[MOD WIP] Sacrifice of Angels 2 Entrenchment
SoA 2 0.3e.102
SoA 2 0.3e.102
Well with infocards not completed it's a bit hard to understand fully each ship roles and abilities if you could give a hint perhaps..I think we built something of each class so we used all what could be used..
Lo
I got the error during extraction
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I get this error when i try to extract the files to the mods folder
! C:\Users\*******\AppData\Local\Temp\SoA203E1.rar: CRC failed in SoA2 03E1\Textures\Curry-cl.dds. The file is corrupt
Your shield restore functions are hosed because you have an area buff and only one target, so it buffs itself and does nothing for the damaged shields around the platform.
What we intended was to use "truescale" for all trek ships and structures. But some starbases, and the borg cube are huge compared to everything else, and they quite literally got in the way. The fed starbase when to scale (TMP sized) dwarfed the planets, and took up half of a standard sins gravity well. Imagine what a TNG scale mushroom starbase would do. You may notice the mod grav well sizes are larger than standard sins grav wells. Another structure will take the place of the mushroom base, OR we can re-scale it to a non-canon scale. What we will do will be determined later. We may also consider using scaled down borg cubes when we get them in game. A 3000 meter standard cube just creates a total clusterf**k. No matter how big the grav well is. That will be one of the "sacrifices" we will have to do in order to create smooth gameplay.
Use the bug report link from now on please. The topic is getting cluttered with the same errors being repeated.
not sure why so many CRC errors are occuring, the second uploaded i tested on my pc and my laptop neither of which got an error, so either the file is being currupted on upload or its currupting from your extractor
i have also this error with the curry. can perhaps someone pls upload this file seperate. i downloaded it twice and both times this error .
Bit of a gameplay bug here, the pirate raids are using the Sins ships, pirate corsairs etc.
But on a second note, GREAT JOB! Loving the movement, but are the klingons supposed to start with no shield mitigation?
Where do you guys want us asking about balance issues? Here or on the google page?
i play currently my first game and have a problem. i think its my video card. its a light edition
but dont know exactly what...
all my ships and station are in my player colour. for example green blue or red, whatever i chosed.
is it perhaps also somethink with my settings and how can i correct it. someone can help me?
Just had my first full game and I thought it was excellent. The Klingon starbase looks great, I think it is perfectly scaled. Also amazing work on the smoke trails (I love the hull breaches too lol - amazing!). Top work on the tech trees - it makes it into a proper game as opposed to just a sandbox.
I actually almost prefer the Pirates being Sins ships - I always thought it looked a bit silly to have Federation ships flying around with the Breen etc. (I know you could say they've been captured and used by Pirates, but I'd rather have a different race as the pirates tbh).
I've uploaded the Curry file for anyone who needs it separately:
thank u mongoose thats cool!
ähm my problem seems to be not going away with other settings.
but the galors for example are in normal textures. only the ships of the players are in player color. there are no textures, very strange. someone knows what that is? ^^
Turn off the team color mesh in the options menu.
Federation Starbase? Overpowered? No. My lvl 10 Negh'var shot its torpedos, once, and killed one.
thats the first i thought but its turned off. nothing....
and its only at klingon ships. pretty strange
In my opinion, I would rather have a scaled down version of the Mushroom starbase than something different. I love the look of it, and even "smaller than should be" would be better than something else. It's a great looking starbase, and the most identifiable trek base (other than Deep Space 9 maybe) there is. It's kinda like you think Army, you think Green. You think Fed starbase, you think mushroom style. Just my opinion.
The Fed starbase isn't available for building. If you're referring to the research station or Jupiter station, those function as the Temple of Harmony and Temple of Hostility, respectively. So, I wouldn't be surprised if a fully upgraded Neg'Var took one out in one shot.
On a totally separate note, I have a question for someone from the mod team. In the vanilla version of the mod the weapon damage in the entity files was fairly consistent from "front" to "back" and to each side. But in the new version I see that the numbers vary greatly for many ships. I think it has to do with the number of hard points that are facing each direction, but I'm not totally sure. My guess is that it's meant to create equal damage for each hardpoint.
Second, how exactly is the weapon damage we see on the infocard related to the weapon damage in the entity fiiles? Obviusly there are some discrepencies, such as damage over time for beam weapons and delay between shots, etc. I only ask if there is some type of formula (as it seems there is based on what you've done with the directional weapon damage I mention above). If there's no formula, there's no need to worry about it, though.
Any clues on these will help me out a LOT! Thanks!
You can build a starbase, it's just the default Sins one. It seemed pretty good against constant Pirate attacks to me. Though I had upgraded the weapons a lot. I've never really got capital ships up that high, so I don't know how much damage they end up doing at that stage. I enjoyed attacking the Klingon starbase though, it took a decent sized fleet to make it comfortable - but I don't know whether this is more in keeping with Sins balancing than Trek canon as I've never really put much thought into it.
Thanks mongoose, it looks like the shields and stuff on the starbase were upgraded for SoA. But seriously, the torpedos say they do 3352 damage at level 10, yet they are taking out starbases with around 12x that much shields/hull, not to mention armor and shield mitigation.
Hey guys, I installed the mod and I hear the music and the loading screens have Star Trek ships in them, but all the structures and the ships are vanilla sins. What do I do to fix that?
Good work, guys!
A couple of observations:
Nevermind, I figured it out.
I gotta agree with some of the concerns for balancing weapons and weapon research. Torpedo's are insane, it's very easy to take out ships or stations with focus fire and a volley of torps.
Also, in regards to the colour mesh thing, there is another team colour options menu in the main options. Make sure you un-click it from both the User Interface options and the Effects options.
(I think information like that should be edited in the main post, heh)
ok guys you are totally missing the point of the ship stats THIS IS NOT SINS IT IS STAR TREK using the soase engine
the hard points will never all have the same dmg out put as in startrek aka the brel it can only shoot forward therefore in game it only shoots forward (MAJOR hint how to use this ship) you have to look at the ships this is not sins certain ships excel at certain things such as hit and runs some ships only cant fire aft so try to have them facing your enemy etc etc you guys need to figure out what ships do what some ships can out manouver other ships etc etc you guys just need to get your heads around this
--> FIGHTER MOVEMENT ON SHIPS CHANGES THE GAME PLAY HENCE THE SHIP STATS AS THEY ARE <---
this also explains why the research goes up by 10 / 20% etc as for the torp dmg yes its insane but that is what its supposed to be but if you notice your ships dont fire torps 24 /7
the pirate raids NO that is not a bug its intentional
will be online in an hour or so for the MP game !
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