Can anyone remember when we used to be explorers? - Jean Luc Picard
Alright Psy I have been thinking about how to implement my whole new approach to Ship Damage and how it might effect the ships in game. I pretty much accept the way repairs will work after limiting hull repair rates on vessels, but using that buff
instantActionTriggerType "OnCondition" instantActionConditionType "IfOwnerHasHullLessThanPerc" hullPerc Level:0 0.750000 Level:1 0.750000 Level:2 0.750000 Level:3 0.750000
Would it be possible to effect ships systems as the ship takes damage example;
An Excelsior take 40% hull damage at 75% or less, but not more than 50% shield restoration rate is reduced by say 10% Beam Weapon Damage is reduced say 20% and ships speed is reduced say 20%
As usual I know its asking a lot, but......
One more thing I know I have brought this up before but given new content what size a map would be too large in kilobytes before running into issues with the 2 gig limit?
newer systems handle the the late game lag a lot better, our late game lag is from CPU, not RAM. We are nowhere near the 2 gig limit but I found the more stars a map has, the greater the late game lag, possibly from pathfinding calculations. So, you are stuck telling us how big a map your system can handle and supply your specs with it.
A new Dip version is coming soon, and a new Reb version after the Reb patch comes out. We would love some custom maps to add to the releases.
Yes, you'd just have to make them apply and remove themselves at the proper stages. Entity modifier buffs are simple to do.
The performance problem is all going to be in processing lag. When you start getting pauses in the game, you're way past the bottleneck. Before it even slows down like that, you've got a lag in the AI making target selection and such take longer.
So far I have not had any lag issues, but then again I been modding more than playing sins or soa2. Stars eh? Damn that is what my map will have lots of many stars and only 1 or two planets attached to them.
Current System is a Intel i7 3.5 GHz 16 gis RAM, NVIDIA GTX 670 Running SOA2 off a Corsair GT SSD
One thing about late game lag since my modifications turns things from seconds into hours maybe lag won't be such an issue accept maybe in the space battles themselves.
I have gotten pretty darn good I must say setting up maps and planetary templates I be willing to make a few special SOA2 maps to included in the latest release whats the feedback on maps what do people want?
Ha easy for you maybe but for us Greenhorns it like trying to play a symphony with 2 quarters of band class.
I haven't been keeping up to date with the latest stuff from stardock about the game has their latest releases incorporated any code to utilize more than a 1 core
yeah, yeah I know its still a 32 bit game but was thinking they may have incorporated some work arounds like they did to help with the 2 gid problem.
No, its the same engine with a new coat of paint.
They all want something different, so just make what you would like to play.
If you have a special planet like Bajor, give it the Religious+ bonus, Planet Vulcan can have the Research artifact, and so on. I would not try to do a star per solar system. Think of the stars as quadrant markers, so 5 or 6 to incorporate the Alpha to Gamma quadrants should be good.
I was also thinking of naming maps after curtain episodes, after all, our mod is named after an episode.
Maybe start with editing existing maps to have more of a trek theme, but it is all up to you. If you start to do a few I will add you as a modDB contributor and you can upload map packs direct or individual maps maybe under the Features tab Or I can give you access to our website and make a maps page with direct downloads.
Play hell I have not even completed a single game yet as I said, I went straight to modding the current RTS aspect of the game makes it impossible for me to play I just don't have that kind of time. I needed something more like a turned based kind of strategy game that is why I am changing the time scale so radically making ships, bases research ect take hours to build or complete and only the space battles happen in seconds or RT.
I can do that, maybe I'll start by updating Fortune Favors the Bold map to Version 4 that shouldn't be to hard and all change some of the planets to incorporate the new planet types and bonuses.
What was the significance of attaching SOA into the planetary templates just curious like RandomIceVolcanic_SOA is that so the randomizer will use the _MIL, _MAQ, _ORI, _SONA worlds?
both Randoms incorporate everything, the GSD is the one file me and psy work on and we had some differing opinions on how maps should be set up. We never had any feedback so they both are staying, they only differ slightly.
