Can anyone remember when we used to be explorers? - Jean Luc Picard
Thanks myfist. I passed on the information to my cousin. Hopefully someone is intrigued and decides to hop on board. I told him that if they enjoy Star Trek and play the mod it will hook them.
Do multiple levels of Subsystem Targeting have any advantages?
Each level give 50% over base chance to do an on hit effect. Unfortunately the UI doesn't give chance information.
Anything new on the horizon?
There are some minor bugs in the current release, so a patch will get pushed at some point here, but there aren't likely to be any major changes.
Is the team still actively working on this Mod, or did you loose interest?
This is still bar far the very best Star Trek RTS experience I have ever had.
Thank you all SoA2 team past and present.
There are some minor bug fixes and adjustments in the pipe, and a bunch of string changes from NewHorizons, but there will probably only be patch jobs unless new talent joins the team.
I'm not disappearing any time soon regardless, so any bug posts will get dealt with. I think I have three, and at least one from NH ready right now, but they're either extremely rare, hard to even notice, or both, and none of them cause instability, so there's no real rush to get them out. Odds are the people that reported them are the only ones that noticed them.
As many of you probably do I took a few months off from the game to play other games and just recently returned.
When I first started playing this mod years ago (wow time flies) I felt like of the non-Borg factions that the Federation was more powerful than anyone else. However over the past few years you guys have done a fantastic job balancing between the non-Borg factions. They seem really close to me in comparative strength now. Good job.
The Romulans were stronger. You could chain cast black vortex(it wasn't even an ultimate) with two D'Verix and keep a fleet perma disabled.
Whoa. Did not know that.
Fortunately, it was nerfed heavily, along with the previously epic ablative armor abilities, and Praetors Talon, which at one time could fully restore a near dead D'Deridex in the middle of a fleet battle.
One thing I may not be understanding correctly. With Romulan elite ships I have noticed when I right click to activate the cloaking device it's active for 5-6 seconds and then the ship reappears and then I have to left click again to have the ship disappear. And it will continue to do this which is fine but micromanaging it in a large battle is annoying.
I have noticed none of the Klingon ships do this and none of the Romulan frigates do either. Once you right click it stays active until the ship runs out of antimatter. Am I doing something wrong?
Right click is autocast. Autocast for toggles is buggery, they undo themselves when they match the conditions of the cloak.
The other ships, having been set up to only cloak(they can't uncloak themselves, you have to use the decloaker ability) don't suffer from this, as for some reason the autocast will actually work one way when the ability is set to simply fire in any circumstance.
Romulan capitals have their cloak set to autocast after being down to low hull, and will save themselves, if only briefly, without your apt management in manually cloaking them. To cloak them intentionally, you should just do it. Autocast is finicky and doesn't always fire immediately, it can take several seconds in fact. It's a very bad way to do things when you need it to happen.
The autocast setup on the frigate cloaks, and the klingon capital cloaks because they're the same ability design(romulan capitals aren't and can be run continuously) is simply so that you can group select frigates to get them cloaked rapidly when evacuating or preparing to fight.
Cool. Good to know. Thanks.
How does the kill switch work on the enslaver class?
It's a 9km kill radius that does 100dps hull damage to all Jem'hadar frigates until the ships die, while doubling their firing rate. It only triggers while the buff is running, but it runs for 90 seconds, not the 30 the benefits run for.
Anyone tried SOA2 on Windows 10 during the beta period? Just wondering if any issues were seen before committing to the upgrade at the end of July.
I haven't seen any reports of Win10 causing problems with Sins, I would expect them to have shown up by now if it did. I've not used it yet though.
I ran it in preview build. No problems
Sweet. Good to know.
I have noticed what appears to be a bug. Anytime I colonize a planet with a Vo-Dleh a D-4 will appear on the edge of the gravity well.
Another issue I am not sure if is a bug or I am not understanding correctly. When I take over another ship using the Kron special ability, often the captured ship will be sit there and won't be under my control. It will show that I own it now but it's frozen and can't move.
You should be spawning a ship, that's part of the ability. Better ships come with higher levels.
Boarding party ability is bugged.
Link to fixed file: https://www.dropbox.com/s/eq5wes469om0z9d/BuffKlingonBoardingPartyOnSelf.entity?dl=0
Good to know. Thanks!
FED: Sends supplies and personnel down to the surface of the planet to create a new outpost. For a brief time tax and culture rates occur at a higher rate.
KLI: Sends supplies and personnel down to the surface of the planet to create a new outpost. Additional patrol ships are stationed around the planet and, for a brief time, structures are built more quickly.
ROM: Sends supplies and Reman work gangs down to the surface of the planet to create a new outpost. For a brief time, under cover Tal'Shiar operatives are inserted amongst the population to counter the effects of hostile cultures.
DOM: Sends supplies and workers down to the surface of the planet to create a new outpost. Additionally, free resource extractors will be built and the extraction rate increased.
BORG: Sends supplies and worker drones down to the surface of the planet to create a new outpost. For a brief time, planetary infrastructure can be upgraded at lower cost and growth rates are increased.
The other Rebellion mod I play other than this was was Jason's Star Wars Requiem mod. As he has essentially quit working on it GoaFan77 has been continuing working on a modified version of Requiem called Interrgnum. While playing with it last night and today Goa uses something called large address aware that supposedly allows the engine to use more than 2GB of RAM. I know you guys have said in the past that the limit of the engine was 2GB. While Interrgnum is not streamlined as well as SOA 2 I did notice performance improved while using Goa's executable. Have you guys heard about something like this? Here is the instructions on Goa's FAQ. Just curious if SOA 2 could benefit from something like this.
http://www.moddb.com/mods/star-wars-interregnum/forum/thread/interregnum-technical-faqs
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