Already asking us what to discuss, does this mean we'll be seeing a release sooner rather than later? A few weeks? Days? This weekend?! [e digicons][/e]
i think i'll plea the 5th on all comments made. until later. Just keep an eye on the logo
Ditto on the assimilation. I know the challenge is making the borg as realistic as possible while keeping everything balanced, so I'm glad to hear that everything is mostly worked out. I'm really excited about seeing the mod in its entirety when in finally comes out.
On a totally different subject, I'd like to broach a topic that I haven't noticed in any other facet of SoaSE: ship separation. Namely, I'm interested in figuring out how to adequately depict the saucer separation of the Galaxy class and the multi-vector assault mode of the Prometheus class. As far as I know, the actually separation of a ship model isn't possible, but I have a few ideas on how to achieve similar results.
1) My first thought was initially tied to the fighter/bomber mechanic. Is it possible for me to somehow have the ship deploy a "squadron" that is in fact the separate pieces of the ship while the ship itself disappears? The more I thought about this the more farfetched it seemed because I just don't see a way of getting rid of the original ship once the pieces have been deployed. Plus, as far as I can tell, the squadron entity files don't have the necessary information, such as weapons, shields, etc. I should note that I wasn't able to convert the federation squads you guys have already made into a readable text format for some reason, so I'm not sure what's in those files.
2) An ability similar to the create/deploy starbase function of the starbase construction frigates for each faction (which includes the frigate being eaten up, taking care of the problem in #1). Basically, the idea is that the Galaxy class, for example, has an ability that deploys the two separate pieces. The originaly ship disappears, leaving the two distinct hulls (could they be treated like a squadron for survival and command purposes?). The separate pieces would have a similar ability that eats them up and deploys the original ship. I feel like this should work in theory, but I'm having trouble figuring out how the starbase creation mechanic is actually set up. I've been through the ability, frigate, starbase, and player entity files, but I don't get much from those on this particular subject.
So, any thoughts?
Edit: I'm going to look into the Clone Frigate ability and see if that leads me anywhere.
Here are a few screen shots, Keep in mind these screen shots are somewhat old 3 weeks !!!!
[e digicons][/e] [e digicons][/e]
Nice...
"Resistance is futile" as the saying goes
Whats the progress on the "Debugging"? It's been like that for last month I think.
I've got a LAN comming up (it's either 22nd or 29th) who've played the last version of the mod, and waiting (patiently) for the next one.....
"Nice...
"Resistance is futile" as the saying goes [e digicons][/e]
I've got a LAN comming up (it's either 22nd or 29th) who've played the last version of the mod, and waiting (patiently) for the next one....."
click this link:http://code.google.com/p/sinssoa2sacrificeofangels/ to see some of the progress.
Thanks for posting this eraser! Somehow it makes me feel better to see the communication between the testing team.
hmmmmm.. things are awful quiet... [e digicons]*_*[/e]
If it's debugging, then after that you'll have all the testing, researching and debugging phase again. I think something is going wrong with the project and someone is afraid to admit it. Before current debugging phase, public beta would definitely help to make a proper bug list, otherwise we'll see more and more debugging only. If you can't fix the same problem for months, don't try so hard. Changing status only to "indicate" progress isn't the best thing to do.
Cheers, and good luck.
galatei dont worry the mod will be out soon we had a 4 hour game last night over ICO (which many idots online tried to join even tho it was clearly titled SOA 2 MOD) no crashing all i can say it is very stable now much so than previous versions bugs still remain and we are working to try to get as many out as we can you just have to keep waiting a little while longer
in the mean time
The Prelude to SoA 2
The Borg -- Part 1 of 2
Just before the Uni-Complex was destroyed a transmission was sent, to unknown
coordinates deep within the Delta quadrant, Admiral Janeway’s shuttle picked up the signal and re-transmitted it to voyager before they left transwarp space. Star Fleet intelligence placed the best people on the job in an attempt to figure out what the transmission contained and its purpose.
*Several years later*
Ships within the Gamma quadrant located Borg instillations and vessels that were not destroyed but dormant.
