This Topic is now Closed. A new SoA 2 WIP thread will be started in its place. Do Not Post here.
Thanks for responding so quickly Majorstress. I don't care if I get the recognition, I just had noticed that someone else had posted about their input and I wanted to make sure you guys at least knew about what I had submitted.
Thanks again.
thank you, Lord Tareq, I found only 7 files starting with unit, but thanks for the info! in which file are the parameters for the 'load-in' coordinates? if I wanted to use the 14th line (that doesnt exist yet), cause I want to make icons for a new race.
Here are the Cardassian speech files (RAR file):
http://www.2shared.com/file/5231868/9d96d232/CardassianSound.html
The following needs to be added to the SoundDialogue textfile (don't forget to update the count by 12):
effect name "Card_GeneralOrder1" fileName "Card_GeneralOrder1.ogg"effect name "Card_GeneralOrder2" fileName "Card_GeneralOrder2.ogg"effect name "Card_GeneralOrder3" fileName "Card_GeneralOrder3.ogg"effect name "Card_OnAttack1" fileName "Card_OnAttack1.ogg"effect name "Card_OnAttack2" fileName "Card_OnAttack2.ogg"effect name "Card_OnAttack3" fileName "Card_OnAttack3.ogg"effect name "Card_OnCreation1" fileName "Card_OnCreation1.ogg"effect name "Card_OnCreation2" fileName "Card_OnCreation2.ogg"effect name "Card_OnCreation3" fileName "Card_OnCreation3.ogg"effect name "Card_OnSelect1" fileName "Card_OnSelect1.ogg"effect name "Card_OnSelect2" fileName "Card_OnSelect2.ogg"effect name "Card_Warp1" fileName "Card_Warp1.ogg"
And for your convenience, this is how it should look in a ship file, for example in the Frigate_CardGalor:
NumSoundsFor:ONATTACKORDERISSUED 3SoundID "Card_OnAttack1"SoundID "Card_OnAttack2"SoundID "Card_OnAttack3"NumSoundsFor:ONCREATION 3SoundID "Card_OnCreation1"SoundID "Card_OnCreation2"SoundID "Card_OnCreation3"NumSoundsFor:ONGENERALORDERISSUED 3SoundID "Card_GeneralOrder1"SoundID "Card_GeneralOrder2"SoundID "Card_GeneralOrder3"NumSoundsFor:ONSELECTED 2SoundID "Card_OnSelect1"SoundID "Card_OnSelect2"NumSoundsFor:ONSTARTPHASEJUMP 1SoundID "Card_Warp1"
damn they are so great, good work! dukat and damar are the best!
O defiantely huge thanks on this one
These are awesome, great job there Lord Tareq
those of you with 1.02 on the mod team your going to be stuck until they release a new developer or convertdata
Special thanks to judgex for spotting something we have been missing, your a life saver!
I updated all my PLANETMODULE files by replacing rotateToFacePlanet FALSE with rotateFacingType "NONE" and the mod started up just fine. Also the convertdata should be in: main drive>Program files>Stardock games>Sins of a Solar Empire
edit: also the starbase files
The SoA entrenchment mod is looking really good now, but I had a few comments/suggestions:
1. Klingon ship D-4 Predator class instead of D-12 B'rel class is being assigned 'scout' status (you get 2 free D-4's instead of D-12's) when quickplay is enabled. I'm not sure if the ordering of the ships is causing this.
2. Seekers are the default scouts of Federation instead of Miranda when quickplay is enabled.
3. Constitution and Curry class descriptions should be updated to reflect new roles (Curry is the colonizer).
4. Rebels need to be toned down in number or speed. Volcanic/Ice planets have 6 nasty Klingon rebels that usually kill your Miranda scout before it makes it out of the grav well. You could buff scout speeds, but fleets of frigates (constitutions) don't fair all that well against the rebels either (see #5)
5. Are players are expected to research their Capitals before capturing the first Volcanic/Ice planet? The Ambassador is the easiest to get, but you still need to spend logistics slots for a military lab + 2 civic labs before you can grab a Volcanic/Ice planet versus the typical 2 (Starting strategy seems to mirror Vasari). It seems like you have to get an Ambassador or Lakota (after Excelsior research) before you can start expanding without taking significant frigate losses.
