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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
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Reply #801 Top

i am online right now ! join teh game

btw allquixotic MP games last about 1hr or 2 hours tops with 6 people but its a fun 1 or 2 hours !

Reply #802 Top

Quoting darkshimmer, reply 794
the Klingon disruptor was a shared file between the feds and klingons, there was a bit of a mix up when the files were made individual for each race and the wrong one was placed in each race. The fed version was later removed becuase it made the tmp ships shoot like a tommy gun. it will be corrected in the patch.

again i'm not giving away any details on romulan setups at this time, so speculate away! 

last night i tested and tested and balanced and rebalanced, and i definately think i have the torps worked out, it will be up to the rest of you to tell me if its good or not. work on the romulans will not proceed until we have it locked down. 

some recent changes:

-Pirates now are cruiser like ships but are not setup with there own weapons yet (they are setup silimar to borg setups to give you an idea of how the borg will be)

-Akira supply will now cost you 4x the supply it currently has

-cardassian planet defenders have been upgraded to current stats (tougher to defeat now)

-the anti module ships are being looked at and being replaced, but this may or may not make it into the patch.

-klingon trade station is in

-dilithium crystals are now red, still need to update the icons (another patch for another day)

-orbital weapon platforms still need balancing
End of darkshimmer's quote

 

Any idea when it'll be ready?  And from the way you're beating around it... will we see Romulins??? 

Reply #803 Top

the only reason feds didnt develope cloakin tek was to stay friendly wid rommies n klinks but now its all out war the feds probly could hav a cloakin device lol

Reply #804 Top

Loki, how in the _world_ do you guys make games of SOA2 last only 1 or 2 hours? Play on a tiny map? Constantly rush with tier 1 tech frigates? Disallow starbases? You gotta be doing something different than I am...

Oh, I also play the game single player on "normal" speed, that may have something to do with it... but I do increase the game speed to 8x when I'm just waiting around for resources to come in and can't do anything else. And it STILL takes a long time.

But for me, I usually don't have the confidence to attack at all until at least 1 - 2 hours into the game. I usually get rushed pretty early by an aggressive AI, manage to fend them off while taking light / moderate losses, then gradually turtle up my defenses and research while holding off increasingly larger waves of enemy ships. I guess my strategy lends itself to long games. But I couldn't really enjoy a game that goes by so quick that you can't get all the tech, or at least all the ships.

On the other hand, it might be fun to play in a SOA2 multiplayer game and see how long it takes people to kill one of my starbases with 200k shields :P

Reply #805 Top

we dont ban anying in MP people use what they want :) everything is set to fast so the game goes faster is all :)

Reply #806 Top

I re dled it again and used winzip to extract and got this

Extracting SoA2 03E1\Textures\Curry-cl.dds Error: CRC mismatch in file "SoA2 03E1\Textures\Curry-cl.dds

This is the 3rd time I dled it btw

Reply #807 Top

^^ look on page 31 or 32 someone has uploaded the curry.dds file just upack it to your textures folder in the mod directory

 

:D  

Reply #808 Top

At one point I decided to try and kill one. I researched ALL tech in all three branches, got max supply and max cap ships, then built a fleet of 16x Sovereign and 79x Akira.
End of quote

Eh, that's a rough way to do it.  An easier way to do it is to send in a fleet of 6-8 Defiants (about twice the damage of a Sovereign) and and ~25 Akiras.  Don't mess with the enemy ships, just go straight for the starbase.  Even if it's fully leveled up, it will only take a few passes if you've got your weapons all the way leveled up.  The Defiants are that powerful (which is why they're making some new restrictions on them).

Reply #809 Top

weed warrior it was back on page 28/29

harpo

 

Reply #810 Top

Loki says:

i dont know why you think the romulans all have 360 degree fireing arcs as they dont, they are practically forward hitters only!
End of quote

Mostly due to the following pictures, and my experience in previous games.  Note the small, circular emplacements in the following.  In previous drawings and games I've played, these are disupter turrets.  Maybe somebody has reason to believe they're not weapons, but that's what I've seen them used/described as previously.  They're pretty well spaced out over the whole hull, and with something the side of a D'deridex, it's inconceivable not to have a good weapons arc.  The ship is too blasted big for anyone to believe it's tough to add another gun or two to cover a blind spot a fast ship could exploit.  Now grated this is one ships, and I don't expect the smaller ones (e.g., later versions of the bird of prey) to follow this, but it would seem to be the precedent for the big ones.  Anyway, the turrets are as follows.

