Can anyone remember when we used to be explorers? - Jean Luc Picard
As the Major stated, we already have 'hero' units.
I really can't understand peoples OBSESSION with having one more button to click. It is turning out to be the biggest pain in my ass this decade.
mephistopheles
Aww... I was hoping I was the biggest pain in your ass.
On a more serious note.
I'm looking for feedback on the relative strength of AI sides. Not balance(which should be commented on anyway), but specifically how well the AI performs with the side in comparison to the others.
Game theory 101:
1. Achieving new better units.
2. Boss battles.
3. Choice is always good...go with the Titan and have fewer units, or forgo and have more capitals to cover a greater area.
It is just a choice for players. If you dont like to play with hero ships you can build 2 capital ships instead. With 1 research you are getting 2 points for eliteships. You can build a hero ship or 2 capitalships. I made it so that it will not change the balance of game. AI makes the same. Sometimes it builds capitalships or heroships. You have 2 hero ships or unique which counts like titans. It means you can get only one. If you don't want to take the first one you can wait for researches and take the second one. Federation has for choice Prometheus (very nice for fighting Borg) and Century (role like Tank). Prometheus class starship with captain Picard and century class starship with captain Kirk.
The problem is that the mod team has already spent thousands of hours designing, debugging, testing, designing, debugging, testing, ad nauseum. This is their mod. They have put in such a ridiculous amount of time already (for free I might add) that you are asking them to change gameplay enough to require that much more time.
These people have lives outside the game you know.
I changed gameplay anyway and it is also compatible with 1.8. You can maybe optimize it but it works anyway.
I know how much time it costs and I would spend much more time if I would make this mod from the beginning. That is why I am asking to work together. They can use it as an add On, as next version or can take parts from it how I took parts from them.
I am a big fan of Star Trek. I had to make it and I need also Beta tester to check the balance.
I realize that you probably put a lot of time in this yourself Gepard, but I am sorry, you may as well be asking me, and the team, to put pink fuzzy ponies in the mod, it is not going to happen, and the team does not want anything to do with an add-on with titans.
If you want to share it privately with friends, that is fine, but please don't make it public.Now, I really really want to drop the titan issue, PLEASE
Modding Theory 101:
Change the game to what the mod team likes to play
Share it with others
If they like it great, if not, create your own
Ok I will not publish it.
respect
The new ship models look fantastic! Great job.
Thank you very much.
Prometheus has ablativ armor and the multi-vector assault mode.
You should see how it looks when Prometheus is getting separated to 3 parts.
http://www.moddb.com/mods/sacrifice-of-angels-2/downloads/soa2-rebellion-update
Initial inclusion of Stellar Phenomena content. Most of the new planets and stars are in game for those with the DLC. Things may be modified further at a later date with regards to the event system.
Lets see how good I am at adding stuff I can't test
Any issues with the DLC, a good description of what is wrong should be enough, a screen shot would be nice.
I have the newest patch and I saw that you guys gave the "NPCs" trek weapons . I also noted on at least the pillager that the beam weapon is green, but the info panel says that it has a phaser. Also the Photon torpedoes look right.
It will be fixed in time, we just wanted placeholders for the weapon sounds so our new sound guy Mike can easily replace. I just stuck some unused sounds in for now. I do like the old TOS torpedo sound I used, not sure if others will.
Ok I was just playing a multi star game and had a black hole on it, I went straight for it to see what it does, not very impressive, in my opinion. Now the reason I am posting is because I noted somethings. Don't know if these are bugs in the core game or the mod because I only play the mod, so I will upload some pics for people that play base sins.
This last one makes me feel like it is part of the game and not a bug.
Thanks again JW, we will look into it some more.
I haven't played since a few version ago but, I felt I should finally ask this. If this has changed since then, please disregard this.
Why do Fed tractor beams completely disable ships? The tractor beam manipulates objects in space, it isn't a Breen Energy Dampener. I don't understand why this has been part of the game for so long, especially considering a great portion of Fed ships have the tractor beam ability. After all, what's the most common method of escaping a tractor beam in the shows? Shoot the emitter.
Eh, it bothers me.
Anyway, apart from that, SOA2 is superb, and I look forward to seeing it polished even further! You've done a great job with it, and I've had some awesome games with friends in it, so thank you for your efforts.
It's a functionality problem. Tractor beams that didn't disable weapons would be pretty useless. Tractors are extremely useful in SFC because they use them to hold fighters and missiles. There's no such capability in Sins, the combat design is just too simplistic to get something like that.
I'd love to change them to something else that fits, but I've drawn a blank on what to do with them. They're one of the very few abilities I haven't rewritten. I have more options than in Diplomacy, but I don't have a functional usage to give them.
Yholl, that is something I noticed as well. My guess (apologies if way off base Devs) is either A: this was done for balance reasons period (something not unheard of in games/mods) or B: With the lore of this mod in mind the Federation has upped it's military budget so to speak to unheard of levels resulting in technology upgrades like this being possible. Perhaps this info from MA is relative. http://en.memory-alpha.org/wiki/Tractor_beam
Specifically, this part "A carefully modulated tractor beam could be used to affect ship-to-ship weaponry. In 2372, Lieutenant Commander Worf of the USS Defiant suggested using such a beam against a Vor'cha-class attack cruiser. When put into practice, his plan was successful, deflecting some of the vessel's disruptor fire and reducing its effectiveness by fifty percent. (DS9: "The Way of the Warrior")" Maybe this is the foundation for Federation scientists to further improve the technology for war efforts resulting in a "disabling beam" so to speak.
what does SFC mean?
Starfleet Command, a series of tactical battle simulators based off the Starfleet Battles tabletop game. Pretty good stuff, SFC2 is one of the better Trek games. Quite a few of the non-canon ships in SOA2 are SFB designs.
Centaur has the Excelsior info picture.
Also is there any reason to build Centaur Class ships?
Also look what we can do now!
Character limit is bigger!
Centaurs are for thrashing fighters fast. Unlike vanilla sins, that's not an exclusive role. They are much faster at taking them down though, so it can be of great benefit to have them, especially if the Borg are throwing drone missiles at you.
Fixed
Window/UI_FED-Units.brushes
brush name "PICTURE_FED_FRIGATE_ANTIFIGHTER" content "Simple" fileName "UI_FED-Window" pixelBox [ 509 , 641 , 167 , 75 ]
if you want to fix before the next patch
I have a random question that's been bugging me about this mod;
Why does it have two exploration abilities;
AbilityExplore
&
AbilityExplore_FED?
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