Here's my ideas for super Borg Power of assimilating ships, I disabled Autocast for obvious reasons.
entityType "Ability"buffInstantActionType "ApplyBuffToTarget"instantActionTriggerType "AlwaysPerform"buffType "BuffDomination"targetFilter numOwnerships 2 ownership "Enemy" ownership "NoOwner" numObjects 2 object "Frigate" object "Cruiser" numSpaces 1 space "Normal" numConstraints 0range Level:0 4000.000000 Level:1 6000.000000 Level:2 8000.000000effectInfo effectAttachInfo attachType "Center" smallEffectName "Ability_BorgAssimilation" largeEffectName "Ability_BorgAssimilation" soundID "EFFECT_BorgAssimilation"needsToFaceTarget FALSEcanCollideWithTarget TRUEmoveThruTarget FALSEisUltimateAbility FALSEmaxNumLevels 3levelSourceType "Intrinsic"minExperienceLevelRequired Level:0 2.000000 Level:1 4.000000 Level:2 6.000000aiUseTime "Never"aiUseTargetCondition "None"isAutoCastAvailable FALSEisAutoCastOnByDefault FALSEpickRandomPlanetToExploreForAutoCastTarget FALSEignoreNonCombatShipsForAutoCastTarget TRUEonlyAutoCastWhenDamageTakenExceedsPerc 0.000000useCostType "AntiMatter"antiMatterCost Level:0 120.000000 Level:1 100.000000 Level:2 90.000000cooldownTime Level:0 40.000000 Level:1 36.000000 Level:2 30.000000orderAcknowledgementType "ONATTACKORDERISSUED"researchPrerequisites NumResearchPrerequisites 0nameStringID "IDS_ABILITY_BorgAssimilation_NAME"descStringID "IDS_ABILITY_BorgAssimilation_DESCRIPTION"hudIcon "HUDICON_ABILITY_BorgAssimilation"smallHudIcon "HUDICON_ABILITY_BorgAssimilation"infoCardIcon ""
entityType "Buff"onReapplyDuplicateType "PrioritizeNewBuffs"buffStackingLimitType "ForAllPlayers"stackingLimit 1allowFirstSpawnerToStack FALSEbuffExclusivityForAIType "NotExclusive"isInterruptable FALSEisChannelling FALSEnumInstantActions 2instantAction buffInstantActionType "PlayAttachedEffect" instantActionTriggerType "OnDelay" delayTime 0.000000 effectInfo effectAttachInfo attachType "Above" smallEffectName "Buff_BorgAssimilation" largeEffectName "Buff_BorgAssimilation" soundID ""instantAction buffInstantActionType "ChangePlayerIndexToFirstSpawner" instantActionTriggerType "OnDelay" delayTime 0.000000numPeriodicActions 0numOverTimeActions 0numEntityModifiers 0numEntityBoolModifiers 0numFinishConditions 1finishCondition finishConditionType "TimeElapsed" time Level:0 15.000000 Level:1 20.000000 Level:2 25.000000
Well, I am glad you got what I was striving to say Ryugi, I just wanna cut back on useless chatter over the same subjects (people pro and con for this debate are basically reciting the same arguments with very similar evidence to support. If the modders at least had a graph to show how the community felt, they could at least see what popular opinion was).
Is that some of the sarcasm like psychoak loves? Oh, and I still personally think that every so often those orbs ARE glowing brighter, but that's just me.
Derenek, I don't know if Borg abilities are necessarry since Loki I think has pretty much taken care of almost everything Borg related, but if you want to submit this, at the top of the page they have:
Can I help out the SoA 2 Team? Of course you can. After this version is released we will be accepting bug fixes. Also Community Contributions (ships, abilities, etc.) will be accepted after the core work is done (all races in and balanced). If we like what you submitted, and/or it improves, or fixes the mod we will use it in our next update, and YOU will get the credit. All Community Contributions MUST be in mod format (Folder\File. Example: Textures\Hyperspace.dds, or Gamedata\PlayerFederation.entity). All contributions MUST be Developer.exe error free, and working in game before you send them.
Please send Community Contributions to:
SoA2Contributions@hotmail.com
Borg assimilation has already been done
I would just like to say, great mod so far. I've been playing it for hours and it was the reason I got the game to begin with. Great job guys cant wait to see the rest.
(hey a post without any complaining!)
I feel like I should start spying on/plotting the "accidental" demise of my roommate
Just so I can be like a Romulan. At least until the patch comes out!
Mine should:
Capture both frigates and cruisers.
Increase in range per lvl up
decrease in energy cost per lvl up
slightly decrease cooldown each time as well
I made sure that it was on manual cast only.
@ Design Team: I actually think the Defiant is great as is, and considering I was guilty of the worst Defiant-Spamming in the first Entrenchment release, that should count for something, dammit! Seriously, you're right it's not 100% cannonical, nor 100% game-play optimized, but it fits a solid niche right now. I would not, however, be opposed to adding more cap ships, because, hey, they're fun!
