whitefire if you are running sins 1.15-1.17 then the file is still up but if you are running 1.181 then NO
harpo
Can we get an ETA posted on the information section. It would be nice to get a estimated completion time on the .4e version of SOA2.
Thanks.
Hey Stress
i got a question about the Akiras. Are they going to function just like the Orgevs, or will they function like a normal ship?
The akira will function as a normal ship and we will leave it at that for the time being . Gotta leave some tricks in our bag !
Nah,.. Were not demanding at all are we?
ETA on 0.4e will be.... Sooooooooooon
Seriously, I really dont know. Weeks. Months (hopefully not). There is much we need to add, and check over to make sure it all works before we release. I am focusing on models while Shimmer, and crew are focusing on the gameplay. I have stated before its done when its done, and that is the best we can do right now.
aye ye it will be soon lol, anyway i have restarted back on the debris i am aiming to get ALL the capitals for each faction DONE before the next release so far i have 2/15 done
nice loki
Hi, can I say the mod is looking amazing - have been following this for quite a while and really appreciate the work you guys have put in.
I am having a slight problem though since getting the entrenchment version. The AI won't build ships and sometimes wont build anything. I’ve tried against both Feds and Klingons with the same results and friendly AI behaves the same way. This problem only affects the mod as the normal game is fine.
The problem started with the 1.03 entrenchment version. I have since upgraded to 1.41 and have updated the mods with Harpo's tools - it works fine but the AI still won't do anything.
I'm wondering if anyone has encountered this problem before
this is a minor problem with the ai. the ai will not build fleets until it gets a capital ship which must be researched first.
if you set the enemy to a research ai they will build fleets rather fast. the most easy fix for the mod team would be to make the first capital ship to not require research.
Pistols, try cranking up the AI's difficulty until they start doing something. It's something to with the way the easier Stock AI (which the mod currently uses) doesn't understand the options available to them in the mod. The Harder/Insane AI tend to work fine (though prepare your defenses well). Or, even better, if you can mod ai, I'm sure the mod team would love to hear from you.
"IF" Anybody can mod a working (non-ridiculous) AI for this mod not only would we appreciate it, but you would get the credit for it. Right now we got too much on our plates to even think of screwing around with the AI.
The harder AI's do tend to get off thier butts and build stuff much earlier. The AI is also dependant on what YOU do. If you research, and build elites. Then the AI scrambles to build their own. Watch replays, and you will see what i mean.
We will get to this eventually, but it is low priority right now.
I'm 99.999999999% positive all of the research tress have a cap at tier 1 that can be built without research. Maybe your running an older version of the mod, like the first release which um, was corrected with the patch that goes um, afterwards!
I faced off 5 Intrepids vs. 1 Akira (modified the startup settings to get it to work) and found that I could destroy the Akira quite easily. The Akira blows up at least one Intrepid (due to the torp volley), but depending on how well you manage the fight it might be the only one (could be 3 if you dawdle). Either way, if you have a frigate factory nearby the Intrepid is a better buy in 0.3.
That said, I'm looking forward to see how the Akiras/Intrepids balance out with the Vor'Chas/Fek'Lhs in the next release. Making the Akira a structure-killer is a good idea, but somebody will have to carry the burden of the "fleet ship" for the Federation the way Vor'Chas and Fek'Lhs are now for the Klinks. As I've noted before, it just seams the Feds are way short on HP+SP compared to their Klingon counterparts, especially if any Klinks get cloaks. I'm sure the balance will all come out in the end though; there are still several releases to go where balance can be tweaked.
PS - I'll take a crack at the AI. No promises, though, since I've only futzed around with them at the edges in the past. Probably the key parameter (in case anyone else is working) is to make it decide that it wants to build the 2-research station cap ship (i.e., the Ambasador or SubQJagh) first vice a 5+research station cap ship. Based on the games I've seen where I've allied the AI, that's the problem.
Nope.. The 1st "elite" research is at tier 2. Suq-jagh, and Ambassadors require some weapon pre-reqs as well. The Sins AI is used to having the first capital ship free, and that is what is confusing the easier AI's. We dont want free elite units in the mod, because it would so break the balancing. The hard and unfair AI doesnt seem to have a problem researching, and building. Normal is hit or miss, and easy wont do anything at all.
If you do work on the AI have it focus on the 1st elite unit while building a small strike force to take over the 1st surrounding worlds (2 scouts on auto explore, 5 light frigs, 1 colony ship). Every ship has a roletype assigned to it so as to not give the AI a heart attack. We found out the hard way that if the AI has no colonizer, or scout roletypes, it wont build anything at all. We assumed the AI needs at least one of every roletype to function.
It seems once the 1st elite hurdle is overwith the AI builds, and researches as it should, and sometimes i get surprised at how many ships it does build.
Play on hard, or unfair AI. Also set all research, and build times to fast. That seems to help it along as well.
I've downloaded harpo's converted mod and put the file in the mod 1.41 and put the .rar file in the mod folder on its own. It didn't show on the list. Is there a conversion I need to do on the .rar filetype and how if so? Or just generally, how do I install this mod correctly?
unrar the rar to the mods-entrenchment v1.041 folder
to un archive the rar try winrar or 7zip. both are googleable
is there a star trek universe map included in this mod? if not, i am glad to make one with GalaxyForce. i am a big st fan and have a lot of books about it, including the enceclopedia and the star trek star charts book. with those i can make an accurate map.
Thanks I used the winrar app. Now the mod is accesable and working, yay.
I looked through all the AI files people (like Derenek) have noted as controling the AI. Unfortunately, the tools for tweaking the different AIs are very rudimentary - basically, you rate how highly the AI of a given type (e.g., researcher, aggressor, defender, economy) rate categories like building their fleet, building defensive structures, upgrading starbases, etc. Playing with different types of AIs has demonstrated to me that the "Aggressive" AI is the fastest to get out there, which I assume is because it's really trying to build up its fleet, and it needs research stations to do it.
I found no means of telling the AI what cap ship to build, or when to build it. It's possible that this is just built into sins somewhere and is not modable. If that's the case, tweeking the Aggressive AI may be the best the AI can do.
Does anyone know how to figure this out (I know some people have had discussions with sins programmers)?
Is it possible to remove the sound clips, "we commit our souls to stovacore?" and "for Kahless"?
Or you can submit sound bytes for them to use instead (there has to be some sort of sound clip for those actions you know) .
I am getting a mini dump 1-2 minutes into the game. I'm expecting i've downloaded the wrong version and such.
Using Entrenchment 1.041 and downloaded the converted mod SoA2 03E1-1041.
virusblaster,
what is the checksum?,
in my dev computer with ONLY the Soa2_03e1 for 1.041 in entrenchment 1.041 the checksum is 75854450.
I wish I knew how to check.
It looks like I only get the mini dump with 2 AI or more in a game.
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