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The CPU shouldn't make any difference.
I asked about changes to settings/defaults for the factions because no expansion is often symptom of something like not having valid designs for scouts (or any at all) or something like that. I can't think of any reason for why that would be happening for you and not for me though.
Also, I think this discussion should be in DOF Main as the shipset is almost certainly not the issue.
Weird that you aren't getting the issue and I'm getting it almost each game...
It couldn't possibly be because I use a Ryzen 2 CPU... Oh well.
I just tested using the same mod list, 750 systems (default game settings) and the same list of AI empires as in your post. All set to simply normal AI. All 7 empires expanded to at least one other system within about 15 minutes of game time.
If there's a problem, it is not happening in my tests.
Are you sure there aren't any other settings or actions you take in setting up the game? (There shouldn't be, but it is possible I overlooked something)
Otherwise, I will have to start to wonder if you have a damaged copy of the mod or something of that sort.
I will try to replicate your issue. I don't see anything listed that would interfere with normal Empire expansion. It's especially odd since you cite the Cylons. All of my test games as of late have the Cylons out-expanding every other empire (including the stock ones) in almost every test game.
You don't mention any empire changes you might have made to them, or any cheat settings. I will assuming it's all default.
- The faction add-on
- DOF shipset common library
- DOF shipset Battlestar Galactica
- DOF shipset Star Wars
- DOF shipset Homeworld
- DOF shipset Star Trek
Playing a 700 system galaxy right now but I have seen it happen on a 1500 star one, on 500 and on 250 as well. It just took longer to find out, the larger the galaxy... I have seen it happen multiple times, but not EVERY time that I played only your custom factions. Basically I play a galaxy with the following civs:
- Federation
- Klingons
- Borg
- Empire
- Rebels / Republic
- Cylons
- Colonials
So yeah, if something can be done to enable me have the federation fight the cylons and the Empire...
That is very strange. There are occasions where an AI can stall out in expansion but I have not seen it occur at one planet in any test game in quite some time. Sitting at one planet is usually a sign of a broken empire (or one missing a critical asset). It sounds like something has gone terribly wrong in your games for some reason.
This is not happening when I test the mod. Can you tell me what game settings you used? Also, specifically which mods do you have enabled?
Sometimes, the other factions don't colonize anything. They seem to just sit there with one planet in their home system and nothing else.
Obviously this isn't WAD (working as designed), but is it a bug with the game, or something to do with the custom factions? If the latter, can you look into it?
If the former, we'll have to find a developer to iron out whatever bug this might come from... ;-)
All supports are set to their (roughly) official size (meaning Size 1 = 1 m long). I have no intention of changing the defaults but if you want them smaller you are free to edit them in game and set them to whatever size you like.
If you're going to use DOF, make sure you get the Alternative Interface for DOF version of the mod. The standard one will not work, it requires the specialized one. I'm honestly not sure if Weaponsmith will work with DOF or not, I wouldn't expect so given its nature but who knows. The game should tell you if there are conflicts in the mod enable/disable menu.
Mod recommendations depend on what you're looking for. Obviously I recommend all the DOF mods (including the main gameplay mod, not just the shipsets) but I'm a bit biased. Rising Stars is also another large and popular mod. I'm not aware of any other major mods right now though.
The rest are smaller, more focused types: Dark Skies, Alternative Interfaces, Maintenance/economoy tweaks, Weaponsmith/subsystem additions and mods that tweak/refine certain vanilla races and that sort of thing.
If you start mixing and matching a bunch of mods though, you will have to watch out for conflicts. Mods that modify the same game files generally are not compatible. Also, the Workshop contains mods from all versions of SR2 and some (many?) of them may no longer work on the current patch version of the game.
Try setting your texture quality to medium. If that still doesn't do it, try dropping shipset packs that you don't intend to use in that game. Alternatively, you could drop down to low texture quality if you must have them all at once yet but there will be a lot more visible loss of quality stepping down from medium.
