That makes me happy
I started a game as klingons last night and I was following my d-4 as they made attack runs and noticed they didnt seem to be firing.Anyone else notice such things?
hm right now its absolutly senseless to play it multiplayer
balance is way out of the right spot
imagine 16 "spawn me some friggates" caps on lvl 3 ability = 144 extra brels... wtf
akira spam was more balanced than this right now ^^
See? The calculator rules the day. You just need to know what numbers to enter.
Back @ Darkshimmer - I vastly agree with making Vor'Chas similar to Akiras, whatever form they take. However, the problem with Akiras in the current version remains the 48 supply, for which you can buy 6 Steamrunners. Those 6 Steamrunners will kill the Akira without fail. A couple may be lost in the fight (probably one due to merely the Akira's initial torp volley), but the Steamrunners win every time. Thus, until the Akira's abilities get added, it ain't worth the cost of admission. Alternatively, think of it this way: each one's supply is similar to an Ambassador or Nebula class cap ship - and I know which one I would rather have.
P.S. - the more I think about it, the more awesome it would be for a Klingon cruiser to lay mines during combat. Not a lot of them, but enough to put some lumber in your teeth and let you know he's there. I can write the ability if the SOA2 team wants it (just tell me where to send it).
ru7h, worryingly Matt was talking about that earlier. I guess you could counter with the Nebula's gemini effect on level 3, which with 16 cap ships would equal 64 unnamed nebulas. However I don't think the Nebula would stand up so well against the Negh'Var.
I did manage to take out 4 hard AI (FFA) in singleplayer though, so the game *is* winnable. And besides, multiplayer's always fun.
Oh and another thing I meant to mention, the Curries in this version keep trying to attack enemy ships (instead of retreating). It makes it really hard to keep them alive when they try toeing it out against Fek'lhrs.
A few tactics to avoid this:
Um, tried turning off auto-attack?
As for the Akira, if you don't like them don't build them. I'm gonna keep using them because 1 Akira, in my expierence, can kill more enemy ships in a shorter amount of time than a lvl 8 Galaxy.
I'm wondering what ability a Vorcha will have that makes it worth 48 supply as well. I mean, they're tough, but they aren't Akira tough...
I think that abilities to the crusiers would help make influence people to make more ballanced fleets. I know you're working on adding and balacing new races as a priority, but if you'd just throw in placeholders people will organize their fleets better.
I know, they're a witch to code, but what about the speed-boost ability from the TEC Heavy Crusier to the Intrepid? they're supposed to have better engines than the others, right? could that just be a text-file copy paste job?
Frigates, I don't really know how you'd differentiate those. what are we supposed to use the Miranda class for anyway? it says "strong against none" but the numbers say it has more firepower than the others, except for the excelsior which is all I make anyway.
/unhelpful griping
Bugs that I'm not sure are reported yet because that issue reporting link in your opening post has no master list of issues that I saw, just lots of individual issue threads:
Setting a Curry as a fleet leader creates some odd behavior: selecting the fleet icon above the Curry selects the combat ships only, clicking it again selects the curry only.
K'vorts, when in a mixed fleet, ignore attack orders, but not move orders. They still auto attack the closest target, however. Selecting them seperatley and ordering the attack works fine.
Federation planet-bombing frigates (whose name I've forgotten) will never join a fleet automatically, even when that fleet already has others of their class in it.
/well-intentioned griping
And I'm really happy to hear about how you're working on the Romulans. I honestly don't care if you ignore everything else and just put their race in, because they're vying for the top spot on my favorite races list. Until next time, Jolan Tru!
About the Curry thing, that's not about the mod, that's just what it's like in Sins I believe
They group differently because of their different role. It's like if you click on the ship bar of a planet, it will select all your combat ships, then if you click again it'll select your colony ship
When you go to the wiki site, click on the tab labelled issues at the top. Below that will be a search bar with seperate options on how to search through the issues. Set it to All issues, than leave the search area blank and click the search button .
is anybody using the double cap ships mod with this mod?....ive dl the mod and it shows up in the mod file under the options menu and activated it but when i got to play it i still have 16 cap ships max...i also put in the 5000 cap supply and its also listed there under the options menu..but i can get that one to work in the mod either...any sugg?...or is it playable with this mod?....talk to me...lol
The last mod enabled has final say in what changes are present. So enable SoA 2 then enable the others. It might be the other way around but I'm pretty sure that's the order.
It is pointless, because you clearly know what you want to do with them, so arguing about price or whatever when the mod is at 25%, is just spamming the thread I was trying to recommend that everyone who is not satisfied with the Akira right now can try their own ideas.
