Can anyone remember when we used to be explorers? - Jean Luc Picard
There isn't.
We've been well and truly porked on this. You can thank the people that complained about ships leaving in as time efficient a manner as possible for that one. It was to fix ships that accelerated faster than they turned from going forward into their turns to run away.
Hi I downloaded this mod over the weekend. I have found this more fun that the villian game as I care about the races growing up watching Next Generation and Deep Space Nine along with most of Voyager, kinda grew bored with Voyager towards the end.
Been learning to play as the Romulan's as this is the faction I plan on playing as. I have a few questions about the ability. I have unlocked the High Level Operative tech to get the skill for the Black Wind Warbird. There seems to be an issues were the ability description doesn't fit on the screen. I can't see the name of the ability or the first part of the effect when its uses. If someone could post the full ability I would be great-full.
Also whats Tal-Shiar command do, it says its Grants Access to Command Centers for Espionage Operations do I build these? I haven't seen an option under the logistics or tactical structures, or under the ship menus? is it an ability from the star base constructor? never really got far enough in game to use it since basically I suck right now just kinda want to know. If you can help me out i would be thankful Xp
Enemy Battle Plans
Cost 50
Cool Down 50
Duration 30/35/40
Range 6750
Effect 10/11/12 Mitigation
Secondary Effect
Decloaks nearby enemy ships
Range 1500
Max Targets 5
The decloaking bit is why the display is broken, Sins is tard and shows all the effects for any buff that gets removed.
You should be able to see the whole display around 1920x1080, but there are abilities that don't even fit on 2560x1440 thanks to the complexity of the designs.
Tal Shiar Command is the unique one off structure on your home planet. The description is a string error, it grants a remote version of the sabotage ability the structure gives you. You can use it to set up saboteurs on a target planet before attacking, in the style of super weapons.
I'm a Fed player so not trying to nerf them..
Any thought of making tractor beams a tech you have to research?
Its so powerful it would even be worth waiting for mid game.
Also the Fed colony ship wears to many hats...plus its an ugly ship...
thems fightin words
http://www.the-ocean.com/looney/sounds/fghtnwds.wav
backs out of the room slowly...
Into the arena with ya's
I've been running this thru my head, and I'm not sure how I feel about it yet..... One could make the argument the FED had tractor beams as far back as TOS.... but the same argument could be made about Romulan Cloaks, or Borg Cutting Beams. But using that same argument, cloaks and cutting beams are tier 2 research, so if tractors were to become a researched thing, I wouldn't make tractor any higher than tier 2.... but this isn't my decision.....
OK, first off, I would argue some of the Jem hadar ships are much uglier... lol. This is not meant as an insult to the MOD team... it's meant as an insult to whoever first drew them up for DS9...
As for wearing many hats... you have to bear in mind this is only early on in a game. Everyone knows it's better to use a cap ship to colonize a planet, and once the Mirandas and Excelsiors are upgraded, they take over as repair and support ships, as well as front line fighters. So at about mid-game the only real reason to keep a Shelly class around is if you find an asteroid belt.
The vessel has been given the non-canon designation Shelley-class by fans on the Internet, after the author of Frankenstein, Mary Shelley, a reference to the fact that, like the creature in Shelley's story, ships of the Shelley-class are a gruesome collection of various part that were never meant to fit together.
what is planned for new updates? new particles, for example?
Way to much stuff to list here, but yes, a few new particles, model improvements, lots of strings, balancing, DOM and ROM were both buffed, errors that only people wit the 3rd eye actually found.
http://www.moddb.com/mods/sacrifice-of-angels-2/images for a lot of new stuff.
Trying for the weekend
oh, and Just Jim is working on customizing all of our maps.
Oh great, now they all know who to blame... hehehe
Yeah, I'm honored to be part of the team now, and right now I'm trying to trekify the vanilla maps a little. I'm not going to radically change the maps, just adjust them to the SoA planets, rename stuff... try to make them a little more trek sounding. Then we'll move onto making some custom trek maps. And don't let them fool ya, I'm getting some fantastic input and ideas from everyone else for new maps. And I'm open to any ideas from y'all...
As for new stuff??? Oh man.... yeah.... there's a couple really cool things in the works.... but I'm not sayin' what.... <Evil laugh>
I would like to say one thing... I've been following this MOD for almost what??? 3-4 years now? Looking back, I honestly can't remember when it first came out... Anyway, I have always known a lot of work went into it. But it wasn't until last week, when I was assimilated into the SoA collective, so to speak, that I found out just how much time and effort these guys are putting into this. Day after day, every day, making new models, adjusting and balancing weapons or shields or whatever, play testing maps.... these guys are unbelievably dedicated to this MOD...
Now that I really know how much work and effort is constantly going into into it, I can't begin to thank them enough...
Just Jim
well thanks!
Just a quick question/thought.
