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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
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Reply #851 Top

Quoting beemer127, reply 849

I also noticed that fights between ships, if left unattended, end up far beyond the gravity well of the planet in which it originates.  This is due to the fact that the ships DO NOT turn around (e.g. strafe), but keep running.  Not sure how to fix this, but that isn't very good...I can't pay attention to every battle - especially the insignificant ones.  At the same time, I can't let a battle go for 30 minutes because some idiot captain can't get it into his/her head to turn around to utilize their forward phaser banks & torp tubes, lol.
End of beemer127's quote

Yeah, unfortunately this is a side effect of the fact that Sins wasn't built from the ground up to include fighter movement for anything other than, well, fighters. The scripting for the AI is locked in this logic that the leading ship needs to have sufficient space between it and the chasing ship before deciding to turn and attack. As fighter movement for ships was added for Entrenchment it's become glaringly obvious how flawed this logic can be. Whether there is actually a real way round this is up in the air, as I think just changing the speed of certain ships will not eliminate the problem completely. But atleast we have this kind of problem rather than what we had before and exists in the vanilla game, where ships just line up and shoot each other.

Reply #852 Top

whens the patch comeing out, loki said it was coming out today :|  

Reply #853 Top

If the Constitution and the Predators are supposed to be the scouts, can they possibly get a boost in speed?  I noticed they don't last very long, they get chased down easily, and once caught, they're gone.

Reply #854 Top

Quoting Vulturev4, reply 853
If the Constitution and the Predators are supposed to be the scouts, can they possibly get a boost in speed?  I noticed they don't last very long, they get chased down easily, and once caught, they're gone.
End of Vulturev4's quote

 

Or maybe an auto-cast ability that increases speed for a short time so they can run from attackers?

Reply #855 Top

I noticed another problem with the Klingon AI when I was playing with them as allies:

It turns out (at least on the hardest setting) the suckers build five weapons research stations before they build any ships.  Not sure why, because they still only built the simplest cap ship.

If I had to guess, I would say it's tied into how the AI decides to build cap ships.  The AI builds the cap ship factory first, then I'm guessing once it tries to build a cap ship it realizes that it needs research stations.  Why it maxes out the system full of research stations before building any ships is beyone me though.

Reply #856 Top

In this patch, their working on are they adding any species?

Reply #857 Top

Quoting StarTrekFreak, reply 856
In this patch, their working on are they adding any species?
End of StarTrekFreak's quote

I kinda doubt it, but you never know.  I'm expecting that they'll finally put in the federation base, fix the scaling issues, and a few other details left unfinished...

Reply #858 Top

O:)  

Reply #859 Top

I don't know about adding species.

I personally think that they are going to patch each version until they reach a suitable balance point (factions are considered not overpowering, no more critical bugs), than I see them adding a new faction, than balncing that one, and so on until they add the last faction, and finally balance that.  Or at least, that's what I would do :grin: !

Reply #860 Top

there wont be a new faction this is intended as a balance patch only + with a few other random things added in

Reply #861 Top

Quoting LokiGodOfMischeif, reply 860
there wont be a new faction this is intended as a balance patch only + with a few other random things added in
End of LokiGodOfMischeif's quote

 

Awwwww, come on... after all those Romulin teases???  You got a mean streak brother!   lmao

Reply #863 Top

that was a awesome battle  me and loki went down fighting

Reply #864 Top

:O Zomfg was that all just Akiras :O !?!?!  I mean, I saw one Galaxy class, one Defiant and a couple Sovies in the photobucket, but the rest was Akiras!?!?!?!?

That was overkill man!

Reply #865 Top

Not when it was a Max upgraded Starbase.

My tiny (by comparison) Klingon Fleet was there too.  You can see some of my K'vorts, Vor'chas, and my Negh'var Cap ship in the background if you look around.

Fun times indeed.

Reply #866 Top

QuicktoDraw, trust us there was a lot more than one Defiant in that battle. I know I had 8 or so, and Prawn had even more than I did. And it wasn't overkill, considering there were 2 Starbases at that planet at first, and like a bazillion defence turrets.


We won though :D.

