This member has provided no bio about themself...

Comment History
mmeier86
mmeier86 - - 22 comments @ [Outdated] Star Wars: Ascendancy v1.1.5X

Please disregard this comment. I seemingly got a bad download. I can't fathom how the hell these still happen today...

Good karma+1 vote
mmeier86
mmeier86 - - 22 comments @ [Outdated] Star Wars: Ascendancy v1.1.5X

Hey,

is it possible that this download isn't complete? When trying to launch the game, I get the Ascendancy splash screen, but it crashes pretty quickly. At first I thought it might be a Sins version problem (I'm trying with the newest Sins, v.194). But then I had a look into the Mod directory, and the root directory only contains the typical folders, but none of the .manifest files. Is that intentional...?

Good karma+1 vote
mmeier86
mmeier86 - - 22 comments @ OUTDATED - SoGE 4.11.0 release

No, you need to disable SoGE/STA3 before you can play the other mod. In general, it should be possible to disable one mod and then enable the other via the ingame menu, but Sins often tends to react badly to that.

So just quitting and changing the EnabledMods is the preferred way to do it. My Tip: Just have several text files configured for your mods in your Mods folder. Call them something like "EnabledMods_Soge.txt" and "EnabledMods_Sta3.txt". Then, depending on which one you would like to play at the moment, just copy and rename the right file to "EnabledMods.txt". Saves the trouble of having to look up the correct entries and their ordering every time you switch mods.

Good karma+1 vote
mmeier86
mmeier86 - - 22 comments @ OUTDATED - SoGE 4.11.0 release

What exactly would you like to achieve? Would you actually like to play STA3 and SoGE in the same game, having Star Wars and Star Trek ships in the same game? If so, no, that is not possible, at least not out of the box and without a lot changes to both mods.

If you mean whether you can have both, STA3 and SoGE in your Mods folder, then yes, that is perfectly fine, you can have as many mods installed as you like.

Good karma+1 vote
mmeier86
mmeier86 - - 22 comments @ OUTDATED - SoGE 4.11.0 release

The one in the "Mod 1.85" folder, the one in the steam folder belongs to the base game.

Good karma+1 vote
mmeier86
mmeier86 - - 22 comments @ Rebuild Progress Update #4: Completion

Thank you for the high praise, Lavo!

Good karma+2 votes
mmeier86
mmeier86 - - 22 comments @ Interview+Livestream Soon!

Excellent, thank you!

Good karma+1 vote
mmeier86
mmeier86 - - 22 comments @ Interview+Livestream Soon!

Damn, I missed it. Will the video be uploaded to youtube or be made available on Hitbox?

Good karma+3 votes
mmeier86
mmeier86 - - 22 comments @ Sins of a Galactic Empire

That patch is only intended for people who bought Sins from GoG.com instead of Steam. And on GoG, the 1.83 version is already released, so we needed to provide a patch for 1.83, but only for the GoG users, until 183 is released on steam too.

Good karma+1 vote
mmeier86
mmeier86 - - 22 comments @ OUTDATED - SoGE 4.10.1 for SOASE Rebellion 1.82

This is probably working as intended. The Munis have a lot of single target firepower, but they can't attack multiple targets. So, going up against a single large target is actually their thing. Now you said there were a number of SDs too, were they also completely wiped out? And: What about the Imperial attacker, on what technology level were they? If you had full combat research, shielding and armor and firepower would also be doubled, and when your enemy was still rather low...

Good karma+1 vote
mmeier86
mmeier86 - - 22 comments @ OUTDATED - SoGE GOG patch for SOASE Rebellion 1.84

Build more starbases. In contrast to vanilla Sins, you can build up to 4 starbases per gravity well. That holds even larger fleets, even when those fleets bring along a (low level) titan. Don't think of starbases as they are in vanilla. A single Golan III, canonically, is not intended to hold off a full scale assault all by its lonesome.

Good karma+1 vote
mmeier86
mmeier86 - - 22 comments @ Sins of a Galactic Empire

Interregnum has the Empire and the Rebels integrated as additional races to choose for the base game, plus a few additional features like unique gravity well objects, if I'm not mistaken.

SoGE, on the other hand, is a full conversion, so no more TEC/Vasari/Advent. But we make up for it by a wider choice of factions from the three Eras Clone Wars/Original Trilogy/Vong Invasion. We've got the CIS, the Republic, the Galactic Empire, the Rebel Alliance, the New Republic and the Vong as playable factions, with full ship rosters.