Top view: two pairs, one along the centerline abound halfway between the bow and stern, one pair slightly outboard and close to the aft end:

Bottom view: one pair clearly visible near aft end, slightly outboard of centerline:

Elevation View: not counting those shown above, there are three more pairs (another is on the opposite side):One on the forward hull section, one on the aftmost hull section (joining the upper and lower hulls), and one on the small piece running from the forward hull section aft to the lower hull section.

Reply #811 Top

there are only a handful of romulan ships that have 360 firing arcs, however they are primarily fwd shooters. Evn the Norexan class is primarily a fwd shooter, having only 2 disruptors facing aft, the rest are fwd. 

the Warbird as shown above actually has gone through 3 revisions. the last revision which came late in the dominion war gave it the 360 arc. the first model was fwd firing only, the second model expanded that to 270 with the use of roller ports. These are fixed positions with a movable turrent which increased its firing angles. 

Reply #812 Top

I don't know what you're doing wrong, but I've never needed that much fire power for the starbases.  Even the 220k shields variety doesn't take more than a few dozen cruisers and four or five capital ships.  They will absolutely rape frigates, as well as cruisers if you're not very careful about running them off when they start taking hull damage.  You only take massive casualties if you want to though, and you do not need a maxed out fleet to do the job.  You don't even need an optimized one.  Just send in four or five of the top end capital ships, then follow in with your cruisers.  The capital ships last forever, even against a maxed out starbase, so run the cruisers through and retreat after they make a pass or two.  Wait long enough for the low refire rates to recharge and run them through again.

 

One top tier capital ship is more than a match for an unimproved starbase, they really aren't that powerful, the frigates are just really easy to kill with all that damage against the comparatively poor armor.

Reply #813 Top

Another issue i ran into.. altho i dont know if it affects the klingons..
The Curry class..  it dosn't work within fleets due to it being flagged as a Colony ship, it tends to avoid battle and hang out side of range.. also wont follow fleet oritented commands..   could the repair ability be shifted away from it? Perhaps droped onto another ship.. or just dont mark it as a colony ship so that it will act as a combat ship at least..
Would be more simple to work around it being a combat ship by giving it a do not attack tactical control.

Secondly.. towards the klings.. it seems that its mostly when they try to get a second pass in that they run into the problem  the Feds chase them  thus stalling their turns..  Could giving them another 10-15% fireing arc increase perhaps eliminate this by causeing them to be able to shoot a little sooner?

Reply #814 Top

^^ look on page 31 or 32 someone has uploaded the curry.dds file just upack it to your textures folder in the mod directory

End of quote

I went back to page 29 and didnt find this??

Reply #815 Top

the fix your looking for is now on the bug tracker, go to the wiki section, in troubleshooting

Reply #816 Top

For those who can't understand what to do with the curry file to un-break your download, I extracted the original .rar, dropped the replacement curry file in, and re-compressed it using 7-Zip into a self extractor. I then hosted it on my webspace. No annoying filefront ads and I have 100mbps upstream. Feel free to link to it in the main post.

 

http://tiyukquellmalz.org/SoA2_03E1.exe

Feel free to virus scan/malware scan/etc. before you run it, but you have my assurances that it's *just* a 7-Zip self extractor. Keeps people from whining about using a file format they can't open. :P

Reply #817 Top

Just ran a quick game (4-5 hours!! 8C ), with klingons vs. feds, and I can see now why everyone is complaining.  Though it isn't completely impossible to beat a comp opponent that is fed, you do have to develop a strategy of avoiding their starbases in order to cut them down to size (or at least dodging the ones that have max hp researched on them).  Anyways, even with that said, it isn't impossible to bring down a max hp fed base with klingon forces.  Heck even I did it and I didn't use anything special.  The only thing is, you will suffer MASSIVE casualities, so yeah, I am kinda glad you got that balanced out shimmer.

I have also submitted some new defects I have found into the wiki site, so be on the lookout for them guys.

