' not found.[22:37:30] ExplosionEffect 'Cruiser0' not found.[22:37:30] ExplosionEffect 'Cruiser0' not found.[22:37:30] ExplosionEffect 'Cruiser0' not found.[22:37:30] ExplosionEffect 'Cruiser0' not found.[22:37:32] Invalid Mesh Point Data String Found by IWeapon (Weapon Index Out of Bounds)


My guess here is that the Cruiser0 file is spelled wrong. Go into the Particle file folder and double check the spelling of this. Open up Explosions.Explosionsdata and compare the spellings. It's possible the particle file is name CruiserO instead of Cruiser0 or something like that. This is my guess as to what is causing all of the minidumps. My experience messing with explosions is that they are very fragile. Wrong numbers, names, etc. easily cause minidumps.

So try those three suggestions. If someone could post the AbilityProbe file and the TechFrigateLongRange file for me to look like, I can tell for sure on those two. But I can almost guarantee it is because the particle file for Cruiser0 explosion is misspelled somewhere.

If you need any help with those changes or anything else, I'll be glad to help.

-derbal213