Can anyone remember when we used to be explorers? - Jean Luc Picard
Success. For the record, I'm stupid, but trainable.
Hi Guys..
Recently got into it again.
Playing for the first time since Diplomacy release.
Quick question...everything runs get..but I only have 3 video resolutions to pick from any none are mine? 1680x1050
Did I bork something?
Shouldn't be our mod.
You can try deleting ...
C:\Users\myfist0\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Setting\rebellion.user.setting
C:\Users\myfist0\AppData\Local\Ironclad Games\Sins of a Solar Empire\Setting\diplomacy.user.setting
they should get restored when you restart sins
or in these files you can set ...
VideoFullScreenWidth 1920VideoFullScreenHeight 1080VideoWindowedWidth 1024VideoWindowedHeight 768
or play like I do, in Widow mode, but then I maximize the window and it will fit to screen, only thing is the window bar at the top.
Hey its been awhile since I played sins but i got back into it after downloading forbidden worlds. I checked out the new version of SOA2 its very nice. Love the new AI factions and planets you added. I have a few questions/issues. I popped open the galaxy forge and tried to place terran-earth on a map. When I went in game I was unable to place any structures. I did not have this problem with the q'onos and vulcan type planets. I can fix the entity file myself Im sure if I know which one it is in the game info files. Is there a chart of the galaxyforge and in game names of the new planets and bonuses? Thanks.
they're all in the
GameInfo/GalaxyScenarioDef.galaxyScenarioDef
or
GalaxyForge/GalaxyScenarioDef.galaxyScenarioDef
make sure that the GSD file in Forge is the same as the one in the GameInfo
GSD section
planetType designName "TerranEarth" designStringId "IDSGalaxyScenarioTypePlanetTerranEarth" orbitBodyTypeCount 1 orbitBodyType "TerranEarth"
orbitBodyType typeName "TerranEarth" entityDefName "PlanetTerranEarth" defaultTemplateName "Template:DefaultStart_TerranFED"
GameInfo/PlanetTerranEarth.entity
All the bonuses are in the GSD, look for this section with the 1st few listed
planetItemType designName "Bonus:Atmo+" entityDefName "PlanetBonusAtmo+"planetItemType designName "Bonus:Binary-" entityDefName "PlanetBonusBinary-"planetItemType designName "Bonus:Binary+" entityDefName "PlanetBonusBinary+"planetItemType designName "Bonus:Black" entityDefName "PlanetBonusBlack"
At a glance, I do see anything wrong with PlanetTerranEarth entity, it has build slots. It may be the planet owner in the Template:DefaultStart_TerranFED, who owned the planet?
Player0 owned it. Every time I tried to build a structure it told me it could not build in this location no matter where I placed it. I tried as both home planet and as a non home planet. It does show that theres log and tactical slots available just cant seem to place any structures anywhere in the gravity well.
I have one more question which owner do I use to make a planet occupied by one of the neutral factions I.e House of Duras, Ferengi, Son'a etc. I tried placing the planets with their tag but they were not occupied like they are in a random map.
I'll check out the earth planet again when I get off work.
look at how the random map is set up, open in notepad. They have a chance of ownership. Earth is not meant to be owned by anyone except feds, thats why those planets are for custom maps only.
I was playing feds when I first tried it. Do they need to be set to fed in galaxy forge as well?
owner 0 is the 1st player which had to be fed.
The map I made it for had to have feds as 1st player. It really mucked shit up if you didnt set players at game start just right, which is why I gave up on it. If I had klingon as 1st player, klingons owned earth, which is BS.
If you want to try and figure it out, be my guest, but like I said, I gave up using them.
Weird thing is q'onos and vulcan worked fine. I love the model for them really good would like to be able to use em in my st universe map
Quick notes: From not playing SoA2 in a while....
Everything looks and plays great...
Though ships even Elites/Starbases go boom way to easily...things seem just a little to fast paced IMHO..
Ships even Elites seem cheap...cost wise...making SOA 2 seem more RTS like than regular Rebellion.
You should really rethink Titans..They don't have to be Titans per se , just a one of a kind ship/character as every great game should have. Even if the spec are just slightly higher than a regular elite there will only be one Sovreign as there should. And taking down a Titan foundry is another target..and we all like targets.
