ANYONE UP FOR A GAME ? havient tried to mod on multiplayer yet
Well just finished my first game. And ouch that was a sound defeat. Akiras costing 48 supply really make it impossible to have any number of them, as you hit your fleet supply with like 5. It decidedly made it harder to kill his Vorchas.
I like the two new cap ship powers, though the Negh'Var power makes them even nastier than ever .
Also, planet bombers take waaayy too many hits- he rushed my base with a fleet of them and wiped me out entirely, even with loads of cap ships/ gemini effects targeting the planet bombers.
But all in all, very nice. Though I do think the Akira's have now been nerfed a bit too much. Vorchas only take 19 supply after all, so somewhere in the 20's to 30's may be fairer for an Akira.
Tried both sites... both busted.
Come on, guys, apparently you don't actually want me to stop spamming Defiants and Akiras that badly if you won't host the patch...
I get a minibump when i start the game
minidump* sorry
Is that like being "a little bit pregnant"???
P.S. - managed to get it at the site where micael hosted it, http://www.filefactory.com/file/ah698c7/n/SoA03E101_zip
However, it still minidumped on trying to load the mod, and I made sure to put in the klink ship mesh file.
P.P.S - sh#t, you didn't say to actually read the release notes for how to extract it over top of the old version... may want to include that in the header right next to the download links.
P.P.P.S - before you start with that "he didn't even read the directions..." cr*p, please note that I didn't read the Defiant or Akira Class Starship directions, either, and things seemed to work out okay anyway.
Jeycob,
You need this Fix for 0.3E.101: http://www.filefront.com/14490439/Klingon_TyGoKor.rar
extract it to the mesh folder in the mod.
thanks man, it works great!!!!
*The Patch has now been fixed*
loki -- i have added the missing file so its all in one download now in one download location etc etc !
work has also commenced on the next installment of the SoA 2 Mod ! 0.3E 2.0 !
A whole new faction - new units - new stations - new planets - new research - more abilities-
More Fun !
I must say I'm rather pleased with the new Stations. They're still expensive, but can still do damage, and have a much larger attack range.
I also like the new stuff for the Klinks. The Battle Call ability for the Negh'var is pretty sweet, and doesn't seem easily spammable either, which is good. I also like the new research.
I haven't gotten a chance to play as the Feds yet, but I'm sure I'll find some fun new surprises in there as well.
Actually Prawn, whilst I'd love to take credit for that host, that one in particular is Matt's (J4FF4 C4K35). Mine was the mediafire one.
And can't wait for the next version now! That new faction going to be the rommies? Or can't you tell us?
This link is not working for me.
I got zip reader and even thos it had an error it looks like the icons will work now.I went ahead and instaled the new patch and now it minidumps on start.If anyone else is havin probs extracting zip reader worked for me.BTW whats the checksum for this mod?
THIS IS FREAKIN AWESOME!!!!!!!!!!!!!!!!!!!!!!!!
I have played as both federation and klingons, and it's like a whole new game!!!!
Love the new abilities, the nerfing of starbases, but boosting of their range, the NEW Tygokor Station for the Klingons . . . EVERYTHING!!
It's like opening up presents on christmas I am so exstatic (and you guys seem to have taken a lot of my suggestions which makes it even more special).
Thanks for everything guys, and I am going to try my damndest to make Sundays MP.
THANK YOU!!
Patch worked for me with the initial fix, thanks a lot guys for finding us extra download sites
With that said, my AI's seem to have problems doing anything. I'm playing with two Federation AI's against three Klingon AI's (all set to normal). One of the Fed's waited until they had steamrunners before they built scouts, and the other fed player hasn't done anything but build research stations so far . . . they were building better before when they had to tech to Ambassador's <.<
I got it working nice I like it.Excellent job. Keep it up
Hmm, having played both factions for a game or two, I've got the following:
FRAKING AWESOME. Period.
Okay, so it was awesome. To be precise:
Okay, a couple gripes:
That's my entire list of gripes. That you named a ship screwy, I want a cheap Miranda, and the Feds need a better go-to cruiser. That's an amazingly short list, guys, so pat yourselves on the back. I will be on this weekend to test out my battle theories for the new version. Don't count on me switching to play the Klinks though - I've got a couple ideas up my sleeves for how to keep the Feds as an advantageous faction - you'll just have to wait to see if my complex mathematical formulas for what strategy will win are acurate...
P.S. - If I'm being too big of a dick, let me know and I will resign myself to some grunt work for the mod. I can program tech trees, re-assign icons, and do all the craptastic work like that. I did more than a little bit of that type of work for EvilJedi and EVADERS for the Star Wars Mod, Sins of A Galactic Empire.
I really like the feel of the game after the patch! The names are sweet (although I tried renaming a ship, and USS Enterprise doesn't fit but that's probably Sins and noth the mod), I like the rebalanced stations, and the tweaks to the research
There is only one gripe I have, and that's the new quantum torpedoes. They almost look more like missles, like they'd fit better in vanilla Sins. They just don't look like quantum torpedoes
But other than that, I love it
I am so ****ing excited for more factions to be added in! Maybe I should learn how to mod sins so I could contribute
I also chuckled when I started up my first game, and my home planet was "Machine planet"
Just curious is torpedoes for soverign supposed to fire from beneath the main deflecter dish?
I'm very happy with the gameplay changes, especially the starbases. Though I haven't seen them battle a huge fleet yet at full power, so I'm wondering how they'll do against that.
I'll totally have to play as the Feds soon to see what's changed with them.
I think there is a photon torpedo launcher there
But I think they've only shown quantum torpedoes firing from the bottom of the saucer section
Yeah, there's a pulse launcher just below the deflector dish. Canon-wise, it's strictly for photons, as the only quantum launcher is on the underside of the saucer.
cperceful, on the game we were playing the Yridian Homeworld was nothing but a ring of asteroids. It either met one of Loki's borg cubes, or the Emperor got confused and sent his Death Star into Trek Space.
Still trying to find a spammable fed ship to counter the Vor'chas and Negh'Vars, but no luck so far .
Why do you need to look for a spammable ship? The Akiras might be heavy on the supply now, but you don't need a ship spam to win battles. If all you did was rely on spam tactics to win the game in the first place, that seems a little sad in my honest opinion.
Because else my ships get flooded by the klingon ships (Vorchas are incredibly easy to spam still). I can't tackle a spam without enough ships, or pointlessly elaborate defence (which doesn't work if I'm attacking). And none of the other Fed Ships come close to Vor'Chas, and Akiras aren't any good if you want to have a viable economy. Even if you have a maxed out fleet of cap ships you'll end up losing to 70+ Vorchas and the escorting cap ships. I wouldn't have minded if they'd made the Akiras more expensive, but the economic costs to supplying them are now crippling late game. That said, its very helpful if you're palying Klingon . But so far I just haven't found anything to counter Vor'Cha spamming. If somebody has I'd be delighted to know .
There are many great features available to you once you register, including:
Sign in or Create Account