Can anyone remember when we used to be explorers? - Jean Luc Picard
No, those binaries are SOA2 only, that's me getting board.
Can't change orbit speed, it is attached to planet model and rotates the same, it can be moved further away though, I will think about if others mention it.
mephistopheles
I have encountered a bug in the trinity mod.
As you can see in the middle a planet is not showing up. This only happens when a ship is in the planet's gravity well.
Um...
It's a very nice grey rectangle.
Sorry, I forgot to put it up on ImageShack.
Be nice to know what planet type it was, so I could fix it
Don't worry, we will find, patch will come shortly after.
Moron question of the day but.....how do you implement terraforming?
Sorry, it happens to the "nonstandard" planets; this one was an M class that looked like a Swamp world.
Off topic question; why do most of the planets still have a "Low Infrastructure" penalty at the end of the upgrade line?
this may be a dumb question, but, did you put the SOA2 latest patch in
http://www.moddb.com/mods/star-trek-sacrifice-of-angels-2/downloads/soa2-diplomacy-patch
I cant find your bad brush link and I did fix a few for last patch. Looks like a paradise planet, swamp has bad bonus effects like unstable ground and dense jungle.
Terraforming is Stripped To The Core, it just goes in reverse. Instead of nuking your planet for resources, you trade a functioning planet for a better one later(Toxics upgrade to Forests with 480 seconds added to the scuttle time) and the lost income is weighed against future gains.
Three reasons, pacing, the impact of bombing damage, and aesthetics.
Bombing down an unimproved Asteroid is largely a waste of time, you lose a minor little bit of income and an inexpensive upgrade, rapidly recolonize it, and the damage is swiftly made irrelevant. If you don't succeed in actually killing the planet you just bombed, you've done next to nothing.
Pacing, the early game worth of Asteroids is very, very high in vanilla Sins, they're far more valuable than much better planets that have to be researched. They have a very good Return On Investment, to balance this out a bit and make them less effective, they needed drawbacks.
So, they come with a negative and reduced initial incomes. Some have further negatives from planet bonuses of course, but the planets themselves can balance out and go positive easily enough. They are not a substantial cash supplier though. Later in the game, you get substantial population upgrades, the asteroids become more valuable, so as to not be irrelevant monetarily. Your initial expansion is primarily funded by your home world until you do civilian research. This reduces the viability of an all military strategy where you just colonize asteroids.
There's also the practicality of an asteroid colony not having major costs to maintain. A minor factor, but one supported by game designs. The negative income modifiers represent the cost of maintaining an undeveloped outpost. A thriving economy will supply it's own goods and services, a simple military installation will require supplies for everything. A domed city on a lifeless asteroid requires significant exterior supplies to maintain it's existence, civil population or not. All of the planets that maintain negative modifiers are harsh environments, lacking in natural resources in a way that would require a great deal of supplies, or more complicated means of compensation, such as the need to import most of your food supply in a harsh desert climate, with extreme water recycling measures needed to keep the plumbing operational without additional off world input.
Some planets are just bad, you have to really want that Toxic. It's a nasty place to colonize. It's a good point of defense, it has nice resources you need, you can terraform it, you can afford to wait for it to pay itself off with trade ports later, etcetera.
A third patch? Whoops; I've been going to college for three weeks and I have had no time to play until today.
NP, I did find a bad forest brush link so check in a week or so to get that fixed. Just try to make sure you are up-to-date when posting a bug report. We will be keeping Dip updated for some time yet.
I just got done downloading and comparing the SOA2 0.6.3D patch with the SOA2 0.6.2D full install, and I think there might have been a mix up in the files. When I zoomed in on a Constitution I got this;
Instead of this (from my SOA2 0.6.2D full install copy):
so is the new one bugged or the old one?
More of a question of.. Are all of the ships like that? or just the Constitution? Fist0 did go through and fixed all of the meshes. Also do you have "ship mesh highlight filter" enabled, or disabled in the options?
Both version of the connie were fine, all I changed was the stretched light green/alpha -da on the end of the nacelle because I moved the Mirandas nacelles UVs to the Connie's texture sheet, they are exact same and no need for double textures, gives me room to improve other areas.
@Major Stress; I tried with "ship mesh highlight filter" enabled and disabled, no change.
@ myfist0; the 6.3D is the one with the shadows, here are three more pics: Ambassador and Miranda;
The comment about the files was me wondering if someone may have mixed up a Rebellion file into the Diplomacy folder; because it sounds like there is a way to tweak shadows in the options in Rebellion.
To me that does not look like a mesh issue. More like a map issue. I don't see any ambient lighting from the maps environment cube (does that particular map even have one?). Did you disable the skybox's for those screens?
He is saying this is for Trinity/Diplomacy. There are no shadows in there. Plus in Trinity the light source is on a level plane where as in Rebellion the light source was moved slightly up the z axis for a better shadow effect.
I have the skybox's on because they gave more light to the ships. When the ships move the parts facing the star or the "Nebula" was highlighted while everything else was in deep shadows.
I was using the SOA Small map for the screen shots.
Just checked it out myself. All of the ships are like this. It looks like ether the shaders for the environment cube ambient lighting have been removed, or the environment cubes themselves have been removed. Only light from the light source (sun) is there. I am sure there is a reason for this.
I don't see any difference from what we always had, The environment cubes are not changed, the skybox textures and meshes are not changed.
I think you guys are just used to the bright ships in Rebellion. S0A2 Dip was always dark
each image is set to open in a new tab on click, open the new tabs a flip back and forth, the E cube is working as you can see by the ships colour tinge change.
I don't have Rebellion because my computer does not meet the min requirements.
When I zoom into ships in 6.2D after getting close enough they are highlighted so that I can see the whole ship without deep shadows. When I move off from directly above I can see shadows on top.
In 6.3D the only part of the ship that can be easily seen is the part facing the star.
I did some checking and tried something. Something in the new Pipeline Effect "GS_Ship.fx" was the reason my lighting was messed up.
Tried Something means I Cut and Pasted the new Pipeline Effect onto my desktop.
Hey,
In the (unpatched) Rebellion release, I keep getting attacked by the Orion Syndicate, even though I have them disabled. Is this a bug or feature?
Feature
Somewhere on your map is an orion colonized world, look for the station HQ, destroy that and their ability to raid is over. Other races also have the HQ stations if they have a colony, get them.
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