While I love the nasty surprise of the ferengi or sona turning up unexpectedly, in my latest game I noticed that one of the ai (unfair, dominion) had died a very early death. I went back to an early auto save and chose them and found that a sona battle ship had arrived at their home world and killed them. Perhaps there could be a time limit as to how soon these powerful pirates arrive (and if there already is, where abouts is this set) because its a shame to lose an ai so early, before anyone has even met each other.
early? Maquis and House of Duras raids are early, Sona and Ferengi are late game. the harder the raids, the later they spawn. It is quite possible they were already beat close to death by a neighbour, and the Sona just wanted to pillage the tetricell white.Can we get a time of the last save?
Just wait until the Maquis get the ATR programmed
http://www.moddb.com/mods/sacrifice-of-angels-2/images/maquis-atr
This probably has to do with me playing such a slow game (in gamplayconstants I adjust research speed and economy speed to -12). I like the idea of a slower game, and previously have known what to adjust accordingly. Which parameter controls the appearance of these units? Game time was about auto save 15, so about 2 hours into game (and as above, for me, just the beginning). Hopefully, have not annoyed you guys by this.
Not at all , but you will have to wait for psychoak. I have no idea where he put the spawn times.
you will have to move the entities you want to change into the ConvertEntity folder, then run BinToTxt.bat, change the desired info, and move files back to GameInfo. reconverting with TXTtoBIN.bat is optional as BINed files helps with game load time.
Raid timers are three functions.
You can follow them back from the added pirate structures such as PLANETMODULEPIRATEORBITALCOMMAND structures, and the extra race named structures, such as PLANETMODULE_HODORBITALGAUSSDEFENSE.
First, an initial lock.
They'll be the ability with Lock in the name.
In each chain, there is a BuffWhateverLockSet file. The finish timer on this is how long after game start the accompanying spawn abilities will begin firing.
Second, the rate at which the ability fires.
The primary raids are following the convention AbilitySpawnWhatever, HoD is equally aptly named. Simply change the cooldownTime as desired. AbilitySpawnWhateverSet just puts the system in place, don't adjust it.
Third, successive attacks on the same target.
The primary raids function based on the finish condition in the file called by the spawn ability, which will be named BuffSpawnWhateverTrigger. Adjust same as the initial lock to change the frequency of successive attacks allowed.
There are pirate versions as well for these primary raids, that fire half as often, and are, other than the spawning ability file, using files you'll have already adjusted for the normal versions. The spawn abilities don't actually place the spawn files, they actually remove them, which is how the the pirates spawn ships owned by other races, I was being clever.
HoD spawns work a little differently for this, they all call the same file(another clever moment), BuffUniversalLock. Adjusting how long it lasts is done from an instant action in the specific spawn files, named BuffHoDSpawn1 through 3. To change, adjust the entry for delay in the following.
instantAction buffInstantActionType "RemoveBuffOfType" instantActionTriggerType "OnDelay" delayTime ####.000000 buffTypeToRemove "BuffUniversalLock"
Cheers guys, very helpful indeed. Once last question. I have already bin to text the entire gameplay folder (its the first thing I do, lol) but for some reason the player files (ie playerborg, player fed etc) will not convert. No problems with any of the others, is there anything special about these?
Again, much appreciated.
Edit: Had a look, and believe I've changed the right files (just tripled every timer I could find). Looking at the complexity of the set up, I must take the time to commend you guys on the mod we play. And, for free no less. Gentlemen and scholar's are you all.
Sometimes they change the engine in an update, which adds lines to the entities, so they need a new Convert also included, I will also test this out now by getting all the files that are not .bat from the Sins install directory...C:\Program Files (x86)\Steam\steamapps\common\Sins of a Solar Empire Rebellion
back soon
EDIT: Nope, all is good here. The convert_data.exe is new but does nor effect our files.
Thanks, it looks like a had an out of date convert. All good now.
Also, I have checked all the threads, and cannot find out how the disloyalty function works, other then a 'I'm not going to tell you' I have checked the files, and there's not much help from them either. Basically I am try to work out what condition are required for them to rebel, perhaps a little hint????
Cheers.
The pirates have a research locked ability for the Maquis that triggers the switch on cardassians not protected by one of the loyalty enforcing abilities. Look into AbilityInsurrection.
Thankyou
Yet another question. I noticed on the jem harda ability that it gives and increase chance to hit and a increased shield restore rate. But it also has some other stats above this (in the mouse over icon) like -75 damage per second, shield restore 150%, warp drive diabled, hull repair 15/ sec etc. Just wondering what these other numbers are about, as in the buff file (as I can see) it only alter the first to stats I mentioned.
Thanks.
Nimrod display system.
If you have an ability that removes a buff, for some reason they decided to make it display the attributes being removed.
In this particular case, one of the hidden bonuses of being a ship full of shock troops is a resistance to assimilation.
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