Great game guys. Took us a while to get going but was worth the wait. I had lots of fun.
Micael456, was it you I played in the 1v1 and the one I took out in the team game?
Good game guys, was awesome to play for the first time.
As for the Kling over Fed advantage, perhaps we can come to an agreement to balance teams with equal amounts of Fed and Kling players. Either that, or only play Feds against Feds, or Klings against Klings.
Yeah that was me. Though the team game wasn't insanely teamlike .
Moguta, I'd just rather they waited to do the Tournament til the Rommies came out anyway- I like variety .
Well, I can tell you one thing for sure:
I'm definitely going to be Klingon next time.
Darkshimmer you played STBC? wow would never have put you in that front
i myself use to play it alot, i roamed servers under the name of Oddeye for many moons lol Was a very very good game
Check out Darkshimmer's previous work, in the MPMP mods for STBC. Lots of fun to be had
Oddeye, yea i know that name as well. STBC is where digital-Underground was born, and where i met most of the people i still game with today. MPMP was alot of fun back in those days.
-Shimmer
I will be available for a game on Tuesday at 2pm UK time if anyone wants a game.
By the way, looking forward to the new dates we will all be playing next
this weekend we got a 4 player lan running and we mostly played SOA2 ! cuz this mod owns
but sadly its too unbalanced right now we had to play 3on1 (3feds vs 1 klink) guess what klingons won all major battles even 3on1 - wich made us play left4dead for the rest of the day
i know u r just testing abilities and stuff but even if its long from finished if any faction pwns the others too hard no one even wants to test it, or all play the same side wich is also boring
greets and cheers to the mod team great work so far (except the balance )
ps: @ loki i know u worked on the starship debris and its for sure awesome but if u got 600 brels blown up in some seconds u barely see anything than junk maybe a littlebit less would do it also
how are the klingons more one sided than the feds, i would really like to get some feedback on this. 3 on 1? and the one player one? sounds like you got some basic building difficulties going on.
Shimmer, right now I think the main problem simply is that nothing the Feds have is a counter to the Vorcha. If you up it's supply usage to a similar amount to the Akiras then that would negate Vorcha spamming too. Obviously fleet balancing will really start to happen when each ship has its own ability etc, but right now in terms of pure damage, a fleet of Vorchas and Negh'Vars is nigh on unstoppable (unless you have your own said fleet). Not only are those ships damned tough, but they are a lot easier for the Klingons to get than the Fed counterparts (you can get to the Negh'Var in half the time of the Sovie on the research tree). So right now it's just because of pure firepower/ease of getting higher tier ships that the Klinks win on. Obviously, the Klinks have always favoured brute force whereas the Federation's favoured abilities, but with the abilities thin on the ground right now, it does unfortunately give the klinks a pretty large advantage.
But yeah, there's a few of the points I've really noticed playing both races.
I agree with Micael. Right now it's FP & HP that gives the Klinks the advantage, but this isn't news to you guys. Abilities will make all the difference to peoples strategy, and with any luck it will put an end to endless ship spamming. I am really looking forward to that.
When the Rommies come into play, I'm hoping that each race will have it's strengths and weaknesses against each of the other races. That way, when you are playing against a mixed-race team, building just one type of ship will not do you any good. And yeah, I would really look forward to some kind of tournament ladder. A shame we don't have our very own forum / site for the MOD.
I agree with the above sentiments about the Vor'Cha being an unstoppable powerhouse, but more than anything it's the shear imbalance in HP+SP. Note that both the Vor'Cha and Fek'Lhr have HUGE values for HP+SP (Vor'Cha can have ~9000 when maxed, Fek'Lhr about 6-7000). The Feds don't have anything remotely in that region - even the Akira is only about 4-5000 HP+SP. On top of all that the Klingon cruisers have faster shield regen rates!!!!!
Thus, even if the Vor'Cha gets its supply upped to 48 like the Akira, the Fek'Lhr will become the game's new powerhouse - it's at least twice the ship as the Intrepid. On top of that, the D-24 is still twice the ship as the Miranda. In general, the Klingon ships just have an unfair HP+SP advantage in the most recent mod.
One of the things that may be useful to balance this out is to increase the Klingon ships' supply above the Fed ships. Nobody doubts that the Klingons can field comparable or superior ships to the other races, but chances are they're less efficient about it. Just make it a gameplay feature and run with it.
PS - Whatever algorithm was used to balance the cap ships may be helpful, b/c the Fed/Klingon cap ships (which were unballanced in favor of Defiants/Sovys in the initial Entrenchment release) are quite well balanced now. The only unfair advantage currently is that the Emperor class doesn't have any research pre-requisites, making it a solid go-to ship for early game play (i.e., before you can afford to do the research for Neg'Vars).
The biggest problem you can see straight away is the research tree. It's MUCH easier and faster to research powerful ships like the Vor'Cha and Emperor class capital ships compared to the federation. Also as mentioned above the Vor'Cha has too much HP and SP. So you can either lower these values, or just increase the price of the ship/crew needed.
Also worth considering is the research tree to unlock a Vor'Cha. Take a look at what you get/how much quicker you can get to it compared to say a Akira and it should become apart where some balancing is needed.