The mods also play quite differently. Interregnum integrates the new races into the vanilla playstyle while adding some nice faction-specific features, like using the Rebellion system to allow you to choose the imperial warlord you would like to play.

SoGE, on the other side, throws out things like restricted numbers of capital ships - you can have as many Imperial class Star Destroyers as you like.

I would advise you to try both.

Good karma+4 votes
mmeier86
mmeier86 - - 22 comments @ Sins of a Galactic Empire

Thats the Rebels specialty, their capitals and some of their cruisers have a backup shield ability. To get through, you need some firepower. But they're somewhat lackluster in firepower, and they have one massive drawback: They lack a command capital with a fleet coordination ability. Make certain you bring some ISD II to the fight. And don't neglect your defenses. 4 Golan III stations tightly clustered can hold off a whole armada without any support.

Good karma+1 vote
mmeier86
mmeier86 - - 22 comments @ Battle Dragon (Redone)

I've always thought that the Battle Dragon is one ugly ship. But this is at least quite a beautiful model of it.

Good karma+4 votes
mmeier86
mmeier86 - - 22 comments @ SoGE 4.10.0 Release Notes

Please read the supercap FAQ here on moddb. Supercaps are not constructed the Sins way. Instead, there is an ability on your Titan shipyard itself, NOT in the titan build menu you get when you click on a planet. When the popup says you don't have the Executor research, that is a canary telling us that you tried to build the superdcap via the build menu, contrary to the instructions clearly stated in the FAQ.

Good karma+1 vote
mmeier86
mmeier86 - - 22 comments @ OUTDATED - SoGE 4.10.0 for SOASE Rebellion 1.82

The abilities to build supercaps simulate the actual build time - you need to wait quite a while before the supercap actually warps in. Warships the size of a city don't just appear out of thin air. ;-)

Good karma+1 vote
mmeier86
mmeier86 - - 22 comments @ OUTDATED - SoGE 4.10.0 for SOASE Rebellion 1.82

Thanks, we're currently investigating the issue.

Good karma+1 vote
mmeier86
mmeier86 - - 22 comments @ OUTDATED - SoGE 4.10.0 for SOASE Rebellion 1.82

Thanks for the report! We've already heard that there might be a problem with the Acclamator and we're investigating.

Good karma+1 vote
mmeier86
mmeier86 - - 22 comments @ OUTDATED - SoGE 4.10.0 for SOASE Rebellion 1.82

Yes, it does. It has 6 Factions, all of them from Star Wars, it includes no faction (and few other assets) from vanilla Sins. If you like to have the vanilla factions and Star Wars factions, give Interregnum a try.

Good karma+1 vote
mmeier86
mmeier86 - - 22 comments @ Sins of a Galactic Empire

You are perfectly right, the large fighter swarms do contribute to the late game lag. It's mostly a question of the engine's age. And when the data structures in use by the engine have superlinear performance, the Ghz of your processor just don't matter, especially with the Sins engine, which can only use one core. Most of the recent increase in computational power was achieved by parallelism. The actual computational power has only increased linearly.

That said, you need to be cautious when changing things in the Squad Size reduction addon. When you change the number of fighters (which can be done in the entity files with "Squad" as the value in the "entityType" line), you need to do 2 things in addition: First you need to change the health and firepower of the individual fighters in the respective "Fighter" entities. And, you also need to change all the anti-fighter weaponry and abilities (eg Flak Burst) on all the warships, or the fighters would either become very weak or very strong.

As developers, there is only that much to be done with the Sins engine, which came to be in 2008, quite some time ago for a game engine.

Good karma+2 votes
mmeier86
mmeier86 - - 22 comments @ OUTDATED - SoGE 4.10.0 for SOASE Rebellion 1.82

That is a general problem with large Sins mods. At some point, there are simply too many objects on the map for the engine to handle. Remember that the original Sins engine was written quite some years ago. Most importantly: The engine is not multithreaded and can't make use of modern multicore CPUs. Now, SoGE is quite a large mod, with a lot of different ships, a very high supply limit allowing for large fleets, and a lot of fighter squadrons. It does help to activate the Squad Size Reduction Add On, which combines all fighters in a squadron into one superfighter and adjusts anti-fighter weaponry to account for that change. That does not solve the problem of late game lag, but it does keep the game going smoothly longer. Another tip would be to use a smaller number of players and/or a lower supply limit.

Good karma+2 votes
mmeier86
mmeier86 - - 22 comments @ SoGE 4.10.0 Release Notes

Have a look at your starting planet, it should already be build right from the beginning. If it is not, can you give me the name of the map you are playing?

Good karma+1 vote