Can anyone remember when we used to be explorers? - Jean Luc Picard
X class worlds are implemented. The ability on them is a random event generator that selects and sets up a conditionally triggered event.
Go into the included Galaxy Forge folder and read Map Design(spoilers).txt if you want more details. It doesn't describe the events in detail, but it does name them and the condition on which they trigger. Wouldn't want to ruin all the surprises.
Any plans to change the Fed hanger?
Any chance the ramming ability of scout changed to something more Trek?
In going with the Trek theme..should Fed scouts have some sort of envoy ability?
Akira's look like they have their holiday lights up..with the green/red starboard/port lights..... it looks less mean.
keep up great work....
Check the SOA2 guide on Steamhttp://steamcommunity.com/sharedfiles/filedetails/?id=226050103#174120
jump to planets
All fed ships have fleet running lights, green starboard, red port. Some of them textured in are huge, I model them in and make a lot smaller. Akira not done yet.
Umm.... WTF?
Only thing I can think of is just DLed the patch. What version DL did you get?
http://www.moddb.com/mods/sacrifice-of-angels-2/downloads
You need the full 0.7.1 and the 0.7.2 update. Using the in game loader may be causing the issues you're running into.
Edit the enabledMods.txt file to look like so:
TXTVersion 0enabledModNameCount 1enabledModName "SOA2"
Or use the
Sacrifice of Angels 2.exe
included in the mod, does what psy said and you can move that anywhere, like your desktop, to start sins with SOA2 enabled with no issues.
I dled the patch at first figuring it was a full update but that would mini dump but wouldn't give me the screen... It just wouldn't work so I went back and read up and realized I needed to full version. The screen looks like the screenshot you posted except no title at the top and no menu to select "single player" or "options".
I also tried dling the SG:Invasion mod and it does the same thing. Try to enable and gives me a splash screen then mini dump. That one doesn't start up at all for me though after the dump.
I'll try and look for the .exe I didn't see it in the dl when I first unzipped it though. Thanks for the responses guys reall appreciate it.
try the 0.7.1 full on its own 1st, then you have the option to merge the patch.
Oh hey the .exe works!
Nice, thanks a bunch guys!
Die with honour
Recently fired up Sins again to check out some of the mods. Just wanted to commend you guys, SOA2 is fantastic. It's been a couple years since I last looked at it and it has come quite a long way -- It really captures the feel of the Star Trek universe. I've only played a few games so far, so I'm not 100% sure on balance (obviously the Borg are tough), but so far it feels very reasonable. I really like how tough heavy cruisers feel. SOA2 still has enough of the Sins heritage to be immediately accessible, but it is a lot more than just a re-skin. Kudos to the team!
My apologies regarding the X planets. I didnt realize they were fully operational. I just happened to click one for a description and noticed one of the abilities said TBA, so I assumed you guys hadnt finished them yet.
Great work either way, this is the best Star Trek game I have ever played and I have been gaming since pong came out in the 70's. I cant commend you guys enough on the excellent work you have done.
No apology required and thanks.
The TBA icon can be confusing as we just needed something there to not throw errors in the DEV mode. I will switch to either a blank icon or make something more fitting, although the info card on them is basically unreadable.
I also need to finish the particle effects. The unknown probe will eventually put black clouds on the planet with lightening. The tribbles can be improved, it was suggested I add a blue beam from the crystalline entity to the planet. an so on, and so on. But particle effect creation makes me pull my hair out, and it seems this generation only cares for pretty models and explosions, so I have been on a models kick for a while. It will all be improved in time.
It would go a lot faster if I had help with the artwork and models. Its been since Entrenchment that I have been the only art/model guy on the team and its by far the most amount of work needed.
We also have plans for gaining NPC allies . How would you like to send out the Ferengi to do some raids for you and stop them raiding you? I cant wait for the Tamarians to be part of the Federation
thanks bud
Am I the only one who thinks Akiras are overpowered? It seems like 10 of them can take out a fully-upgraded starbase in a matter of about 1 minute. Not counting the Borg it seems like defensive structures are pretty useless against groups of Akiras. Or is my defensive strategy wrong?
yeah you are right, i have the same experience, but not only with the akira, the vorcha class of the klingons is very similiar op, both ships should be nerfed.
I would wish more dmg for the quantum torpedos, they are far too weak, those torpedos are prized as one of the most powerfull torpedos in the alpha quadrant.
And also the Breen Cruiser is far to weak, i would wish especially for the Breen Heavy Frigate, far more firepower.
I like the Akira being a ship I can count on to make a raid on structures quick and clean. Please don't nerf it.
backs out of the room slowly...
Star Trek universe, the star bases are not death stars. I highly doubt that will change. We will talk about the Breen cruiser, but balance is ultimately up to psychoak..
I like that they aren't death stars. If they were, you would have to do what we do in Sins.... camp at the edge of the system for 15 minutes with a bunch of bombers trying to chip your way into the gravwell. I think the balance on starbases is pretty good and makes sense for Star Trek.
The Akira drops 8800 torpedo damage on the initial pass, and then has a 3 minute and 40 second reload on those torpedoes.
You're seeing the alpha strike, which is how torpedoes function in SOA2. Higher firing times, good initial damage. We can't create a munitions system without extreme cpu load, so we slow down their cycle rate to balance things out.
As for the Akira balance, in scenario testing, and on stat workups, the Akira is an unexceptional ship. Including bombers, which die rapidly should counters be present, the Akira still has inferior damage output to equivalencies of multiple other ships in the Federation lineup. The ship does have excellent health, but for doing high amounts of damage rapidly, it's far less effective than upgraded Excelsiors, Mirandas, Steamrunners or Intrepids. Unless that alpha strike does all the damage you need.
The Vor'cha is in the same boat. It's an excellent tank of a ship that takes a lot more effort to kill, but it's unexceptional cost wise and slot wise, with many superior ships in the lineup for rapidly killing prime targets. Excellent if you want something you can keep alive, but far inferior to large quantities of B'rels for dumping damage on something.
Quantum torpedoes are a matter of count. The Sovereign has one quantum torpedo launcher, and 9 photon torpedo launchers.
Interesting insight.
Not so much a balance question but a canon question. It seems the D-Deridex class is more powerful than the Galaxy class. They really give the Romulans some punch. Is it mentioned anywhere in the series that it's more powerful than the Galaxy class? Just curious.
http://en.memory-alpha.org/wiki/D'deridex_class
always a good source
Much about the DDeridex is fanon. Only facts is that it is about twice as long as a galaxy class, and it is assumed that it is just as powerful if not more powerful. Nothing specific was ever mentioned on the shows that i recall. Except it is powered by an artificial quantum singularity. It was seen in the shows using beam, and pulse disruptors. Plus torpedos (not plasma, but there is no specific mention what kind of torpedoes).
I think the DDeridex is more powerfull than the Galaxy Class, the reason why is easy, the DDeridex is a Battleship nothing more nothing less, the Galaxy Class is an Explorer with very powerfull Shields und Hull, but its Weapon Systems are still the weapons of the 2350s, i think the Galaxy Class can tank and take dmg more than any other Ship in the cannon Starfleet, but its abilities to keep up with the weapons of pure Battleship is another matter.
Since the dominion wars, the Galaxy Class get maybe some upgrades, but its very unclear what updates they are, i can just remember that they upgraded the Shields 2x times, first time for the polaron weapons and the second time for the breen energy weapon. There is no evidence for an upgrade on the Weapon Systems.
But in a logical way there could be upgrades of course, the Uss Lakota was a good example how powerfull the weapons can become even on a old Ship like this.
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