Psychoak- *something* has to replace Pirate Corsairs :L. Why not Lakota refits? Or any old cast-off ships that can't be used in the mod proper? I agree that any castoff ships should be made into Pirate ships- would make raids certainly more interesting. Obviously this shouldn't be the mod-team's priority, but later on, I say go for it .
Im qouting myself for emphasis, I still cant find it, so I still can't play the patch
Could make them Orion Pirates...
You shouldn't have to do anything with the manifest.entity file. Just put the SoA2 mod folder in your entrement 1.03 mods folder and you should be able to select it from the mods menu in game.
Lemme quote something from the readme for the patch:
Replace the Entity.Manifest file, Gameinfo and String folder completely.
Alpha have a look in the mods for entrenchment 1.03 folder and you will notice that there is a Entity.manifest file, this is basically an index of all the entity files used in the mod, if you have created a new entity file then you must add it to this list or you will get a dump! hope this helps!
On a seperate note fellas, is it just me or has the Romulan Insignia at the top thread started to throb a darker blue ?
I'm not sure... maybe... but I would think it'd turn green, wouldn't it?
Thanks for the recommendations, all, I didn't know about the manifest entity file. I wasn't updating it. I managed to create several abilities with older versions of the original Sins without adding them, maybe they added a new checksum or something.
It would make sense, since you would get the minidump on startup vice getting it when you actually try to use the ability that the game didn't load.
Anywho, will submit the combat mine laying ability soon, then start working on boarding parties. I don't expect that to be very hard.
Personaly id leave the pirates as is, they seem oddballed mismatch ships designs from lower levels of tecnology refit to some form of pirate roll.. makes sence.. pirates wont have state of the art ship designs since they would be hard pressed to have a shipyard
Unfortunately, no it doesn't. There is no Entity.manifest file under mods 1.03 entrenchment, in or out of the SoA2 mod.
Why not is very simple, there are no lakota refits in the hands of pirates. Zero. Why, in a mod that's keeping as canon as possible, would pirates have a relatively advanced federation cruiser? Now, maybe they jacked an old cruiser or two from a scrap yard, or found one that was lost and presumed destroyed somewhere, not a new, top of the line modification though.
It may work from a mechanical sense, but it wouldn't fit the premise any better than a Star Destroyer would.
If you don't have an entity manifest the mod shouldn't work at all. It doesn't look like a normal file. Just drop your entity manifest into the SoA main folder and it should ask if you want to replace the old one. If you're worried about screwing it up, make a back-up of everything first.
Psychoak has a good point (I've seen stranger things happen). One of the things I respect so much about this mod is the attempt to stick to canon.....and seeing pirates equipped with high grade military vessels doesn't make much sense.
Maybe instead of giving pirates uber ships, we should be thinking about making them more 'realistic' in behavior. Too bad we can't have them work more like mercenaries (work along side my forces IF I win the bounty war AND I get to pick their target).....of course, maybe the upcoming Diplomacy add on will provide all this and more (pirates are getting a huge overhaul).
So, since we aren't fully sure what we'll be able to do with the pirates in a few months, focusing on the factions right now would be the soundest plan.
http://code.google.com/p/sinssoa2sacrificeofangels/wiki/InstallingTheMod
go there Alpha Sniper,
This goes for all of you check out the google wiki page for the mod most of your installation errors problems have solutions there
Yeah, maybe, but I just thought it looked like it was getting closer.
Maybe the Defiant Class shouldn't get Abilities at all....hear me out.
The ship's official lore describes it as a cost effective 'pocket' capital ship that is crammed with weapons and engines...BUT at the expense of labs, barebones engineering, computer processing power, reduced med center, and dimished crew habitat space/quality.
All the other Federation Capital Ships have advanced facilites/resources that allow them to develop/deploy their special abilities. Even in the shows/movies, the special technological tricks the big caps pull off always have something to do with their advanced systesm in some way or another....advanced systems the Defiant lacks.
So, I suggest the Defiant be a faster than average capital ship with heavy firepower....but without any abilities at all. It kinda helps balance what would be by canon standards, an overpowerd ship. It would also make for some interesting strategic choices in terms of cap ship selection.
Psychoak, Okay I'll give you that point about the Lakota- didn't really think to look at it that way.