Fortune map is a good start to see how I incorporated some special planets, I actually had to make a Nor trade station copy and give it to feds for the DS9, but it is probably better to start from scratch and just use the general idea, the GSD is completely rebuilt and it will be a pain in the ass to fix. ALso, the players never follow a proper placement, klingons will be on earth and borg will own Kronos etc. Maps like that would actually need a save game at the start with the players set up properly.
Alright myfist0 all whip something up and figure out later how to get it to you.
Psy you said" Yes, you'd just have to make them apply and remove themselves at the proper stages. Entity modifier buffs are simple to do."
Any chance you could send me a small example of what you mean?
send me and psy an email at
soa2 at hotmail dot ca
so we have your E-address
AbilityUnyieldingWill is the example you're looking for already. It's a passive that applies and removes buffs based on hull percentage. You can literally just copy AbilityUnyieldingWill, BuffUnyieldingWillSelf and the three stage files, remove the link to the recourse file, and alter the entityModifier entries to suit your needs.
New version of SOA2 0.6.2 for Trinity/Diplomacy is up for download.
Resistance is futile.
mephistopheles
Quick question for you. What are the requirements for other AI players to share their technology with you? Right now I am playing as the Klingons, have a 20/20 relationship with the Dominion have shared all my tech with them and still nothing. Is there something I am missing?
It depends if the AI has researched their Technology Sharing tech and they haven't already made those pacts with other allies.
Is there any way to determine if either of those have occurred? I am guessing that the AI isn't capable of breaking those pacts and entering into new ones.
No, and, no.
Thanks for the help!
*edit*
i've removed the beginning post so no secrets escape. however...is it possible to slow down the frequency of the raids? I don't need to know how necessarily...just that it could be possible. i'll figure the rest out on my own.
The reason I'm wondering is because i'm trying to adjust the timing of when non-player factions attack, like the pirates, ferengi and HoD.
Maybe i'm just totally on the wrong track...
Nooooooo
These are SOA2 exclusive trade secrets
just changed my post to remove any tricks from escaping...but is it possible?
You are.
BuffLockBuff reduces the cost of abilities. The structures have less antimatter than is required to activate the abilities.
BuffHoDLock1Set has an 1100 second finish condition, at which point it applies the buff, reducing the abilities to 50% cost.
First cast is determined by "LockSet", frequency by the cooldown time in the spawn ability. There is also a third factor
The HoD spawns in particular operate off BuffUniversalLock, this functions as a check against further incursions into the same planet. It spawns all of the HoD spawns, and based on the restricting ability residing in the spawning structure, only successfully fires the actions in the appropriate one. In the BuffHoDSpawn1 file:
instantAction buffInstantActionType "RemoveBuffOfType" instantActionTriggerType "OnDelay" delayTime 4800.000000 buffTypeToRemove "BuffUniversalLock"
This is the planet specific timer that prevents other HoD spawns.
The others are a little different. From here, the insanity sets in.
There are two sources for Tamarian/Sona/Ferengi spawns. The primary, from the militia colonized planets of their type. The secondary, from the pirate base. The spawn abilities do not actually spawn the ships, they only trigger the spawn file. When you go looking through the files, this will horribly confuse you if you're not careful. The actual spawn file is cast, in 10 second intervals, on every planet in the map, from the colonized planet, using "AbilitySpawnRaceSet".
In this fashion, the pirate base will only spawn ships from those sides that were on the map, and spawn then as their own faction instead of as pirates. Once again, there are three factors, first cast, frequency, and the planet specific lockout. In this case however, the lockouts are modified by the finish conditions for the "BuffSpawnRaceTrigger" files and specific to the faction, instead of using the universal lock.
This stuff is crazy, who the fuck wrote it?
Humor aside, all of my mod work is free to use, as is or modified. I'm doing it for free in the first place so don't worry about it. This means any and all nut bar ability design in SOA2 is fair game, I don't even care about getting mentioned. We're also not actually worried about the secrecy at this point.
Sorry bud, I was just messin' with ya while I got a hold of psy to fill you in, because those abilities may as well be borg virus code to me.
you guys rock lol
New OP with new logo is up.
I challenge anyone to get a button with a rollover effect in this forum...
Found a couple things I messed up in the last Diplomacy release. I will upload a patch once I get the new logo in the games main menu.
There are many great features available to you once you register, including:
Sign in or Create Account