No, I only used this mod. One thing I tried was disabling random events. So far, it seems stable but I have played matches before for an hour or two and then I get a dump error message.
It's an interesting mod. I'm going back and forth between this one and the new Armada 3 mod. Unfortunately for me, this mod is not stable. It has crashed on me 4 times at random intervals. I'm going to try a couple things first, but if it refuses to be a stable mod then I may have to remove it. A shame, it looks interesting.
Seriously? Not stable? Are you sure your running the right version of the Mod for your particular game? I've been running some seriously long test games, most over 8 hours, and I haven't had one mini-dump yet. So far this seems the most stable version to date.
ditto
Quoting xclavex, reply 4599
It's an interesting mod. I'm going back and forth between this one and the new Armada 3 mod. Unfortunately for me, this mod is not stable. It has crashed on me 4 times at random intervals. I'm going to try a couple things first, but if it refuses to be a stable mod then I may have to remove it. A shame, it looks interesting.
Seriously? Not stable? Are you sure your running the right version of the Mod for your particular game? I've been running some seriously long test games, most over 8 hours, and I haven't had one mini-dump yet. So far this seems the most stable version to date.
Yep absolutely serious. It doesn't seem to like the newest DLC when I have random events on. I've played with several different mods, and this is the only one that is unstable for me. All the others work with no problems.
If I disable random events it seems to run ok...so far.
**Might** be the 1st time run crash, see http://www.moddb.com/mods/sacrifice-of-angels-2/tutorials/install-soa2-for-rebellion
Try restarting Sins after enabling SoA2.
Edit: Actually I remember spotting a problem a while ago with Random Events - some their entity files were missing. Have you got the latest patch of SoA2? I'm sure the team fixed this.
Quoting xclavex, reply 4599
Yep absolutely serious. It doesn't seem to like the newest DLC when I have random events on. I've played with several different mods, and this is the only one that is unstable for me. All the others work with no problems.
If I disable random events it seems to run ok...so far.
Wow.... how weird. Please don't misunderstand, I'm not trying to sound like I'm being difficult. I want to help. But I've been on a sort of gaming marathon the last week, and I'm just having no problems here, so I don't know what could be wrong on your end. Like NewHorizons suggested... did you download the newest patch? I'm running Rebellion version 1.82.4976 with both Forbidden Worlds and Stellar Phenomena, and my MOD checksum is 108427119. Does yours match up?
Actually I remember spotting a problem a while ago with Random Events - some their entity files were missing. Have you got the latest patch of SoA2? I'm sure the team fixed this.
yeah.... well, without giving too much away, the team has done some serious work on the Stellar Phenom events and such. This is what I've been playing with the last few days.
But sorry.... as River Song is so fond of saying.... "Spoilers Sweetie...".
All I'm gonna say is things are about to get really.... interesting....
Quoting xclavex, reply 4604
Quoting xclavex, reply 4599
Yep absolutely serious. It doesn't seem to like the newest DLC when I have random events on. I've played with several different mods, and this is the only one that is unstable for me. All the others work with no problems.
If I disable random events it seems to run ok...so far.
Wow.... how weird. Please don't misunderstand, I'm not trying to sound like I'm being difficult. I want to help. But I've been on a sort of gaming marathon the last week, and I'm just having no problems here, so I don't know what could be wrong on your end. Like NewHorizons suggested... did you download the newest patch? I'm running Rebellion version 1.82.4976 with both Forbidden Worlds and Stellar Phenomena, and my MOD checksum is 108427119. Does yours match up?
Quoting NewHorizons, reply 4605
Actually I remember spotting a problem a while ago with Random Events - some their entity files were missing. Have you got the latest patch of SoA2? I'm sure the team fixed this.
yeah.... well, without giving too much away, the team has done some serious work on the Stellar Phenom events and such. This is what I've been playing with the last few days.
But sorry.... as River Song is so fond of saying.... "Spoilers Sweetie...".
All I'm gonna say is things are about to get really.... interesting....
EH? It says I'm running 1.80.4976, but I KNOW I downloaded and installed the newest version that was released last month. Hmm...
EDIT: Yes, it was the 2.0.6.9. Why didn't it upgrade? I did everything as was followed.
I don't understand what I did wrong. I followed the instructions. It says it should be 1.8.2, but the folder says 1.8.0. I have the steam version of Rebellion.
did you sign up for the BETA for 1.82?
if no then THAT is WHY
harpo
I wasn't aware I had to sign up for a beta for a mod. I'll probably pass then. Thanks for clearing it up though.
EDIT: I see now, it's the beta for the game. Damn, I didn't think they were going to do any more patches for the core game. Curious.
Our mod works with or without the 1.82 bEta. So 1.80 or 1.82 is fine for Rebellion versions. It is only stock game balance changes mostly.
https://forums.sinsofasolarempire.com/450865
The recent SOA2 patches are only good for the newest current Full Release on the download page
you should have 0.6.8 Full, then patch with 0.6.9 overtop, should ask to overwrite files, choose yes.