Love the rotating moons...
Some neutral ships should not fighter move.(TEC planet bomber)
The interface colors are REALLY brite..some contrast would be nice.
Starship complete audio file should be played when a elite is made...not a starbase.
your 1st karma cookie
I can not recall 1 time Picard said "All Stop, Fire!". The only time I can remember the Galaxy class not moving, is if it was disabled or hiding.
I am still thinking about modifying turn rates and speeds, but it is a pretty big job as they will all need to be done at once. Maybe I will put the speed values in a table so I can easily see the differences between ship classes.
That I can do
That is just a placeholder model for the Orion Wanderer
EDIT: Ok, I connected the "Starship complete" to all the elites. It was already there in the player entity but is overridden by each ships entity
NumSoundsFor:ONCREATION 3SoundID "COMMON_FED_ONCREATION_0"SoundID "COMMON_FED_ONCREATION_1"SoundID "COMMON_FED_ONCREATION_2"changed to
NumSoundsFor:ONCREATION 0
and now it will use the default in PlayerFederation.entity
GameEventSound:PlayerCapitalShipCreated "FED_EVENT_SHIPCOMPLETE"
the Starbase creation used that sound because it was using NumSoundsFor:ONCREATION 0 so it used the default in the player entity which is the same
GameEventSound:PlayerFrigateCreated "FED_EVENT_SHIPCOMPLETE"
I set it to use the same as the other frigates and cruisers
NumSoundsFor:ONCREATION 3SoundID "COMMON_FED_ONCREATION_0"SoundID "COMMON_FED_ONCREATION_1"SoundID "COMMON_FED_ONCREATION_2"
You can do this easily until we release the next version.
The opposite side of the coin was the Original Sins releases of the mod. Back when fighter movement was hard coded to just the strike craft. People complained because the ships always stopped to fire.
I do agree the ship speeds can be adjusted a little. The big ships shouldn't zip around like an f-18 jet. They are big, heavy, and bulky. I don't care how much "Inertial dampener" tech has evolved. They shouldnt be capable of "snap movements", and zero to DAAAAAMN!! speeds in 2 seconds (except when going to warp).
Why does everyone insist on this mod to play like SINS? We now can pretty much do damn near what we want with the ship lineups but people still insist on adding titans, and keeping the default sins roletypes. Sigh. I am so glad i am retired now.
One off titans are unfeasible.
You can't just make the Sovereign a titan, because then you'd only have one, the Enterprise E wasn't even the first, it was the second.
You can't just make the titan a better Sovereign. Titans are hardcoded to take two command points. It has to be twice as good just to be worth it.
I like the idea of the titan being a hero ship with special abilities and additional power, but Trek isn't a magic universe. The force isn't with anyone. You can't get the kind of a performance increase needed for it to be worth that second slot without some sort of magical bullshit factor. Only an elite command crew would make it to a ship that big in the first place, so their extra badass worth just doesn't rank that high.
I don't make mods..only play them. So I don't know what's feasible and what's not, but why limit Titans to what they are in Sins?
Maybe the Fed Titan could have No offensive capabilities ...cause the Feds are peace lovers.and give this special ship ..full time armistice etc etc...
Romulan Titan could shut down long range radar. Etc etc..
Klingon would be badass of course.....
Phychoak ...love the work you put in....and no one loves Trek as much as I....but EVERY trek episode on EVERY series had some level of Magical BS factor.....
So, as we have said many many times, it aint happening.
Magical bullshit factor as in Luke Skywalker has perfect accuracy with his 60's era guidance systems in space combat, resulting in a tiny one man fighter buttfucking a massive planet exploding battle station.
There's an X-Wing, and then there's Red 5.
Sometimes all a massive planet exploding battlestation really wants is a good buttfucking.
ROFLMAO!! I needed that laugh.
Ah yes Star Wars the epitome of grand master BULLSHIT wizards.
Ship movement table
This is just a question, not a request; why are the Feds not able to build the Runabout on the Elite Ships like the Galaxy and Sovereign? I'm going to guess because of game balance, right? Or hard coded fighter/bomber slots?
right
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