I think you could probably balance things out just by tinkering with the research tree if done well to be honest.
its not only the vor'cha
just spam 16 negh'var and its GG for the federation
since the starbases are way too weak now u can just kill it with the 144 brel's u get for free
only thing u have to do is research 16 cap ship slots, +basic crewtraining and train all the 16 neg'var to lvl 4
all of us (4 lan players) like longterm games so we decided to play with about 1h peace time so no rush! that means even a noob could build up a powerful fleet!
we played 3federation on 1 klingon(me) cuz most of the people do prefer the federation but federation is way underpowered so we decided to play 3on1 not 2on2 to make it kinda fair
one battle on a federation ownd planet was really noticable - 1 starbase + defense buildings + about 40 akiras and maybe 20 other fed ships + ~20 federation mixed capitals
vs my 16 negh'var + about 20 vor'cha - i lost 3 negh'var and about 15 vor'cha - fed lost everything including the planet
my suggestion is to lower the amount of the spawning brel's to 1 , 2 , 3
and of course balance the vor'cha and the tech tree..
i love this mod but right now its kinda senseless to play(test) it, its too boring cuz klingons allways win u dont even have to think about what ur doing
2 bird of death vs 2 ambassador + 10 miranda = fed loose all..., klingon maybe loose 1 cap or its only heavy damaged
when u got neg'hvar (i can't write it correct ) its basically game over just pump em and give them some lvls
~3k credits investet in a new negh'var >>>> 15 brel's (ok i make those numbers up but it feels like this)
I remember MPMP way back when, was a fun mod, balance was an issue.. but then again BC had lots of issues to work with
It also helped spawn the KM mod that has taken over bc.. that i dont like much lol
My big contribution to BC was helping to form the RNGD clan lol, Me, Smacka, Gerrard and Shivan were the beasts that started that LOL
Just tried this mod out and I must say good job. I agree that the Klingon ships are a bit over powered. I recommend lowering the HP and SP of the Klingon ships and increasing the HP and SP of the Akira a little bit and lowering its supply requirement to around 25.
In my opinion one of the best features of this mod is the quicker pace of play. Vanilla SOSE and all of the other mods that I have tried are a bit too slow for my taste. This mod makes the pace of the game just right.
I was surprised to see the Defiant and the Nebula as capitol ships, but I know why the Defiant is there and I cannot think of what I would replace the Nebula with so it seems like a good fit at second glance.
Also, where did all of those Klingon ships come from? I have only ever seen half of those on screen but I will admit that I have not seen every episode of every series. I would not complain about having fewer for the Klingons and other races and would rather only see the ships that made it onto the big and small screens.
Masterdiggs, those Klingon Ships will either have come from the shows, or some- like the Suq'Jagh- will have come from the various Star Trek games and literature out there (after all, all we ever see in the shows are Federation ships really).
Namoge, thats where i know you from, i was in one of your opposing clans, NUFP!
ok so i've noted what you guys have been saying and u guys have some valid points, i disagree about the feklhr vs intrepid, but it may seem stronger
Feklhr
ArmorType
AttackType
Heavy
ANTIHEAVY
Projected DPS
131
4
290
2
145
10
725
Intrepid
403
161
81
18
I've identified a few things that needed to be changed, i'm going to use all of you as a test bed since i value your feedback. changes to follow:
rework of attack typesrework of Armor Typesincreased Supply (all ships)mitigation values reduced (all ships)increased experience
we'll start with that and go from there. I'll need your help finalizing these settings before the romulans can be released.
Not a problem, we're still in the first week of uni here so I've got quite a bit of free time for the next couple of weeks.
Also, could somebody send me a message or something if they have time giving me a simple understanding of how to write your own abilities? As I really don't know how to do it, and none of my text editors seem to be able to open the stock ones and make sense of them . If they could that'd be great, or even if they just translated some stock abilities into .txt files so I could look at them myself.
The best advice I can give you on abilties is to start experimenting. There are so many things to talk about that it would be far easier if you can do play around with some files then ask some more specific when issues crop up.
As for the translated files, download the Forge Tools from the Sins website. That folder contains translated files for both vanilla and entrenchment Game Info and Mesh files.
Personally, I feel like a little piece of me dies every time I script abilities and buffs. The best way to avoid frustration that I've found is to copy/paste and, when you start changing things, change only one thing at a time.
This link was posted a few pages back, but it has a lot of great modifiers to change:
https://forums.sinsofasolarempire.com/306405
All of the abilities are in the GameInfo folder. Just be sure that when you modify them that you modify both the ability file AND the buff file (ex:AbilityAntiMatterRechargeModuleDOM, BuffAntiMatterRechargeModuleDOM). You can open them simply with wordpad or notepad.
mysticangel & micael456 the forge tools files are FROM THE ANCIENT entrenchment 1.01/sins 1.15.
the sins files will work with 1.17, BUT the entrenchment files WILL CAUSE MINIDUMPS.
the only practical way to get current entrenchment 1.03/sins 1.17 reference files is to COPY the sins/entrenchment folders out of the program files tree and use a txtbin gui like mine to convert the copied files to txt so that you can read/edit them
harpo
Hm, that's an interesting tidbit, harpo. I've been working off those files here and there and don't recall any major issues outside of my own errors, but I'll definitely keep it in mind. Thanks!
By the way, I've been using your bin/txt converter for a few months now and have found it completely indispensable.
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