I wasn't aware I had to sign up for a beta for a mod. I'll probably pass then. Thanks for clearing it up though.
EDIT: I see now, it's the beta for the game. Damn, I didn't think they were going to do any more patches for the core game. Curious.
I think the beta is a patch for Stellar Phenom. Whatever the case, it's your call. But so far, at least in single player, I've found no real problems with this particular beta.
Our mod works with or without the 1.82 bEta. So 1.80 or 1.82 is fine for Rebellion versions. It is only stock game balance changes mostly.
https://forums.sinsofasolarempire.com/450865
The recent SOA2 patches are only good for the newest current Full Release on the download page
you should have 0.6.8 Full, then patch with 0.6.9 overtop, should ask to overwrite files, choose yes.
Yes I had done so with the latest patch. Made sure to overwrite everything.
If you've installed properly, then there are two possible reasons you're crashing.
The first, and most likely, is that you're starting the mod from in game, and running it then and there. As is stated frequently, the first run crash has been a stubborn bastard and refuses to go away. Start Sins with the mod already enabled, then play.
The second is a little more interesting, I've run into it once before. You have a severely long ass user name on your computer, and the 32 bit file name length is too short to actually read the directory and is truncating some of the longer file names. When last I ran into this, I greatly shortened the longest of the file names, this shouldn't be your problem unless your user is something along the lines of the yahoo that fell down the well and drowned.
Something i have noticed and really troubles my personal trek feeling while playing is how the ships move while doing an attack run.
I do remember that the ships moved forward when turning around for a new attack run back in the trinity version of this mod. In the rebellion version however they stop, then turn around and then move forward again. It looks so odd and doesnt feel "trekkish". The fighters though do it right. I have already tried to give ships same mass/acceleration/deceleration/speed stats but they still stop before turning around. Its like they changed the movement behavior from trinity to rebellion. Any ideas?
Bugs the hell out of me as well, I have also experimented for a long time and found no good results. They probably did change it for the new corvettes.
If you find a good solution, please let me know.
EDIT: I forgot to mention that we added a few abilities that must face forward to use, so, like the Galor's main spiral weapon ability s face forward, the ship will stop its run and turn to face target. This also helps with the chasing out of the well.
Most ships should have a 25% across the board ship speed,dive,climb,turn rate reduction.
Oh no, I am not lowering max speed, it's already painful watching a fleet cross a well
Quoting wbino49, reply 4616Most ships should have a 25% across the board ship speed,dive,climb,turn rate reduction.
Oh no, I am not lowering max speed, it's already painful watching a fleet cross a well
The only thing I find frustrating is watching two ships collide with each other... but I don't know how you would fix something like that.
On the plus side.... I love the shadows! Did something change concerning them? They just seem to show up so much better.
ya, that was 1.80 patch I think, one of the recent ones did improve them.
Jim, can you join our group http://steamcommunity.com/groups/ST-SOA2/ or pm me your steam ID so I can walk you through getting on the team's REPO?, we need you on the team dude.
Quoting JimPeck, reply 4618On the plus side.... I love the shadows! Did something change concerning them? They just seem to show up so much better.
ya, that was 1.80 patch I think, one of the recent ones did improve them.
Jim, can you join our group http://steamcommunity.com/groups/ST-SOA2/ or pm me your steam ID so I can walk you through getting on the team's REPO?, we need you on the team dude.
Oh yeah, no problem. I was going to join up the other day, but something came up and I hate to admit this, but I completely forgot. Got a plumber headed over in a bit, but after he's done I'm free for the afternoon. I'll pm you my info when I get signed up, OK?
Your new Starfleet 'red shirt' is waiting for you
Quoting JimPeck, reply 4620I'll pm you my info when I get signed up, OK?
Your new Starfleet 'red shirt' is waiting for you
OK, I'm part of the group..... but I don't know that I want a "Red Shirt"... lol ... I know what happens to the guy in the red shirt

Anyone that bothers to look at our crew list will see many that worn the 'red shirt'.
The question is, will you be a Scotty, or one of these guys?
Anyone that bothers to look at our crew list will see many that worn the 'red shirt'.
The question is, will you be a Scotty, or one of these guys?
Laddie... don't ya think you should... rephrase that?
hehehe......
Quoting ParadePartizan, reply 4614Any ideas?
Bugs the hell out of me as well, I have also experimented for a long time and found no good results. They probably did change it for the new corvettes.
If you find a good solution, please let me know.
EDIT: I forgot to mention that we added a few abilities that must face forward to use, so, like the Galor's main spiral weapon ability s face forward, the ship will stop its run and turn to face target. This also helps with the chasing out of the well.
I asked the ironclad support for a way to redo the ship movement. that was the answer:
"A new movement system was implemented in Rebellion. Unfortunately, it is not changeable."
To be honest i just dont believe in that. There has to be a line somewhere which tells ships to stop moving if the turn is more than 45 degree or something like that (the fighters actually move the old fashioned way).
Im really tempted to go back to trinity just for the eyecandy of the moving system ![]()
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