Intructions on how to install the mod are on the main topic. It needs updating. Mods should go into MODS-ENTRENCMENT v1.041
Ok so not everyone is having success converting the mod over to 1.041. Myself included.
Harpo can you upload, and make a link for the working converted copy of 0.3e101? So we can save some people here some trouble. I seems to be having a hard time making my own conversion on my end. Crashes when running in dev exe, but runs on regular entrenchment, but the player pictures dont show up. I think its in the manefest maker, because i get runtime errors occasionally when i try to convert the mods manefest's. I blame it all on VISTA. Its like the quote from Jurrasic Park II "At first its Ooooooh Aaaaaah, Then comes yelling, and screaming.. It is the Biggest POS operating system since millenium. Ive never had so many BS errors like that on XP.
I get errors with the mod programs i get errors with XSI i get errors with deep exploration. I cant run homeworld 2, or haegemonia at all. I use home premium 64 bit, and im about ready to downgrade back to 32 bit XP. Dunno about windows 7 i dont have it, and im not planning on getting it until it is proven to be NOTHING like VISTA, and its compatable. Now that i think about it im gonna downgrade back to XP so ill be down for a few hours.
stress I am in the process of uploading my updated FULL copy of soa_20.03e101 updated to 1.041 and will edit this post with the link when it is finished uploading, and I have archived it with winrar solid archive,recovery record and test options.
harpo
edit the link to my soa 2 03e with 101 patch updated to 1.041 is http://www.gamingvault.net/index.php?app=downloads&showfile=137
one error with the string is all that I know about
Fantastic! Look forward to downloading it
Thanks again harpo.
My laptop put up a hell of a fight but i got XP on it. It refused to install twice then i found out i had to switch the sata drives to ide mode.
Now it only uses 300 megs instead of damn near 2 gigs of ram it took for Vista to run. Was considering 64 bit XP but there are no 64 bit XP drivers out there for my laptop. No biggy 64 bit is overated right now anyways, because not everything has made the switch yet. I Should fully modding ready in a day. After i test sins, and other stuff.
Beautifulllll!!!!
I have just only try for see the ship... simply installation. Download the last file from harpo's url, some post upper... place the mod in the sticky post's url... and aplly the mod in game...
NO ERROR.. i'm on windows vista HP 64 bit... but i have to try all in the next days...
Beautiful work..!!! First time i see this mod!
Major Stress, I'm a noob, I know, sorry for the frustration with this kind of report-- but I came across a dump in game and would like to know where to find the code or what ever it is you need to find it. I was researching that last item before you can research the defiant (same tree), had just clicked on it, and it dumped. Sorry I don't have more detail, but I really have not encountered any dumps before this, and don't know what to look for for reporting purposes. I was playing the 1.041 with the updated soa2 files that harpo linked to in post 1527.
I am downloading now.
So now we have the mod working again, anyone up for a game later on? Say 6pm?
Let me know.
Just incase you missed the post, here is the link to the working mod. Thanks harpo once again
http://www.gamingvault.net/index.php?app=downloads&showfile=137
Causes a mini-dump less than 2 minutes in for me. Any help?
I thought it was my computer, but I crashed out after 20-30 minutes or so
I pressed escape and the error message disapeared, so cant report on that. Does mini dump take you to desktop and end the game running?
Please be more descriptive in telling us your getting mini dumps.
what were you doing
what were you building
which race
what research levels
anything else you can think of....
Telling us i'm getting mini dumps is not enough information for us to go on.
Yes, sorry - I don't report on mini-dumps often.
Playing as Federation. Crashed shortly after starting playing with them. Crashed both times I tried to play - first time while constructing a Curry-class ship, the second while doing nothing. I would send you the dump file, but I can't open it.
Anything else you need?
Edit: No research completed
I've had no mini-dumps, but I can't for the life of me figure out how to found new colonies. The Constitution-class seems to lack that feature.
its the Curry-class ship you use not the constitution class in this mod
thank you very much, actually downloading.
btw do u have a working 1.041 version of dynamic battle system?
i can´t get the modupdater to work...
thnx
dennis
More Fun Facts on Starships:
Q: So how much firepower does a Starship have, anyway?
A: Based on what’s been published, a Sovereign Class Starship has 15 X 5.75 MW phaser banks.
Q: But what does that mean?