BTW will you put the Dominion in the next version as well? Can we have an ion-like disabling weapon on the Breen ships, instead of the insanely powerful attack weapon? And perhaps a research could be made to make the targets immune (like Klingons and later the Feds in DS9).
Dragoon4ever, in MY experience the mod at the TOP of the list is the FIRST searched for a file, then on DOWN the list untill entrenchment then sins, and the FIRST file is the one that controls
harpo
ok guys i am going WTF at what you all all saying
YES the mod is unfinished
YES we released it early to give you a taste of it
YES we know it has problems
YES we know abilities are not on ships
YES we know untill all the abilities are on ships wont be fully balanced
we are working on it ok ? give us time please be happy you have what you have its not perfect but its getting to that stage the more we do so give us more time before you all start going can you do this ? ship x is to OP and spammable ! plz lol wait
No the Dominion will NOT be in the next release they will be in SoA2 0.3E3.0 (with the borg)
The Romulans will be added in SoA2 0.3E2.0 with some more balance changes etc
The Current version is SoA2 0.3E1.1 (hence with patch added) i am going up by a whole 1.0 ! per release as we are adding a new faction, (balance patches only go up by +0.1) even when all the factions are out work will continue adding more stuff more stations etc etc
Please Send us your contributions to
SoA2Contributions@hotmail.com
Now is the time to do this if you want to make it in time for the next release !
cszolee -- that ability has been on Breen Ships since SoASE Vanilla SoA 2 0.3 was released. So OFC when the Dominion is out it is going on Breen Ships!
Crazy Horse -- No that addon wont work due to how much SoA 2 is different from your addition caps mod
AdmiralTeridoc -- The curry is the same as SoASE Colony ships.
About the Negvah / Nebula ability By using those abilities BOTH ships end up with the SAME DPS output ! it may seem like wtf all those brels vs 3 nebulas or w/e but trust me when i say that both capital ships + with the addtional ships do the same total DPS
so inorder to win you have to mico manage your fleet better !
As for akiras are too UP i will see for myself what online play is liek on sunday ! i seriously doubt they are and 6 ships vs one mm the 6 ships generall win lol (unless its the borg!)
Cya in a few days !
maybe its just me but the "nebula clones" dont do any dmg and are kinda see thew
loki you guys are doing a great job on a mod i thought wasn't going to happen at one point.i see where you guys are headed and i think when it's finished and polished it will be the best sins of a solar empire mod yet.don't listen to their whining..just keep working hehe.take as long as you guys need.
I just remembered something. Isn't the whole point of fighter style movement to give the ships the ability to dodge? If so, say like give the smaller and more agile ships a higher % compared to the larger and slower ones.
I have a very stupid question: were you able to make some sort of cloak? I didn't find recent info about it.
Hello,
I downloaded SoA2 the other night and I have to say its one of the best mods I've seen for any game ever!
Exellent work!!
My only problems are these (and its probably cause I missed something or did something wrong)
1. The federations ships show up with a goldish shade to them.
2. I can only use the Federation and the Klingons. I thought we could use the Romulans and the Dominion aswell.
3. When I was unpacking either the full mod or the patch it said something about a corrupted file, I think it was curry somthing.
Anyone able to help me out with this?
Thanks!
Some sort? Yes. Accurate? No.
Originally they had a cloak that was a big blue sphere around the ships, sorta. However, you could still tell there were ships in the area, and what kind they were. You just couldn't fire on them or do damage. Therefore, it wasn't really something that they wanted to keep.
1. Be sure to turn off Ship Mesh Highlight Filter, Show Mesh Team Colors (both located in options under effects) and Use Team Colors (located in the user interface option). They are currently working towards fixing this problem. It has to do with the ships skins and the fact that they are rendered differently than the game engine prefers.
2. Currently they are working on adding in Romulans on next release (with dominion and BORG in future releases!! ), but it will take some time since they had to COMPLETELY redo everything for entrenchment (damn you stardock/ironclad ).
3. This here is for the curry:
If you want to join us in the NEW patch, you will need the new texture for the TyGoKor Station found here:
Just click the reply number and it should take you to those posts (they have the links there). The download for the newest patch is also at the top in the initial post, so you can get it there.
Don't forget that there will be a MP game Sunday, so go get some!!!
That is correct and meant to be that way. The Gemini effecct was featured on a star trek the next generation episode "cant remember which one" In th episode the gemini effect only made it appear that there where multiple ships present not just one. That being said how can a hologram do damage?
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