The mod is stable on the latest Entrenchment 1.02.xx and plays great. There's nothing better than watching the fleet battles. Keep up the awesome work!
CANT wait till this come out fro ent
Dear KingDeathGod,
Your name scares me.
That is all,
icen9ne
judgex
not got around to fixing the start ships for the federation yet that is why they still get the advent scouts
as for the research tree it is only the preliminary version but as far as i am aware yes you will have to research your capitals, i have tweeked the ambassador research tho a little (but no doubt it will change in the future)
That is the thing i don't get sure the frigates and cruisers should we at least have the ability to create at least 1 cap ship? without putting up like what 4 research station before we could research just for one?
and why put a much more powerful curry class ship in the colonization role when the consitution class does a better job, and will all cap ships have their own special abilities?
thanks loki. i just wanted to give you a heads up and give you more things to add to your ever increasing list regarding the ambassador change, i preferred the 1 mil lab req since you could still get volcanic/ice research and a capital out without upgrading logistics slots (1 mil and 2 civic labs up on your homeword + asteroid). it's probably a mute point since the tech tree will change, but i thought i'd throw it out there.
mooster, currently it only takes 2 military labs to get your first capital, the ambassador or 3 + some research for the lakota. i don't mind researching the capitals as long as you have a viable expansion route through frigates in the very early game. i'd also rather have any other ship besides the constitution be the colonizer since it's awesome to have the constitutions out in battle instead of parked in your safe area waiting for other ships to clear the way.
it's cool to see the changes made since 0.03c and it gets me really hyped about the next release!
I have a wild suggestion:
Make the fleet supply cost up to the number of officers needed to make run the ship, so since the Galaxy ship needs let say 700 offices and enlisted personnel, the fleet points usage would be 700. Of course, the research for fleet supply needs to be mutliplied by 100 to 700 times its current value....
Yet the consitution isn't battle ready, the weapons points are low and th shield points are also too low to be effective enough to be in battle. It is like having another Miranada. Or better yet switch the Miranda and the Consitution. Make the Miranda the colonizer and have the consitution the explorer.
And who wants to wait for the research of at least 3 research station just for a lowly ambassador class cap ship, no offense to the enterprise-c
mooster atm its 1 research station to get the ambassador and yes you are going to have to research capitals as they wont be any oooo lets build a galaxy / sovereign etc and go around owning everything
"andYet the consitution isn't battle ready, the weapons points are low and th shield points are also too low to be effective enough to be in battle. It is like having another Miranada. Or better yet switch the Miranda and the Consitution. Make the Miranda the colonizer and have the consitution the explorer."
as the for the consitution it does not have the same stats, to which you are refering to, since the last released version of the mod ships have swapped slots / been buffed / nerfed / stations added / research added / abilites added
Resistance is Futile !
Any chance for some combat videos, showing off the new movement coding? Perhaps have a few Birds of Prey attack a Federation capitol ship?
This is my first post on this forum and its becouse of this awsome mode. Great work lads.
My frends and me often play this mod in LAN on 3-4 computers ( 0.03c) and its lots of fun. We allso play Dominion forces but every player bilds different race so one is Cardassian, Breen, Jem Hadar. I saw Lord Tereq remoded your mode in progress like in original pan of Major Stress so that Cardassian Union is a separate race. Big fan of Cardassians and Breen so if he could put this modification with your permision at least for demo version ( if this works in that way) ih he wills. Lord Tereq what say you ??
I know Breen have one original ship, and Cardassians arent much bether so its dificult to model their ships just from imagination but i found some books about Dominion war in wich there are many events,how the war developed and many breen and cardassian ships described iincluding ordnary escorts to battlships (with their weppons, shild strenght, speed.. )( but lucking images because this book was never published ) so if you wish i can post you a link. I dont know how much you progressed so maybe it is to hard to make new / old modifications all ower again
And a small observation for all you playing in multi (I know this mod is stil ballancing ships and evertyng) if you only bild Breen they will eat much larger enemy fleets with their cripling ability. haha I just hope my LAN frends dont realise this :$ :$ :$
sorry about my english
I would be happy to do that if I had just seperated the Cardassians, but unfortunately I have radically changed several other aspects of this mod to tailor it to my own preferences. So if I would upload the Cardassian changes for you it would not work correctly with the SOA version you have.