Quoting Allquixotic, reply 816
For those who can't understand what to do with the curry file to un-break your download, I extracted the original .rar, dropped the replacement curry file in, and re-compressed it using 7-Zip into a self extractor. I then hosted it on my webspace. No annoying filefront ads and I have 100mbps upstream. Feel free to link to it in the main post.
End of Allquixotic's quote

I don't know if that's such a good idea Allquixotic, they said something about wanting to keep track of downloads from their filefront counter.  You might want to consult with the team before posting something like this.

Reply #818 Top

I don't know if that's such a good idea Allquixotic, they said something about wanting to keep track of downloads from their filefront counter.  You might want to consult with the team before posting something like this.

 

OK I've removed it for now. The link should give you a 404 until further notice. I'll look into implementing a simple download counter though so the team can still get that benefit.

Reply #819 Top

I don't know how to fix curry-class

i copy the signs from the site and paste them in data created with the windows editor

i save it to the textures folder and change them name to Curry-cl.dds but it doesnt work

 

knautz

P.S. awesome mod :thumbsup:

Reply #820 Top

One thing I would be a fan of would be increasing the range of a starbase to be roughly on par with a defensive platform, but making their weapons do less damage than current to compensate for the increased firing time.  After all, the Sov has Type XII Phasers, and I believe those are "Starbase Class" weapons.  When a tiny little platform has more range than an entire station which costs significant chunks of resources, something just seems a bit wrong.

To me, as they are, starbases are more like something to toss into a gravity well to try and prevent your planet from being lost by bombardment than a major tactical advantage.  Sure they do lots of damage, but they can easily be avoided or their damage minimized, and if you avoid them you can attack the more vital structures like research/trade stations and resource asteroids which can severely cripple an enemy economy which is a major threat in itself.

I suppose if you cluster all of your buildings within the firing range of the starbase it might increase their overall effectiveness, but their range still makes that somewhat difficult.  Even if you warp right into their firing range you can quickly move out of it before it can cripple your fleet, especially if you've upgraded to higher level tech.

Yes, killing a starbase that someone has spent a significant chunk of time and money on is a major kicker in the goal of conquest, but if it can't serve a major purpose as a defensive structure, it almost seems like a waste of resources, unless you're really keen on the delay it can cause by preventing loss from bombardment.  To me, I just feel that a starbase should be something that, if you choose to invest your time and money on, it should give you back at least the equal cost in defensive ability.

Please understand that I am by no means saying that I hate the starbases in any way, just that I see a way they could be better and add more of a strategy to the game than they already present.

Reply #821 Top

Reply #811
darkshimmer

*
* Member No.2,933,528
* Karma+42

September 4, 2009 19:33:08

there are only a handful of romulan ships that have 360 firing arcs, however they are primarily fwd shooters. Evn the Norexan class is primarily a fwd shooter, having only 2 disruptors facing aft, the rest are fwd.

the Warbird as shown above actually has gone through 3 revisions. the last revision which came late in the dominion war gave it the 360 arc. the first model was fwd firing only, the second model expanded that to 270 with the use of roller ports. These are fixed positions with a movable turrent which increased its firing angles.
End of quote

I guess that must be some retro-active Star Treck cannonical revision, b/c these blueprints have been around since before DS9 was even a concept.  There's nothing wrong with them re-writing cannon if it makes for a good story, but I definately has a model set that had all these same points ~1991.

Reply #822 Top

Couldn't make the last multi-player game; anybody up for an ICO game this weekend?  Note that here in the US, Monday's a holiday too, so that may help us out.

Reply #823 Top

New fixes so far


- Klingon ships prices reduced to match feds

- Starbases recharge times for shield and hull reduced

- Updated anti module ships to conform with mod standards weapons also changed to match trek weapons

- Fixed Research to allow feds AI to build capital at tier 2, this conforms with klingons 

- klingons starting shield mitigation now matchs feds

- Torpedo rework now complete

- Research shield mitigation reduced for all races

 

Reply #824 Top

To the people talking about how excited they are for the Romulans:

I am too!

They've always been my favorite race, and I can't wait to play them again

Reply #825 Top

hahah will the textures be fixed in the patch?