A: Notionally, phaser banks aren’t continuously firing, but presumably that means that each phaser bank has a maximum output of 5.75 MW on average – it charges for several seconds, and then fires in short bursts. Do the math and that gives you 86.75 MW of power.
Q: So what does that mean?
A: That’s about as much power as is used by 75,000 US households normally, or a little more than 1/15th the maximum electrical output of a large commercial nuclear power plant/
A: If a Sovereign Class Starship fired all its phasers at a chunk of steel at room temperature, it would vaporize (not melt, vaporize) 56 kilograms of metal per second (if you want the calculations, just ask). That’s 125 lbs of steel, or about three of the big plates used in weightlifting. You can see how that would seriously mess up the guy on the receiving end if his shields are down. (BTW – if it was only melting the steel, it could melt 130 kg per sec)
Q: What about photons?
A: No word on how powerful the photon torpedoes are, but since they’re supposedly anti-matter warheads, they could be a lot nastier (depending on how much antimatter you cram in each one).
Now get out there and put them phasers to good use.
WoW this is simply the best thing ever. Ive been able to play the mod for hours and love the sounds and feel of it. The inly timme I got a mini dump was when I alt tabbed to write this. Other than that its golden! Please keep up on this and if you need any help testing let me know! Id Be glad to help do some.
I think its time to update the readme with some ship roles.
The Federation has one of the most versitile lineups in the mod due to its sheer variety of units. It is the only faction in the mod that is strictly canon as far as the ships appearence is concerned. We had to bend some rules to make them functional, and balanced in the mod. Even the cannon fodder ships have some usefulness to them unlike the other factions.
for the feds the Curry is the colonizer, troop transport, and repair vessel. It serves a dual role. We gave it the repair role so as to still be useful after an Ambassador is built.
The venerable Constitution has always been an explorer so it got the scout role. We are still debating on keeping the ship in the mod, or giving it some kind of ability to keep her usefull in late game. It is the weakest ship in the fed lineup so needless to say she was never intended for any combat role. If combat occurs she usually ether retreats, or provides light fire support for a much larger fleet. It was re-activated to fill the need for fast recon ships.
The Centaur, and Miranda are more or less cannon fodder. They fill roles of light frigate, and long range fire ships. Though the Miranda can also detect minefields. In reality these ships are just there to blow up in a proficient military mannor, and draw fire away from elite units.
The Excelsior is the heavy frigate. It is the strongest of the TMP era lineup. In large enough numbers Excelsiors can do some serious damage. Its role is to support cruiser, and elite armadas. If no cruisers or elites are available. They lead the armadas.
The Constellation also was a decommisioned ship reactivated to fill a role. Planetary Assault, and Orbital Bombardment. Something the Federation is very new at, and something the Federation regret having to do, but they must if they are to survive the new dominion, and borg threats. The Constelation is refitted with new photon torpedos that can withstand atmospheric re-entry.
The cruiser lineups are still being determined. (the ships themselves are set in stone. thier roles are not).
Akira is going to fill the anti structure (as an ability), and heavy cruiser role. Most of you have seen what kind of damage she can do. We did tone it down a bit, but she still is a heavy hitter.
Steamrunner is a long range phaser fire support cruiser. She stays back, and hits targets from range.
Intrepid was intended to be a medium scout. However the need for combat support was greater so she uses her advanced sensors to boost the fleets targetting range, and accuracy, and provides fire support.
The Elite lineups have changed since 0.03c.
Lakota has been removed from the mod. No sense in having TWO Excelsior classes. though i did like the idea of an advanced Excelsior upgrade. We couldnt make it work, and is more trouble than what it is worth.
The Defiant has taken the Lakotas place. She is unique in the fact she is a small, and fast "escort cruiser", but packs the punch of a whole fleet of excelsiors. She is also the only Federation ship equipped with a cloaking device. She was specifically designed to fight the borg.
The Ambassador is a "diplomatic vessel" She colonizes newly discovered worlds, and engages in "aggressive negotiations" on hostile worlds if they dont cooperate There are times when an Ambassador has negotiated ceasefires temporarily. In combat she can stand on her own against most threats, but cant take on larger ships like The Dominion Enslaver, and Romulan DDeridex.
