The akira supply is not going to change, spamming the ship is exactly why some of us were against it in the first place.
in answer to the frigates costing more supply than some of the cruisers. The frigate are heavy frigates they cost more becuase they have more weapons than the light cruisers, but the light cruisers have more shielding and range but less agility. this may be a good time to reorganize the ships.
I'm actually surprised you guys aren't spamming feklhr's and intrepids or even more so kvorts. when using the klingons having multiple ship types is the key not just a single type. We'll also address the Vorcha in the next update.
also just food for thought, you cannot compare the akira to the vorcha due to the basis of why they were created in the first place. the Vorcha is a heavy battle cruiser. the akira is a heavy cruiser created to combat the borg. while the akira only has 5 phaser arrays and 15 torpedo bays, the vorcha has only 8 disruptors and 3 torp launchers.
the twin pulse tubes are located beneath the defelector dish.
the ship names are random along with planet names. Once maps are created (no one has sumbitted any yet) and its not a random planet it will not spawn a random name.
I have made a 10 player map in the theme of the dominion war.
I have sent it to the contributions email,
but i can also upload it somewhere if anybody wants it
Okay that's fine, just glad to have an update on things . Trying intrepid spamming in this game, but so far still loosing inordinate amounts to the ai lol. About the mirandas, nice news- I always figured that third damage counter was against strike craft, and not actually a ship-ship weapon. Thanks for the clarification there!
Keep it up!
Just an idea for the Borg Cube and that if you care (haven't played the mod yet -still downloading it- but meh).
Instead of having Capital Ships for the Borg, you could just have the standard Ship Yard for the smaller faster ships, and then the Cubes can all be Starbases like the Vasari ones in normal SINS, so they can move and warp. Also, this means weak cubes can be made, but then modified to the different types you want the same way Starbases are, so you have standard cubes and the wierder ones all being modified versions of a basic weak Cube-Starbase thing.
Just an idea, would make the Borg more unique too =]
I'm curious. I'm not the most advanced player here, but I do okay I suppose.
I rely on scouts early on when playing on a map. I find it important to learn exactly where the enemy is, and which direction they are expanding, and what planets are available, resources. I build scouts and set them to explore automatically.
In this mod, the release before the patch, scouts were dying one grav well away, maybe two if they were lucky. After the patch, they got a speed boost, which now instead of they dying one or two grav wells, it is now 4 or 5 away now.
Is the current think with this mod to micro the scouts instead of just letting them automatically do their own thing? In vanilla Entrenchment, I set them to auto and forget about them, and they last the whole map.
I almost think even after the speed boost they got, they are still too slow. Advice?
wow, I'm almost 4 hours into a BRUTAL fight. Just 2 players, me as Klink vs. the AI as Fed set to unfair defensive.
I had to pause it because company is coming over... but so far WOW!!! This has been fun!!!
Only problem I've run into is for some reason I can't rename my planets???
ohhhh..you mean you'll be accepting user made maps? That's cool!
I'm definately going to spend some time to create a theme map as I can now that I know.
Upload! Upload!
Lo
i just got the patch put it into the folder and when i loaded up sins its still the vanilla mod for entrenchment when i extract it into the folder am i not suppose to get a replace file with this file kinda message?? i extracted it with winrar right into the Ent mod folder in the SoA folder.... im confused.... I WANNA PLAY!!! hmmmm do i honestly need to pull each file out seperatly and place them in??
Hey everyone,
First of all great job SOA2 team, great job with this mod. "its been a long road getting from there to here".
Also i was wondering how to change the avatar, i have been wanting to change it.
And finally is there another place to download this, since the only internet i get is on my phone and filefront will not work.
Thanks
Ax
Ladies and gentlemen, boys and girls, if you've been considering getting this mod but holding off, DON'T WAIT ANY LONGER!
I held off until today and that was already too long! This mod is much more complete than other mods still in beta- unique research trees, models for the individual stations (instead of re-using the TEC ones), and even most of the little ship icons you see when you zoom out have been replaced! For instance, the model for the civillian research center is the same as the one that blows up in the episode of Next Gen where Riker gets accused of murdering a doctor working on some new power-thingy or other, but it turns out the doc tried to murder riker as he beamed out and that reflected off the transporter beam and blew up the station.
Oh it's still under construction, but I can tell you that this mod is worth getting. I was twenty minutes in and giggling like a mad-person as my ambassador class outlived its fleet and avenged their deaths against cardassian scum- and I hadn't even encountered another empire yet!
Each ship has voice acting I recognize from Star Trek: Armada, and while it can be unsettling to hear a ship reply in a male voice one minute and a female one the next, it's much more immiersive than leaving in the vanilla sound clips. (Note: notifications for lack of resourses or completion of structures is still vanilla, but considering everything else in the mod itself it's something you can easily overlook. Perhaps that advent lady is really your adjutant or something.)
Even the Phase-Jump trails have been removed and replaced with the traditional dust-streams of the star trek universe. All this content, and they're still working on it. I cannot imagine what it will look like when it's finished, but I know I'll be right there with them when it happens!
