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[MOD WIP] Sacrifice of Angels 2 Entrenchment

[MOD WIP] Sacrifice of Angels 2 Entrenchment

SoA 2 0.3e.102

Can anyone remember when we used to be explorers? - Jean Luc Picard
Gameplay
FED
KLI
ROM
DOM
BORG
NPC
Download Rebellion
Download Rebellion Patch
Install Rebellion mods tutorial
4,011,967 views 1,969 replies +5 Loading…
Reply #726 Top

i thought youd have to email Ironclad, it is their server. you know their email address? |-)  

Reply #727 Top

ok so i posted earlier that my ships were glowing colors and team colors R OFF the ships r glowing with the color u pick for ur icon and stuff is there a fix for this??

Reply #728 Top

Quoting AdmiralBane, reply 726
i thought youd have to email Ironclad, it is their server. you know their email address?  
End of AdmiralBane's quote

[email protected]

Reply #729 Top

Quoting spaceman9173, reply 727
ok so i posted earlier that my ships were glowing colors and team colors R OFF the ships r glowing with the color u pick for ur icon and stuff is there a fix for this??
End of spaceman9173's quote

They know about the problem, it's low on their priorities.  If you have photoshop, you can fix it yourself -- the instructions have been posted in the thread multiple times.  Also, turn off team colors in optinos works.

Reply #730 Top

Quoting spaceman9173, reply 727
ok so i posted earlier that my ships were glowing colors and team colors R OFF the ships r glowing with the color u pick for ur icon and stuff is there a fix for this??
End of spaceman9173's quote

 

As ron said, its been posted multiple times, have you turned it off in both areas? ones in effects menu.

Reply #731 Top

Quoting HybridTheory, reply 720



Quoting psychoak,
reply 719
It's been mentioned that they screwed the pooch on torpedo damage.  The fed ships have higher missile values than their counter-parts, that would explain the Excelsior and Akira issue.  Both of those ships have particularly high torpedo attacks than their klingon counter-parts, despite being significantly weaker in raw numbers.  The Akira has an ungodly 4400, stock value.  After all the upgrades, you're looking at a one shot ship killer.  When that comes out at the start of a fight, they floor half the fleet.  It's got a delay of 100, so the fight might be over before they get a second shot off, but the initial volley is murder.



 

I agree the damage is too high on some ships and that volley the Akira does is insane... I had 24 of them enter the pirate base system and needless to say the battle was over in a few winks. Maybe the Akira class could have a special ability? Or increase the reload time and lower the damage a bit... I mean I think the Akira was supposed to be able to fire several full volley's of torpedoes but I can't remember for sure. All that being said... it's a mod... so we'll take whatever we can get... as long as I get to blow up alot of ships along the way, I'm a happy man
End of HybridTheory's quote

 

if i was to make the akira the way its really suppose to be everyone would be complaining.......

lets do the math for a moment...

The akira 15 torp tubes total using pulse tube technology which fires 4 torps/sec with a 1 sec reload

15 x 4 =  60 torps per volley/sec and she holds a compliment of 300 rounds

so that means after 5 volleys she's out of torps, so you let me know which one you want better!

plus the way the feds are suppose to work is higher shield mitigation (currently reworked) and higher torp reload speed.

Klingons have Harder hitting torps at a lower reload speed, however they also recharge the disruptors at a higher speed, so technically when you do the math, klingons should win the DPS fight after all research is completed (currently rebalancing for patch)

Reply #732 Top

Quoting adamdresch, reply 722
Loving this mod, it's great, but I agree that some ships are just far to powerful

The fighter attack mode of all the ships makes it more annoying than anything, as they seem to spend most of their time flying around in circles and not actually attacking

Not to mention bumping into structures and other ships in the process lol (Good thing there's no damage done when ramming ships/structures eh? heh)
End of adamdresch's quote

 

blame the bumping on movement setup. instead of stardock using a std modifer for distance (no collision detection) they used the bounding box radius to determine when a ship should move out of the way, hence ships tend to collide with each other or static object which are smaller. have you noticed the smaller ships never collide with the larger ships and the larger ships never collide with a starbase!:rolleyes:

Reply #733 Top

Quoting spaceman9173, reply 727
ok so i posted earlier that my ships were glowing colors and team colors R OFF the ships r glowing with the color u pick for ur icon and stuff is there a fix for this??
End of spaceman9173's quote

 

they are both in effects, its that small bunch of 3 squares you might have turned on, starting with the bloom effect...

Reply #734 Top

I really don't think you need photoshop to turn off the team colors.  It's in the options

Reply #735 Top

Shimmer they may win the dps fight when on paper, but you forget most if not all of their weapons are on the front of their ships, so in practice they either end up smoothing out, or losing.

Reply #736 Top

Darkshimmer, is there any way to adjust the bounding box radius? 

I'm not actually having much of a problem playing a Klingon, at least against the AI.  My favorite ships so far are definitly maxed out B'rels.  Upgraded they're fast, manuverable, and TOUGH!  I've been setting them in squads of 4 or 5 and I can do all sorts of havoc on almost any federation ship. 

