I have no such folder in program files/sins/Entrenchment. But there is a pipelineeffects in program files/sins. Should I copy that folder?
So who's online tonight?
[quote who="QuicktoDraw" reply="1058" id="2370134"]GolAjantis, I love that picture you got going there, if I am correct it is the barbarian from Icewind Dale (or was it Neverwinter Nights I am thinking of?).You are close, but it is a paladin from Baldurs gate 2
Sooo... darkshimmer Is there a way i can edit the mod so i can assimilate it it with Entrenchment v1.1?
Thanks!
I also have a problem with the patch, have tried 2 different ways to get it going,
Main mod works just fine, not a flaw to it. Installed patch Seperatly in its own folder at first, figureing it was like other patches, enabled .. no crash but no changes.
looked at the readme and realised i had to overwrite the old folder, Disabled all mods, enabled just the first folder, again no changes, used the defiant as a check bed, it was suppose to be more supply, still listing as 16,
hi
i just wanted to say i really like your work thus far
some suggestions i have:
-the vor'cha class seems a little bit small for it´s capabilities
-i would swap the emperor with the Bird of Death, since the emperor class seems kind of oldish from the design also it would better fit the description for the bird of death
-the basic turrets for the federation are a little bright maybe their textures could get a remake
-the jem'hadar oppressor (only gets spawned with resurgence researched) is really hard to find since it´s icon get's too fast replaced with the model which is rather small
-i guess you are already working on pirates dominion? (they are still vanilla)
i leave balance issues at the door, let's just say the patch is a lot better then the previous release.
keep up the good work i am really enjoying it and can´t wait for the romulans
Edit:
@namoge the patch worked fine for me try this:
-delete the entire folder
-redownload and install the ground version
-redownload the patch and copy the files in folder of the old version, overwrite files if necessary
yeah there's really not much you can cover the pirate raiders with otherwise.it's a shame about those 2 lower sounding ones i guess i can try to remaster them with soundforge because they are perfect fits otherwise...
if the crew wants to use them they are more than welcome to.gonna try n get more of it done today n put out a better rar tho..
Is this mod mainly for use on larger maps? I played it on a small map last night, and by the time I found the AI's home world, they only had 3 military research stations, a cap factory, a frigate factory, and that was it. They still hadn't gotten around to building any ships.
they (and i usually) research better ships first (getting caps for example) it takes a bit longer before you get out, but you won´t have any problems with neutral ships.
The AI is going to act a little funny until we figure out exactly what makes it tick. So expect some wierdness like ether the AI overwheming you from the get go, or the AI sitting on its butt, and doing nothing at all (its usually the latter). Unfair AI seems to react pretty much how we expect the AI to react. Though it has issues in itself. Try unfair AI if the other AI's do nothing at all. Most of it has to do with us changing the ships roletypes, and the new research tree's. While we changed most of this, the sins AI is still pretty much vanilla AI. So it may not understand what to do next. We will get to this problem eventually, and yes we are well aware of it.
Most of the files we left in text format so you guys CAN edit them. Feel free to do so. However we ask that whatever you edit keep for your own personal use. OR if you like you can upload what you changed to our contribution link on the main topic. If we like what you did, and/or it improves/fixes the mod. Then we will use it in our next release, and you will get credit for it. All we ask is that you follow the guidelines we posted for user contributions.
I have to wait for you guys now.
That's what I get for sleeping later than I'd originally planned.
k i sent you guys the rar of the voice overs to use at your discretion...working on the rest(except the borg)tonight.
Hey guy's, try and read the top of this page. It says:
Debugging site for posting and tracking bugs, errors and problems or enchancement requests. Help us make a better mod by reporting all bugs, no matter how small they are to us, this will help you have a better mod to enjoy.: http://code.google.com/p/sinssoa2sacrificeofangels/
As far as I can tell none of these have been suggested, but check the entire list before submitting (I also agree with the Fed turret being too shiny). If it's already there than don't list it, otherwise list it so they can fix it (they're not going to do anything about it being posted in here).
I knew it was one of the D&D games, I own'em all (that was going to be my next guess ).
Yeah, that's the one. Try starting there.
Vulturev4, like Stress commented, it all has to do with AI being set to perform certain functions for certain ship types and factions. Remember a lot of this work is based on the original Sins engine's races (Fed is Psi, Klink is TEC), so the AI is currently following suite for those races standards, but the ships they have placed in here are usually formatted for different roles (some combat frigates are actually labelled as utility or colony). The best solution I can give you is the same as if any game gets too easy, try a harder difficulty.
Hey SOA2 Team, is the Lakota going to see any use again in this mod? I see all the folders for it in the gameinfo area and am just curious if it will see a resurgence (kinda liked the fact that you could get this combat variant upgrade for this ship). Also, I don't know when you guys are planning on reducing down mod size for the final product, but when you do, know that there are quite a few files that are either useless, or are older files that got changed but the originals were kept. I know it's like only 7-10 KB per file, but after several of them, that starts to add up.
Anyways, I have babbled enough for today and I'll see you guys another time.
I've never had a problem with Hard Economist AIs. They can be pretty tough
@Namoge, why do you have 2 sins folders you only suppose to have 1, thinking you need to read the directions over
Awesome game tonight, all.
How long 'till we can see some screenshots?
Will work on those abilities I mentioned.
Can I have a submarine?
Are you guys actually serious about the patch 0.3e.2 ???????????
That was AMAZINGLY fast!!!!!! I can't believe it's already in planning stages .
On a side note, is there going to be a condensed version of SOA 2 v0.3e.1.1 (with both game and patch) set in the download header?
Holy crap holy crap
I did not expect the next patch so soon. The Romulans are coming! That graphic is awesome
ZOMFG That's F'ing sweet guys (I too have been waiting for the Rommies)!!!
Wow that looks amazing, I can't wait!
Romulans have always been my favorite
And I gotta say, I'm blown away at how fast this is happening
Hey guy's, try and read the top of this page. It says:Debugging site for posting and tracking bugs, errors and problems or enchancement requests. Help us make a better mod by reporting all bugs, no matter how small they are to us, this will help you have a better mod to enjoy.:http://code.google.com/p/sinssoa2sacrificeofangels/As far as I can tell none of these have been suggested, but check the entire list before submitting (I also agree with the Fed turret being too shiny). If it's already there than don't list it, otherwise list it so they can fix it (they're not going to do anything about it being posted in here).
I did not want to create an account so please feel free to submit them.
Hey guys,
Firstly, Great Mod, I really enjoy playing it I can't wait for future updates. Make sure you leave yourselves enough time to play it and enjoy your work.
Its not a critism but I was just wondering if the Starbase specs were lowered too much in the patch? I am a slow player and like securing each system/sun as I go and liked the more powerful starbases but I am finding now that a Starbase with 1 or 2 upgrades easily gets defeated by 1 or 2 of the more powerful ships and now has become an uneconomical option. My thoughts are that it should be able to repel a small fleet or last long enough for support to arrive.
Anyways, thanks for all your hard work
Prawn, here're some screenshots from our game last night- all from my Cap Ships and Loki's Cap-Ships/Fleets fighting (and losing) against NewX's Klingon Fleet. Gotta give the guy credit where credit is due, whilst you lot were wiping out his ally he was giving wiping me out a pretty good try.
ahhh wy do you have this teasing sign: Patch 0.3E.2
but no link
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