Paradoxnt. To the contrary, the Defiant possessed extremely advanced and state of the Art Weapons systems, Warp Drive, and Ablative Armour, all designed for the purpose of Combating the borg. As such, it should have abilities, just of a completely different ilk to the other Cap Ship abilities. In effect, the Defiant is the Federation looking at Klingon Ship designs, and improving upon them with their own technology. I think all abilities for the Defiant should fall under those categories (better Armour, percentage chance to miss, passive extra damage versus the borg, etc etc).
Check out the movie I posted on youtube for gameplay
http://www.youtube.com/watch?v=gh3PGR8NZxA
I hear alot of thoughts on abilities but few submissions to the email addy.
Hi JTAYLORPCS, I've submitted my Defiant ideas (garrett66666) at the google site. Just giving others here the opportunity to chew on these thought.
I'm just thinking that the modders here can stick to canon by giving the ship it's combat power/speed/high armor, but not giving it any abilities (which according to canon it should not have anyway). I've never seen the Defiant have engineering transer warp power to weapons/shields, or conduct high end diplomatic negotiations onboard, or have advanced sensor pods installed, or merge shielding with nearby friendly ships.....things all the other classes of Fed Capital ships have done.
The Defiant class doesn't even have the reactor to power most abilities anyway. The ship has a tiny reactor compared to other Capital Ships.
The Defiant could also have low hull points (smaller ship) and reduced rate of fire/shield recharge (small reactor).
As for Micale456's comments about the Defiant's 'abilities' (big guns, big engines, new armor)....well, they AREN'T abilities. The Defiant is packed with its weapons, engines and armor ALL THE TIME!
Hmmm, using the ship's specs, and lack of power/facilities for special abilities, it seems that this ship might be better suited as a Heavy Cruiser than a Capital Ship.
why are your akiras so bright? did you disable Ship Highlight meshor are you using an older version?
The fact of the matter is that capital ships in SoA2 function as normal vessels with elite crews who benefit from experience gained. How is experience gained best implemented in this mod? That would be through abilities gained upon level up. Just because the Defiant class has abilities doesn't mean said abilities are "special features" as you describe them. They can also be the manifestation of the crew's growing experience. Perhaps the engineer discovered a new way to boost phaser power, or the helmsman learned how to better maneuver the ship, and I certainly don't see a reason why the Defiant couldn't transfer some of its excessive warp power to its shields. Why can't these things be represented by abilities gained?
None of the things mentioned thus far have even remotely suggested that the Defiant class has the capabilities to perform some of the more multi-mission-type abilities that we see on the larger ships. They simply suggest that the Defiant's crew has learned to improve what the ship is already good at: weapon power, speed, and maneuverability.
In short, what you are suggesting is that the Defiant be an overly powerful cruiser rather than a ship with an experienced and growing crew. I would be willing to bet you won't be convincing anyone in a position to make a difference that your views are the way to go, but, by all means, make the additions to your version of the mod. Heck, I'm jumping the whole thing 25 years into the future and totally reworking every faction just so I can enjoy it more when I play on my own.
That's just my 2 cents worth...
Excessing Power?.....the specs suggest that the Defiant is a vastly underpowered ship for its weapons and engines....and that it makes up for its reactor shortfall by dispensing with all the advanced facilities/resources found on the much larger Federation Captial Ships.
As for your argument that all crews should become more capable with experience, well doesn't the same argument work for all the other frigates, and crusiers in the mod?.
At least the abilities on the larger Fed ships can be explained by 'crews become more familiar with the advanced facilities/resources and being able to use these advanced systems in concert with each other = special ability'. The Defiant doesn't have these advanced facilities/resources.
In fact, the Defiant has much more in common with other cruisers than it does with the larger Capital Ships.
But you are right, the modders here will do as they please. Perhaps I was taking the official ship specs far too literally in regards to the Defiant Class.
Paradoxnt, I'm really not sure what site is giving you the specs, but the show clearly establishes that the Defiant is seriously overpowered (so much so it nearly shakes the ships to pieces).
Here's another source: http://www.utopiaplanitia.info/defiantengine.html
Sorry to be so picky, but hey I guess we're all fairly geeky.
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