@ Design Team (2): I'm going to start submitting abilities tonight (no, really this time)! Will start with torpedo laying, which has gotten solid, and evasive maneuvers (piece of cake, already done in my head), boarding party (pretty well figured out), and (my personal favorite) Glorious Sacrifice - which intend to be a klink cap ship ability to go on a suicide ramming mission when the ship's SP/HP are down to squat.
@ cperceful (can't resist setting you straight on some 'technical' Trek facts):
Um, not really on the wormhole - remember Star Trek: The Motion Picture? Granted, not stable and everyone wants to forget, but it was still earlier...
@ Paradoxnt (more tech fun):
Actually, according to the Galaxy Class tech manual, the deck size doesn't matter nearly so much as how well you can focus your matter/antimatter streams through the dilithium crystals to get your plasma stream. The Galaxy just provided a lot of verticle separation because the matter (deuterium) tank is near the top for refuelling and the antimatter (anti-deuterium) modules are near the bottom for ejection in case of an emergency, thus the greater number of total decks for the power plant.
I love the idea of Glorious Sacrifice. It has a nice Klink feel to it... Also a good way to get rid of a "Doomsday machine" should one ever show up in the mod someday (I hope...hehehe)
yeah when i was going to try to make abilities i was thinking of doing something similar...in reverence for "PERHAPS TODAY IS A GOOD DAY TO DIE...PREPARE FOR RAMMING SPEED!"which might be my favorite line in any stra trek film hehe.
After a good evening's study, I think I've got the principles down to code this up (wasn't sure before). Hopefully I can get it working by this weekend.
P.S. - the files for Klingon frigate/cap ship mine laying are in the SoA2 team's mailbox, if they choose to use them. I feel a little ackward submitting those, but I'm sure that if I can get "Glorious Sacrifice" to work right they will include it.
keep the ideas and abilities flowing people. btw we now have the tractor beam in game!!! but keep in mind resistance is futile!! keep em coming[e digicons](\(\[/e]
On a side note we are planning a final release with no stock files. all enity files will be custom no stock nothing so if anyone has any thoughts ideas please email me or pm me . this is and will always be a total conversion so lets chip in and make it happen. btw the mod is about 80% custom 20% stock at this point. Also we now have a deadline " before diplomacy comes out in feb 2010 to finish Soa2 entrenchment!!! So fire up those nuerons and lets get the job done
jtaylorpcs@live.com
What about an ability for the soverign to be the "Riker manuveur"?
A strong beam from the aft weapon point? I have no modding skills so cannot help in that regard, just putting an idea out there
Great mod by the way
Is anybody on tonight then?
I'm already working on the "Picard Manuever", will cause ship to zip from one point to another ending with two ships on screen simultaneously .
Ah yes, forgot about that. Need to shake out some cobwebs I suppose.
What about the klingon ablilites? I honestly cannot think of that many/ any! Romulan ultimate could be ejecting of their quantum singularuty to give a massive planet bombing upgrade? I think that was in a novel (http://memory-beta.wikia.com/wiki/Tomed_Incident). I will leave that up to a capable modder to try
do you guys have plans to make this mod work with the diplomacy expansion?i havent pre ordered diplomacy for fear it will stop me playing this mod
danielmoore,
assuming that diplomacy will be similar to entrenchment in operation, you will be able to play vanilla,entrenchment or diplomacy at will,and the mods for each of the expansions will be stored in seperate folders as is the case at present with vanilla in the mods-v1.17 and entrecnhment mods-entrenchment v1.03.
I think it likely that ironclad games will follow the current pattern and create a mods-diplomacy v1.0* folder structure for diplomacy mods.
harpo
When will the next online meeting be?
Also if anyone here wants to play I am from UK and can play after 8pm usually. Let me know.
According to the page title...
Planned Multiplayer Games 7pm(GMT - UK ) 2pm(USA - EST) 24/09/09 (This Thursday!) 7pm(GMT - UK ) 2pm(USA - EST) 27/09/09 (This Sunday!)
Planned Multiplayer Games
7pm(GMT - UK ) 2pm(USA - EST) 24/09/09 (This Thursday!)
7pm(GMT - UK ) 2pm(USA - EST) 27/09/09 (This Sunday!)
If you wanted to be canon about it, the quantum singularity losing containment would create a shockwave across the entire star system, which I think would be a somewhere in the realms of overkill
I was just thinking along those lines
Maybe the D'Deridex could have the ability to self destruc its artificial singularity drive once down to a certain amount of health, causing a shockwave that will cause some damage. If I could mod, I would play around with this myselft, but alas, I'm not
hehe all i am going to say is that we have something already in development for a rommie capital ship ability similiar to this however please do keep the ideas coming !!!! and Feel free to Make some ans send them in
WHY ON THURSDAY NOOOOOOOOOOO. lol jk but that is during school for me. o well if loki is hosting that day tell him to pm me soon. or email. Anayway i look forward to playing roms when it comes out. But not really FEDERATION FOREVER (and klingons when balanced) lol.
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