[quote]It's a 32-bit application. (The other 2GB is reserved for kernel space-you can modify it to 3GB application/1GB kernel, but I believe you have to modify the exe.)[/quote] Shouldn't take long to fix then, shouldn't it :)
FrznMD
Please fix the RAM limit, apparently SINS crashes when you use 2gig or more. This should be a priority.
[quote]For the 102 planet map crash. Sins has a nasty habit of dumping when you max out the 2 gig of ram hardcode limit.[/quote] Sins has a RAM hardcode limit? How stupid is that, is it possible for developers to remove such as stupid thing?
Hrm, I dunno if this is a Statrek Mod problem or a SINS problem, I was playing on a large scale map (102 planets or something), I was about mid-way in game, and desided to minidump on me. I was playing as Federations, Was building ships etc, getting ready to attack the pirates (after the first round failed heh)... I will test some more...
I would love to test :)
Thanks Major, downloading now, will test :)
Hi guys, I've changed my OS on my laptop to Vista from XP, and I can't seem to load up my v1.12 Archive,and couldn't load the archive (to restore) up in Impulse under Vista. Why are the Archives OS dependent? Now I have to find out which Archives are Vista made and which ones were XP made. Now I have to find a previous version working one and update it. FrznMD.
Pretty :D Awesome work ManShooter :)
I can't wait for this :) I remember asking about something simular ages ago, I' m glad to see someone taking that challenge :)
Awesome :D Thanks Major :D EDIT: lol Merry xmas all, we've had ours in Australia :)
[quote]I strongly disagree with this idea. Thats like saying we should have an option to turn off carriers.[/quote] In SupCom, there was an option to turn off and on all units (if I remember correctly), even super units. The reason why I suggested this, is because people were complaining that the mines make the game longer.
I noticed a fair about of complaints regarding the Entrancement, mainly concerning with the mines. So I have created this thread, to suggest some additions. I'll start of by saying I pretty much like how it is now, but some people don't like the mines, or don't like the way it is now. So for my suggestions (and hope to be implemented)... - Have an option to turn on and off both mines and starbases. - Set amount that a playe
Never heard of Walls in space ? lol. I'm refering to an earth version of walls in games like AOE, Empire Earth etc. Maybe have a set of options, so people play at different pace. Like, How many mines (and starbases) can a race build (including unlimited option like now), enable and disable for both options, etc etc?
The mines are great imho, they are like walls in Age of Empires... I just bought it today, and having awesome fun. Perhaps the dev team can have options for which tech is enabled or not, or an option to turn off Entrenchment ? Personally I rather have an option to choose the techs (like SupCom did).
Eomega, Hope you will get well soon :) Suggestion, have you ever thought of combining some races just for simplicity sake and filling the slots (like Major Stress has done with his mod?).
Just thought I pop in the forums because I noticed over at neowin that you guys won some awards for SINS :) I would like to congrat those at Ironclad and Stardock, for their efforts in Sins :) Hopefully in next year with future fixes and features as well as Entrenchment along the way to continue the success that you have recieved so far. Thanks guys/girls for bringing us SINS :) Cheers. FrznMD. <span style="
Keep up the good work Major. We apprieciate you continuing with the mod so far :)
I hope they do release it, because they need to fix what they broke in original sins for modders.
hehe, guess what, Major Stress's mod was announced on Hailing Frequency's podcast latest podcast #55, which is a very popular podcast for startrek's related stuff. They didn't know about Major Stress halt of mod after 1.1 patch, so maybe someone needs to head them up? http://hailingfrequency.co.uk
[quote who="Hack78" reply="1" id="1900104"]But the point is that IC is a relatively small company. They don't have time to rewrite the engine. And a number of the issues that are causing people to say "rewrite the engine" were probably deliberately put in due to budget/time constraints. Writing software is not a quick processes, nor is it an easy one. Hence the point I keep trying to make is that it is probably not economical to make these changes, and the decisions were made as the lesser of
[quote]it doesn't cause performance issues.[/quote] Regardless of Performance issues, when you have a game at this scale and complex, it's bound to have performance issues anyway, the main issue here is how well the game is coded that is a problem. But even then, it should allow modders to do what they want. Not a matter of "performance issues" when restricting modders..... [quote]The changes you made, while welcome for the modding community, are fairly minor i
hack78, Ironclad Games made their own engine, so their for them, it should be easier to "open" it up more, compared to those games that just get their engines licensed. They already had some modding changes in some of the patches (sounds were increased to 2000 in the latest 1.1 Beta 2 for example). For me, I don't know why there were any restrictions in the first place as that will only limit what the modder can do. EDIT: <a id="ctl00__Content__RepeaterReplies_
Yeah I was confused was SINS IP and Trek IP :) But anyway, the main reason I come here is to see the major mods (Startrek, Stargate, etc), so I also want to see the restrictions lifted.
ManSh00ter: What I mean is that the more we hear news like this, the less of a chance of fully-fledged mod like SOA 2 muturing, because of the restrictions imposed.
Nooooooooooooo :( Are you reading this Devs? This means you need to remove limitations or modding will die for sins.