The Nebula serves as a support ship to complement the Galaxy class. With an enhanced weapons pod she is capable of raining photon torpedos. Originally a science vessel she also uses that to her advantage with some "special abilities"
The Galaxy Class is a "flagship vessel". Admirals usually command the fleet from a Galaxy class. She is big, and after the 1st dominion war refits she packs quite a punch. She has the capability of carrying a few strike craft, but that was later deemed unneccesary. She is the main ship of the line before the Soveriegn Class.
The Soveriegn is the end all of federation starship design. Not as big as a galaxy, but equipped with type XII starbase calibur phasers, and quantum torpedos. She underwent another refit in 2373 to increase her standard photon firepower. While designated an "explorer". In reality she is a capital ship designed intentionally to fight the borg in case they returned. She has some very impressive firepower.
Q/A
Q: I am researching what seems to be 100 year old ships that should already be buildable.
A: No you are not. You are researching that ships latest REFIT to make them combat worthy in the late 24th century. Which is why the Miranda is at tier 3, and the Excelsior is at tier 2. It takes that much more research to refit a 100 year old ship to modern standards.
Q: Why dont the elites have all of thier abilitys yet?
A: Because abilitys are still a WIP. Once we decide what ships will use what abilitys (and if those abilitys dont break the mods balancing) then all of the ability slots will be filled.
Q: waaaaaah! i want the Prometheus!!
A: NO!
There are some new ships we are working on to fill entrenchment ship slots. Norway, Nova. Slots, and roles will be determined later.
Ill do overviews of the Klingons and Romulans later.
Simply awesome write up and thanks. I was wondering why certain ships seemed out of place and that answers that. Cant wait for all the goodies to be in the mod and completed. I noticed you have the Cards as pirates. Will they stay that way or become a race later on? Also saw some pics or a vid with the Roms in it. Are they up to be a race in the future? Also love the sound effects. Many of which I have in my GC II game. I swear they are almost the same sound files haha. Was wondering how you will handle the cloaking device(if at all) for the Roms. What other races have you tossed around or settled on? Thanks again!
ahhh i just rewatched "by the pale moonlight"which might be my favorite trek episode of any of the series...can't wait to get the romulans into the war hehe.
We have a working cloak. It will be in the next update, but not all ships that use it will have it yet. The Romulans will be in the next update.
I have a somewhat odd problem with the AI. She builds the capital shipyard and two or three asteroid extractors and then does nothing. Is that some kind of bug or am i doing something wrong?
I get that too. I up the difficulty, and it seems a bit more active than that.
The AI in sins does not like to do anything without having a capital ship or two out. Building things and then waiting is their way of getting resources and then research for said capital ships, without actually having to do anything without their capital ships.
Yes the Cardassians will be playable in the future, they will not be a standalone race though. They will be helping their old dominion buddies conquer the alpha quadrant again. The reason for this is the Cardassians did not have enough ships for a complete lineup. The reason for this in the lore of SoA2, if I remember correctly, is the first thing the Dominion did when they returned was to conquer the Cardassian homeworld.
Its not a bug. It is the unmodded Sins AI that doesnt recognise the mods ships, or roletypes, or it gets confused as to what to do next. We have not changed the sins AI at all (because we dont know how to yet). Play the mod on "Unfair AI" that usually gets the AI building, but be ready for relentless attacks.
In the lore of SoA 2 the Dominion break the truce, and return through the wormhole with a vengence. DS-9 is destroyed, Bajor, and Cardassia are re-conquered. What is left of the cardassians as a race are nothing more than battle thralls, and slaves to the dominion now. They fight for the Dominion just so they can survive, and perhaps break away to seek refuge in federation or klingon space (should make a die roll "mutiny" ability for cardassian ships). Isolated pockets of cardassian resistance still exist (much like the maquis did). They however wont be represented until a later update.
The Breen on the other hand went out of their way to re-join their old dominion allies. They helped the Dominion re-establish their foothold in the alpha quadrant, and were the spearhead during the destruction of DS-9, and re-occupation of bajor Hundreds of Breen MWPG's, and Sythe's warped in just as at least 3 Enslaver class battleships, and an armada of Dominators and newer Insidious, and Virulent classes exited the wormhole.
The Dominion have secured the wormhole for themselves, and guard it like it is the founders homeworld. They now have an endless supply of re-enforcements. They will need them when the Borg arrive.
to change the ai requires changing the AI build and action values in the gameconstants, galaxydef and gameconstants files. Then set each ship to an appropriate roletype in their entity files. This way u can manually set up an AI build an action que.
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