It was my first sins map so it is not as detailed as i would want,
but it is a start
http://www.filefront.com/14498329/Fortune%20Favours%20the%20Bold.rar
for the picture to work the .tga has to go in
...Mods-Entrenchment v1.03/SoA203E1/Textures
Fantastic mod by the way, it is the only reason i play sins and bought entrenchment
i realy need some help ive downloaded the patch and followed the instructions on how to install it.however the mod does still work but it seems nothing has changed.eg kilingon trade station is still the standar tec one can anyone tell me what i may of done wrong? im not very good at this stuff i admit
ditto im havin the same problem i posted earlier today but no one has responded whats wrong??
Double check you don't have the mod sub folder inside a folder... does that make sense?
I did it the other day, moved the whole folder into the existing mod... nothing happened. Then I looked in the mod folder, and instead of overwriting everything, it made a subfolder...
reply i have that in mine but i moved every single file by itself one at a time in the files the readme said and still nothin i re did it right now and im going to load up sins again and see if that did the trick..
*edit* tryed it and it still didnt work i honestly dont know y it wont i guess ill delete the mod and reinstall it then try the patch again /sigh
First of all, Thanks alot to the modding team who brough us this great mod, excellent job guys, very impressive!!
If anyone is up for a game in a few hours i would be very interested, feel free to add me to yours friends list im Dahofrin_AUS
I noticed that the Klingon ships have mostly Romulan names, are these just placeholders until there are unique names for them?
Shimmer, since the intrepid is meant to be a fast recon ship also, do you think it could be given the explore ability? It would seriously help with the micro-management, as I tend to order my Intrepids to scout manually. It's not necessary, but it would certainly make life easier playing (and wouldn't really give you any combat advantage, so it wouldn't even unbalance it). I really think it would help late-game scouting, as your constitution (or D4) just can't make it past the first gravity well.
Thanks.
Hrm...why can't I do a quote on this silly thing..
...well, looking forward to the next version. Wonder what race will be the next one. Rommies I hope!
OK, company left, I've been playing all afternoon, and I am now almost 9 hours into this game... amazing. It's sort of a stalemate at this point. The system is split more or less in half. I hit the AI hard, then it hits back... over and over. I'm gonna try to sucker it when I fire it back up later (after dinner) There's a desert world next in my crosshairs, I'm gonna hit an asteroid on the other side of the system with a small "Decoy" fleet and try to draw off some ships... then if it works I'm gonna take down the desert planet.
So far I have to say this is TOUGH, but a load of fun!!! I can't remember an entrenchment or vanilla sins game ever being this hard... nice work guys!!!
Put everything here:
C:\Users\YOURUSERNAME\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.03\SoA2 03E1>
(replace YOURUSERNAME with your own)
Put all mod files here. Then put all patch files here (overwrite if asks).
It should look like this:
C:\Users\bastya\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.03\SoA2 03E1 tartalma:2009.09.09. 19:28 <DIR> .2009.09.09. 19:28 <DIR> ..2009.07.27. 11:49 1 353 brush.manifest2009.09.07. 22:08 84 458 entity.manifest2009.09.04. 23:12 <DIR> Galaxy2009.07.26. 18:11 1 476 galaxy.manifest2009.09.09. 19:17 <DIR> GameInfo2009.09.09. 19:17 <DIR> Mesh2009.09.04. 23:12 <DIR> Movie2009.09.09. 19:17 <DIR> Particle2009.09.04. 23:13 <DIR> PipelineEffect2009.08.18. 20:18 290 playerPictures.manifest2009.08.18. 20:18 345 playerThemes.manifest2009.09.08. 08:50 2 377 Readme003e101.txt2009.07.27. 11:53 283 Skybox.manifest2009.08.27. 07:39 42 927 SoA2_Demo_003e1_Readme.htm2009.08.27. 07:40 21 175 SoA2_Demo_003e1_Readme.txt2009.09.04. 23:13 <DIR> Sound2009.09.04. 23:13 <DIR> String2009.09.04. 23:13 <DIR> TextureAnimations2009.09.09. 19:17 <DIR> Textures2009.09.04. 23:14 <DIR> Window 9 fájl 154 684 bájt 13 könyvtár 13 069 053 952 bájt szabad
BTW if I may say, both the Intrepid and the Galaxy are intended as explorer vessels, the Galaxy being a multi-purpose heavy version. Mayhap both should have the Scout ability.
And Akiras are really good with a couple of strike craft squadrons. Darkshimmer, do you inted to use them as the Fed's dedicated carrier, as they are in canon?
The constitution and d-4 are awesome ships I just wish they had more useability.You cant even capture an asteriod with 10 of them.The other thing that bothers me is ships are so cheap.I think it would be cool and have more trek feel to it if all ships had abilities like all power to weapons,sheilds,and engines and then 1 ability to make them unique.That way ships could escape to live another day often like in the series.Also ships should last longer and be more expensive.It takes no time to spam massive fleets of frigates.
QFT
awesome of course
but where are the romulans or dominion
klinks gettin boring too fast right now kinda too overpowered
Currently sins is hard coded to 3 types of ship and starbase names . Untill this changes some races will share a name string.
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