You haven't given me a lot to work with so it's difficult to say what might be wrong. Did you also grab the Shipset Common Library? Did you enable it instead of the shipset by mistake? If you're seeing nothing in the shipset selection area when selecting a race to play then the shipset is somehow not active - or the copy of the mod on your hard drive is damaged.
Did you also subscribe to the DOF Shipset Common Library? It's marked as a required item and it will not work without it.
You obviously don't pay attention to the screenshot section.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=787676990
I am making no promises right now though. The PBR conversion and revisions have proven to be a rather large amount of work and I'm feeling like I'm approaching a bit of a burn-out point. There are still other things that I should look at and revise as well before I get carried away in an entirely new universe addition to DOF.
Strange is right!!! I am glad I got it working too!!! Sometimes one just has to start over again...lol!!! At lerast i backed up the changes i made to some of the mods. Sounds like u may have stressed ur old system a bit!!! Thanks for ur quick responses!!
Glad you got it figured out. Strange, but you got it working.
For what it's worth, I loaded the DOF mod and the Starwars, Stargate and BSG shipsets on an older system with a 2600K and GTX 460 768 MB GPU earlier today on Extreme shaders and Ultra textures. It didn't like it and it took some time for it to settle down, but it did work. I did have to increase the swapfile size though (the PC had 8 GB of RAM and I set the swap to 32 GB). I wouldn't recommend trying to use those settings normally on that level of PC, but it was a good test to see how much the recent changes had affected minimum requirements.
I have Radeon R9 200 series. I ended up fresh install and re download of the mods i use including this one of course. It finally worked even at the highest settings. So I am guessing some file was perhaps corrupt. Tho I did run an integrity check before the fresh install and it checked out. So not really sure wth happened!!! Thanks again for the time you and many others put in on this mod as well as the others!!!
That's good to know. Thanks for sharing that.
Should be fine then. I always try to give credit anyways if the original work is not my own.
When i asked him about permission he wanted Credits and no commercial use for his Models that was all.
Thanks. They are very nice, but they are also pretty demanding on resources. I did try to contact him before I started using them but Geroenimo never responded. Hopefully that means he doesn't mind or doesn't care.
It is compatible with 2.0/Heralds. What has changed in 1.003 is that texture resolution has gone up a lot overall. That means that the memory footprint will be up as well. I did this to provide maximum quality on strong/future hardware and because the game settings allow you to limit it for older hardware. What GPU do you have?
I recommend trying setting the Texture Quality lower. High (4k limit) will downscale the 3 textures that are over 4k and have minimal visual impact. Medium (2k limit) should be similiar to what 1.002 used. Low (1k limit) should work on almost anything.
Thanks man ill just keep trying. Not important but im running to taco bell so if you want something let me know. :)
It will actually work. Just force enable it despite the warning that it's not 2.0.0 compatible. I need to upload updated versions that contain the 2.0 compatibility flag but they are otherwise working fine.
There has been a change in the way the game renders some things, so I have noticed some noise on certain texture faces but I've been talking to a dev and there is no fix for it just yet. It's not harmful or anything and it doesn't affect play at all but it does look a little ugly on certain shipmodels at certain angles.
Lol. I tried to refrain from that. Sadly, I don't know how to make it much more clear and intuitive subscribers to know they need the Library as well. If I recall, setting the required item sends a warning message when you subscribe, but you still have to opt in.
Hopefully that was just the problem and grabbing the Library fixes it all up for you.
I've been doing testing today and while I'm not 100% certain that there aren't things that need to be updated for Wake of the Heralds, it does look like the Library and Shipsets continue to be useable in their current state despite the game saying they are "not compatible with the current version of the game".
Most likely because you don't have the DOF-Shipet-Common Library mod subscribed and present. It contains the shader library and other shared textures that are required for all DOF Shipsets to function properly. Links can be found in the above mod description as well as in the side menu for 'Required Items'.