The only thing so far I would change is I wish the Capital ships had more than just 1 ability. 

Reply #737 Top

Quoting Alpha_Sniper, reply 735
Shimmer they may win the dps fight when on paper, but you forget most if not all of their weapons are on the front of their ships, so in practice they either end up smoothing out, or losing.
End of Alpha_Sniper's quote

Fight in multiple squads... that's what I'm doing... Whatever Klingon ships you're using, make small attack squads, 5 or 6 ships, then target a ship with 2 squads, hit it with one, hard, and if the enemy ship is still standing, hit it with another while it's targeting the 1st...

Think like a Klingon... attack head on hard and fast, over and over... if the attack is coordinated right it balances back out.  And if I'm near one of my Starbases... no contest!!!   Personally I'll take play Klingon over Fed any day... Q'PLA!!!!     *_*

Reply #738 Top

I have a prob with this mod.I have turned off the ship options in graphics,dl it 2x,and used 2 diff programs to extract.Problem is I have no icons.Like not even the original ones.

Reply #739 Top

No, no jim you misunderstand, i simply mean that in a one on one fight, the dps is around even, because the klingon ship is turning, now if it was using regular sins engine, no contest, b'rels would kill everything in sight without even taking hull dmg

Reply #740 Top

Oh and what i find works a bit better, build a couple vorchas, have them go in first to take the brunt of the attack and send in the b'rels to clean up whats left.

Reply #741 Top

so is it possible to combine the unit cap mod with the sof2 mod to increase the cap ships and fleet numbers?.... i mean where do use extract the unit cap mod files to?.. the sof2 game info folder or is there someone where else to extract them to....great mod by the way dark shimmer and the rest of the sof2 team..u guys r the best

Reply #742 Top

Quoting Alpha_Sniper, reply 740
Oh and what i find works a bit better, build a couple vorchas, have them go in first to take the brunt of the attack and send in the b'rels to clean up whats left.
End of Alpha_Sniper's quote

Oh ouch... hehehe  I like that.  I'm still getting used to all the new ships, everything is so different from regular Sins it's like a whole new game. I'm actually quite glad now they only released 2 races for now. 

BTW  Thanks again guys!!!

 

Reply #743 Top

Quoting Alpha_Sniper, reply 739
No, no jim you misunderstand, i simply mean that in a one on one fight, the dps is around even, because the klingon ship is turning, now if it was using regular sins engine, no contest, b'rels would kill everything in sight without even taking hull dmg
End of Alpha_Sniper's quote

 

Gotcha.  I had a klingon D-4 scout go up against something federation... scout maybe... anyway, funny as hell, they headed straight at each other, fired off a volley each, and blew each other to bits... I think they may have collided when they blew... it was great!!!  hehehe

Reply #744 Top

actually you could try something i think works even better than that, its real cheap but it works too well. Instead of a vorcha, i use a kvort, she got a speed bonus to her single she's fwd firing only. and sent her flying in one direction. send in your brels after they have passed the jump in point, all the ships should be in front, the brels are faster so they catch up, and if you haven't taken too much damage you should bring in the vorcha's just after that, and turn the kvorts around. 

either way alot of this has changed. Torps are still an issue but i'm about ]this[ close in solving it, and we can move on to the next step while you guys bug test that patch for us *_*  

 

o and we finally did figure out why the feds had such an advantage over the klingons with progress research, that too has now been corrected

Reply #745 Top

I don't know if that's intended but Feds seems to have an allyourbasearebelongtous-culture.

In small maps Klingons are going to love them..

Concerning a similar matter I was thinking that Klingons should be more resilient against enemy culture due to their nature, so maybe "wall of faith" (eventually renamed) could see an interesting place in the Klingons research tree instead of the Feds one?

Lo

Reply #746 Top

Have you dropped a capship down to initial availability?  I know it will throw off your map balance to have all that power out so fast, but the damned AI just sits there jacking off till they get one...  It's one hell of a handicap, even unfair can't keep up and I'm seriously lazy in my resource utilization.

Reply #747 Top

Hey Guys,

 

Shimmer, i was just wondering about something you said a few posts above about the akira and her 300 torps.

 

is it within the constraints of the sins engine to give the ships a torp compliment? so after they have fired 300 torps they have to go resupply at a starbase (for example?)

 

was just wondering if thats something that could be done, not for this mod particularly but just in general!

 

ramble over hehe :blush:  

Reply #748 Top

Quoting darkshimmer, reply 744


o and we finally did figure out why the feds had such an advantage over the klingons with progress research, that too has now been corrected
End of darkshimmer's quote

 

I absolutely love the way you merged the research trees for fed starship research, will there be a similarly merged tree for the klinks?

Reply #749 Top

While we're on the topic of research here, I'm pretty sure that at least one of the klink/fed pulse phaser researches have been swapped round by accident (as the Klinks have the Defiant's pulse phaser tech-tree upgrade, whilst the feds don't...).

Reply #750 Top

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