[MOD WIP] Sacrifice of Angels 2 Entrenchment
SoA 2 0.3e.102
SoA 2 0.3e.102
Yeah I noticed when I was playing that with the new movement that ships tend to attack in sweeps - most of them causing much more damage from the front. I had a small fleet attacking a Dilithium mine and it was taking ages to destroy - they weren't taking a long enough run up (they were just making shallow passes of the mine) and so were only facing directly towards the target for a few seconds. When I used waypoints to give them a better run at it they took it out much more quickly.
I think this is a far more realistic way of doing things and makes the battles much more strategic than in the vanilla version. So yeah, nice work! I think there are many strategic facets of this mod that only lots of gameplay will unearth.
thank u so much Bylak2. that was the point! i didnt saw it under effects.
Thanks loki for clearing that up, but still you might need to scale it back a bit, one ship beating a station in ten seconds (not even really) is a bit unfair, and all the time the station doesnt get the chance to fire back.
Thats the lesson of World War 2, the germans had far better tanks, but couldn't make a lot of them, while the allies, had far inferior ones, but could produce thousands every month, and we all know how that turned out.
And as to my previous "bug" report, if the pirates are remaining the same, could you update them, like give them trek weapons, up the stats so their an actual threat?
get online ! iam waiting lol
Except that at the moment the B'Rel currently outguns an Akira-class starship... Sounds to me like it's better and cheaper.
that is why you have a mixed fleet lol
Yes, that was the point I was trying to make. The B'rel, a teeny ship crewed by a dozen men, outguns every Federation Starship shy of a Nebula or Galaxy class starship. That makes no sense.
But from what I've seen, it's just the torpedo's that out guns most ships and it doesn't fire them all THAT often. I think it's balanced quite well as it is.
Guys been playing this pretty much since release, i have noted the following errors in game:
1: when intrepid class is in fleet and fleet is assigned a target the intrepid prefers to move to the location rather than target what has been asked.
2: Feds Hanger defense does not have an option to spawn fighters of bombers
3: Fed shipyards restore shield ability does not affect fed ships (ie it does not cause shields to regen)
thats all for now all in all loving the Mod!!!
Awesome work, guys!
After my first game, my initial reaction is that capital ships in general may be a bit overpowered. A Galaxy and a Nebula by themselves took out the entire pirate base full of Dominon ships without either of their shields going below 50%. I like that they're heavy hitters, but they might be a little too powerful at the moment.
Also, I was surprised to see that the Centaur is the first ship the Feds get rather than the Miranda. What's the thinking there? It seems to me like the Miranda is the older, smaller, and weaker of the two.
I just have to say, the new ship movement changes EVERYTHING.
The Klingon ships are made to take advantage of that movement sooo much. A half dozen B'rels and half that many cruisers can hurt a fleet with one or two Capital ships thrown in there if you keep a good eye on them. But it also plays nice against the Feddys 360 firing arcs.
One thing though, the Starbases seem a bit underpowered. They deal out rediculous damage, for sure, but they aren't very tough, and I found mine being destroyed by even medium sized fleets. Maybe reducing the cost on the defence upgrades for them would help this.
I don't know what you're talking about with b'rels outgunning Akiras or most fed ships for that matter. If you're using the b'rels then how much research did you have vs your opponent? The Akira will stop a b'rel dead in the first torp volley, and if the first one doesn't get them then as it moves behind the Akira the aft volley will. If you're still having trouble with the BoPs then exploit their weakness. They can only fire forward so...
As for torpedo damage, we kinda got tired of watching a ship eat 20-30 torps and barely have a scratch.
That's on purpose.
If you had the galaxy and nebula then you probably had a fair amount of the research. On the other hand those were totally un-upgraded ships in the pirate base. If they had full research I'd place bets on the dominion.
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Be there or be square lol ! been having a lot of fun online with people so far had some very nice 6 player games
Hey would anyone mind sending me a copy of their gameinfo/gameplay files? my brother decided to f**k with mine so i can't play online with anyone. ![]()
alphasniper you can just verify your sins installation
harpo
alphasniper you can just verify your sins installation
harpo
That is because it IS from the Rock and Pirates of the Carribean. I would know, I own almost every soundtrack they pulled from and I think their chioces are excellent. In fact, it is quite errie as their choices, down to the individule tracks, almost perfectly match what I had in mind when I was considering what I wanted to replace the original music with for myself. Now I won't have too. They even took some of the better stuff from Star Trek: Legacy as well as a few tracks I did not hear before (Total Recall for example). Transformers and Crimson Tide round out the rest.
Harpo, the problem with that is, i dont know how, my bro installed it and linked it to his e-mail so...
start impulse,right mouseclick on the entrenchment in the menu you will see verify installation, click on it, impulse will verify installation, and replace any damaged/missing files
harpo
If I have ideas/suggestions for say research tree tech or special abilities etc etc etc should I pm someone or just post it here anyways? Going to try a new game now vs harder AI.... wish me luck ![]()
Alright trying that now harpo.
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