Can anyone remember when we used to be explorers? - Jean Luc Picard
Thanks for the info, and nice to know.
Just a possible bug/let people know. With terraforming, volcanic planets terraform to volcanic planet, with no change. Perhaps this is WAD, but they are listed as terraforming possibilities in the tool tip
SOA2 0.7R is released.
Have fun, and read the design document in the galaxy forge folder if you feel froggy.
Captain Kirk is back
TOS Canon Mod Packhttp://www.moddb.com/mods/sacrifice-of-angels-2/downloads/star-trek-sacrifice-of-angels-2-tcmp-beta
the gamefront mirror does NOT have an operating download button, therefore can NOT download
harpo
It looks like the archive is on moddb proper at present.
There is a download button on gamefront though. You have to answer their silly survey questions, one or two.
I did not get ANY survey questions, just the button image that would NOT 'click' and had no url behind it.
just for the hell of it I checked the addons in my firefox and found an adblocker, diabled it and could download, so the gamefront download page must look like an advertising page and gets blocked
Makes sense I guess. Noted for future complaints.
Just played a 6+ hour game and noticed ai player stats in the planet bombing category were flat-lined.
I never build planet shield generators and now I know why...against hard ai huge maps 130 planets, there is no threat of planetary bombardment on a consistent scale.
still haven't seen any of the BIG random events
As I replied to the same thing to you on modDB...
We will see about making special maps for a guaranteed encounter. They were supposed to be secret easter eggs you would find only once in a pile of games, but we decided we should start advertising what makes our mod different.
Feel free to make your own maps and read the instructions in Galaxy Forge for SOA2\Map Design(spoilers).txt
Sorry wbino, looks like you were maybe right, there may be a glitch in the Xclass triggers, psy is looking into it now.
I'm desperately micro-ing my scouts. Why? Because my family is on that ship.
Don't get me wrong. I care a great deal about all the brave men and women ( and the 148 other sexes so far identified in the Federation ) of Starfleet; but when it's your friends (and let's all be honest, the men and women we serve with become our family) it's impossible to remain professionally detached (red shirts not withstanding). After that first fiver year mission none of us was ever truly the same again.
And of course I greatly appreciate the mod authors attempt to protect my family by also producing decoy Enterprises; the confusion it created for the enemy went a long way to getting them home safely.
backs out of the room slowly...
I've been busy and haven't had a chance to play the latest update. So I played the Romulans for an hour or so tonight. As always you guys don't disappoint. Some nice new touches.
I do agree with the modifications you made to the Romulan weapons platform. I always felt like it was a little bit under powered. Also some nice additions to the in-game voices and music.
Kudos on the new music for the Klingons........awesome!
I know it's not canon, but jump inhibitors add a lot of strategic depth so I want to mod them back in instead of navigational buoys.
So I open up PLANETMODULE_ROMULANORBITALJUMPBLOCKER.entity
then replace ability 0 with the vanila
ability:0 "AbilityHyperspaceDisruption"
then I copied over
AbilityHyperspaceDisruption.entity
BuffHyperspaceDisruptionSpawner.entity
BuffHyperspaceDisruptionTarget.entity
back over from vanila GameInfo
so game opens ok, but if I research blockers and click to build one, the game crashes
anyone know what I'm missing?
My guess is that AbilityHyperspaceDisruption.entity is not in entity.manifest. You should be able to confirm this by using the dev.exe
Hmm, so I added the three .entity to the entity.manifest but then the game now crashes on start up while displaying the Starfleet logo.
I added the names of the .entity files using NotePad, making duplicates of the .entity entry prior to the next files and then changing the names. Is that not the way to do it?
Also needs to be in abilitys added in each faction possibly research too. Sins is very picky when you alter something like this.
No its not canon, but we tried to compensate at least with the romulans with the warp inhibitor ability of the Dverix.
I suppose it wouldnt hurt about any suggestions for balanced warp inibitor abilitys for ships. Mainly what ship should have it. NOT a structure. That would totally bork things up. while it can be done it would make the game totally unbalanced.
Our idea was something similar to the phase jump, but smaller area of effect, shorter duration, but mobile
Hmm, in vanila sins, jump inhibitors only requires research for the structure itself. So if I am using the vanila entity files for Ability/Buff and just calling the Ability through the SOA2 jump inhibitors, it should just work right?
Seemed like this should be just a quick fix.
Hi, I once ask a modding. Is it possible by Ability or buff a weapons bench (front, back, etc.) or weapon (Weapon-0, -1) to disable?
JB
Yes to both.
ok, fine. Did you also as a tip for me and an example of the command that works?
thank you, JB
A new Rebellion full version is available. The Dominion models got a complete makeover with new elite models and redone frigates cruisers and strikecraft, as well as the Cardassian Galor and Keldon models. New nacelles on a lot of the Federation ships. Better detailed texture on the Constitution. Romulan Z1 textures have been redone. Shelly class has been rebuilt. Many new sounds added, including a lot of Breen voice effects for all their ships. Lots of string fixes and additions. Ability fixes and improvements. And probably a lot more I can remember now.
http://www.moddb.com/mods/sacrifice-of-angels-2
As it should have been. We focused on the game play first. Now we can focus on our art assets
I'm working on a Abillity for saucer separation. that works out everything even if only I hang currently at a buff solid, where the saucer after a certain time for star drive should come back, stop and dissolves. During the separation to the beam weapons front of course, be disabled, which I had been wondering if that is possible, temporarily a weapons bench (front, back, etc.) to disable. Can you help me there?
It probably will have to be done similar to the starbase, and orbital defense upgrades. The nulls will always be there for the full ship, and for the saucer a new ship entity will have to be made. Along with the associated research, and ability files.
After a time, or perhaps a trigger (reintergrate button) the saucer will dissolve and be replaced by the full ship again.
We experimented with this in the trinity versions with the Excelsior to Lakota upgrade. Once upgraded the excelsior meshes would be replaced with an actual lakota mesh. However we had too many issues doing this upgrade, and it was scrapped. The lakota upgrade is in the mod, but the mesh remains a standard excelsior.
It seems that STA3 has working saucer separation, and MVAM. Maybe you can ask them how they did it (in an efficient manor)
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