Reply #867 Top

I still think the Starbases could take a drop in HP/SP and get a boost in attack range.  I just think something that big should be able to generate more than enough power to send an energy weapon a significant distance away.  Especially if little defensive turrets can fire as far as they do.

 

EDIT:  Now that I think about it, perhaps someone could create a range boosting upgrade for the starbases since they are already getting more balanced as far as HP/SP.

Reply #869 Top

Quoting LokiGodOfMischeif, reply 860
there wont be a new faction this is intended as a balance patch only + with a few other random things added in
End of LokiGodOfMischeif's quote

I'm all for balance, but I have found that it is hard to balance when not all the races are put in. With each succesive race you are likely to have to rebalance things....just an observation.  You might want to consider merely fixing the blaringly obvious balance issues and leave the tweaking for when you have all races in?

Reply #870 Top

September 6, 2009 19:16:59

Zomfg was that all just Akiras !?!?! I mean, I saw one Galaxy class, one Defiant and a couple Sovies in the photobucket, but the rest was Akiras!?!?!?!?

That was overkill man!
End of quote

As Ryugi/Capt Kazamarv noted, I had  just a small part of that fleet (i.e., 2 Galaxy Class, 14 Defiants, and a little over 50 Akiras).  If you look at the bottom of the screen at the mini-icons on the Empire Tree, look for the purple dots that are all over the place - that's my fleet.

Loki had a great defense set up, but even with his 4 top Klingon Cap ships a couple starbases (one maxed out), and a couple support fleets, we lost fairly few ships on our final assault (I lost 1 Defiant and 5-10 Akiras).  It seems like with all those ships and the two starbases (plus the 35 defense turrets) we should have had a harder time.

I think a couple of the following may help the Starbases be better:

  1. Jump in weapons range - better defense, may prevent people from just ignoring the tough starbases to blow up the rest of the system
  2. Lower HP/SP, but faster regeneration - this will make sure that if you have the firepower, you can kill it, but if you don't, you'd better get the heck out fast.
  3. Any chance on making starbses mobile like the Vasari base?  Even very slow motion would prevent the strategy we used last night to tip the scales against Loki et. al. - they set up like 4 starbases in their home system's star to prevent people from our star from jumping in without hitting smack dab in the middle of them, but we found an easy fix: we jumped to a third (expansion) star system and then jumped to Loki's star - their starbases were worthless b/c we didn't have to go past them to get to their planets.  There's good cannonical support for this - for instance, in the first season of DS9, they move the station near the wormhole once they realize what it is (so perhaps if the Dominoin is going to use Cardassian bases, they at least should move.  Maybe the others are going to be too massive to effectively move, but still...)

Anyway, great game last night guys.  I vote J4FF4 C4K35 MVP for putting up with that early spankin' (at Lokis hands) like a champ and still rebuilding and helping us out with the massive bombing fleet.

Reply #872 Top

Um...when it's ready would be my guess.  Be patient StarTrekFreak, I don't think it will be more than a few days.

Reply #873 Top

Quoting G-ADM_Prawn, reply 870
If you look at the bottom of the screen at the mini-icons on the Empire Tree, look for the purple dots that are all over the place - that's my fleet.
End of G-ADM_Prawn's quote

I thought that was you, you know that was like 1/4 of the entire on-screen ships (maybe 50-60% of you and friendly fleets I'm guessing).  I knew you were going to come back with few losses, cuz I did notice that fleets like the ones you describe can pretty much decimate everything in site.

I also like what you have got lined up for solutions for starbases, but whatever the mod team has done to balance them out already I am sure will be great (until we all get a chance to test it out, than we can make all the comments we want).

Reply #874 Top

Quoting StarTrekFreak, reply 871
When is this patch coming out?
End of StarTrekFreak's quote

You see the yellow alert up there Startrekfreak, that means we are just one step away from release, so patience is a virtue.  Also, remember that today is labor day, and they probably won't be toiling away at this thing (or maybe visca versa they might be pouring all their efforts into it since they might not have to work), so look for it soon :grin: !!

Reply #875 Top

Well I feel a little  vulcan today (\B):vulcan:(\B)   !!