For my stand-alone Cardassians I made 3 Galor versions (which are somewhat supported by Star Trek canon) to help them out with their poor variety of ships. The Galor type I, the earliest Galor version with photon torpedo's (as seen in TNG series) for planetary bombardment but weaker structural integrity and shields, the Galor type II which is the standard workhorse, and the refitted Galor type III which bolsters the Cardassian cruiser department and has upgraded weaponry and shields compared to the type II.
Most of this problem, I think, is that the Klingon D-11 One Wing has what I think must be a typo in its main weapon, because it's about four times as powerful as it should be (when compared to other Klingon frigates) and destroys a Miranda on one volley. The other half of the problem is that Mirandas are comically weak right now, so much so that they're pretty much pointless to build if you have any other option (Centaurs replace their role completely once researched).
What will happen to the pirates? Marquie?
Sorry guys for my absence, i'm closing up some issues that need to be taken care of and work isn't helpping, especially working 55+ hours a week. I recently heard back from stress he will not be around for awhile.
First to address a few things, the pace of mod is working alot slower than i had hoped. That will change soon. Real soon. I would like to have the first entrenchment release in about two weeks. Hopefully the new developer will be out soon to help speed this up as its difficult to make changes in realtime without it. first release will only have feds vs klingons again as the test bed before all the other updtes are completed, easier to update 30 ships than 60 ships
-Movement, coming along but alittle bugged still have a ship or two that stops and decides to back pedal. funny as hell until its your ship in a big battle
-New balances. Currently working on this one. its 80% complete. struggling with torps yet again.
-Null Points updates. The reason some of you testers have noticed that ships like the d11 can take out others very quickly is becuase its only fitted with 2 weapon points, so its not balanced properly. a few others will follow suite.
-Armor types and weapon types updates. completed for klingons not for feds yet
-combat video is coming, will be out before the newest release that will be your "stand by" notice
-Curry/Shelly vs Connie as colony. In canon spec shell class is unarmed. so its moved.
-rebels/planet defenders. currently they are all klingons, this will be changed before the release. using for testing. you got so use to blasting the old stock ships you gotta think and gamble now.
-frigates too low to be effective. this will be changing again soon. but not until research tree is completed. trust me! Right now all you see is the ability to use any ship at any time. Once abilities come into play and research tree, you can ask dragoon and loki, it was completely different gameplay. Unfortunately entrenchment came out before i could update the other races so it was shelved for release. Loki is currently working on a research tree. you will use your frigates more in the beginning.
Lord Tareq, i think you and i should talk soon once thing are up and running again.
Ambassador it only takes one lab, any lab mil or civic, really depends on your tactics and gameplay.
o if it was up to me btw you wouldn't get a sovy til you had 32 military labs, but i was shot down, so be excited!
who doesn't agree.
null points?
Oo, ablative hull armour from the 24th century.
looking foward to it.
will they end up as pirates also?
On a side note, how do you create fed fighters, without using the hangers and the squad functions?
It was my intention to have the cardassian and breen as separate factions. However two problems occured which were explained in detail in the old topics, but ill go over them again for the sake of redundancy.
1) There just is not enough good artwork out there for a complete cardassian or breen faction. All the non-canon artwork i have seen for both factions is mediocre to poor. Sometimes outright ridiculous. I only want the best in the mod. I have absolutly zero time to design and build my own non canon artwork right now.
2) I have asked for help with this problem many times before and was answered with stoic silence, or "i cant mod". Obviously i cant use you if you cant mod. So if you cant mod dont bother answering requests for help. I gave up trying to find modelers because there are none that have the skills we need that are willing to help us.
So the only thing we can do is wait till i do have the time to build this stuff myself. Which wont happen until i get back from my summer work scheduale (in oct., or nov.) To be brutally honest i dont want to do all that modelling myself. so that is why i merged the Breen, and Cardassians with the Dominion. It was the only solution at the time.
How Darshimmer wishes to proceed with the mod is up to him. He is in charge of the mod until i return from my summer work scheduale. I have turned in to him all the work i have done so far. When i return i will continue my work on the mod. Ill be checking in from time to time while im away and have net access. In the mean time give shimmer, and crew your full support.
Ill be seeing you soon.
BTW Mooster your "suggestions" are NOT helping us. In fact they are getting outright annoying to the entire mod team. Stop it.
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