The Dominion hearing of this dispatched several ships that set out to investigate and learn more about the Borg technology to strengthen their fleets and retake the Alpha quadrant. Not far from the Chamarra Nebula, such an installation was discovered. The Dominion quickly boarded the small outpost and interfaced with the only working console.
All communication was lost with the ships near the outpost.
*One Week Later*
A small fleet was sent to investigate the area and intercepted a Dominion message buoy. The message simply repeated a Borg code 01100001 01110111 01100001 01101011 01100101 01101110.
Awaken you say? ... Hmmmm
WOOHOO!!!!!!
what is this conspiracy of silence regarding the Borg? Why has all the attention been lavished on the Fed's and the Kingons? I would rather have a first release that includes the Fed's and the Borg. I know that i'm not working on this mod and you guys are calling the shots and you can tell me to take a hike but, you appear to be making it to release to the public and as I am part of the public I am curious. Thanks in advance for the evil glare.
I haven't been following the mod long at all, but the Fed and Klingon release is probably based more on what is most complete and balanced rather than trying to follow the story. I'm just excited to play any of this mod
never mind
hmmmm......thanks just_jim. I appreciate the response. That is troubling and is something i've been wondering about...the ship sizes I mean. I hope they can resolve those movement issues.....I could ask a whole bunch of questions but, I think i've exhausted my question capital for the day. Good luck on the issue mod team.
there is no conspiracy lol we just wanted the feds and klinks done first.
stay tuned for the 2nd part of the story sometime after the mod is released
Ok to clear things up
There will be NO borg in this next release (Nor will they be any hidden files regarding the borg).
You will NOT be able to use Vanilla SoASE stuff for Entrenchment SoA 2 unless its converted.
The first release of the mod concerns the feds / klinks (as was mentioned above yes those are the most complete factions upgrading everything to entrenchment when you have little to no time to work on a mod takes quite some time)
You sound pissed... Maybe I overstepped my bounds??? If so I apologize.I'm good with whatever you guys release... and I just deleted my last post...
You know what I find sad? The fact that one of the best Star Trek RTS games coming out in recent years seems to be this MOD. You'd think whomever owns the Star Trek license would do something about that. That last game...Star Trek Legacy...wasn't that great. I mean, it was interesting an' stuff, but the story sucked to high heavens, was rather short, and unimaginative - which was surprising considering the typical quality of games Bethesda releases us usually top-notch...
That said, Kudos to all you working on SOA2. Considering what you have to work with, the fact that you are doing this in your spare time for sh**ts and giggles, and the fact that you have to remain within certain hard-coded conventions imposed by the game engine, I believe everyone has done an exceptional job, from what I have seen. I am just concerned that everyone will get 'burned out' before the borg & dominion are completed and released as well, lol. (I'm selfish, I know)
Thanks for the link eraser, nice and helpful that was....
Loki, it's good to seee that it's being stable, those minidumps and crashing can be a pain
we already know how to make MVAM work, we're just not going to do it
they would not fight as a seperate entity, which is why we elected not to do it
On the first release yes we plan to get the communities help for debugging, but not for adding content just yet, until the roms, doms and borg are added. Klingons and feds were the most complete set along with romulans, but in an effort to speed things along, we choose 2 races. The debugging status will remain while we fix up a few more issues that are critical before release. We currently came across a music bug which is why its been delayed. We are working as hard as we can to fix these issues.
there is no conspriacy about the Borg. Next to the defiant they are the hardest group to balance and we want to get it right. Loki also wanted to create some backstory on the borg, so we created some, is that too hard to accept? if it is then go ahead and click on that red x on the top right corner and call yourself not worthy!.....lol j/k no seriously go ahead push the button!
After release there will be a series of small patches that will add changes and ships.
Hey shimmer, I'm not sure I understand what you mean here. Are you referring to pieces of a ship not functioning as independent entities when separated? I'm just curious what the exact problem is.
that is correct, they would be seperate pieces flying as one unit, so they would not seperate and go their own way.
There are many great features available to you once you register, including:
Sign in or Create Account