Lord Tareq

Lord Tareq

Joined Member # 3070683
7 Posts 75 Replies 10,970 Reputation

[quote who="Thomas Fife" reply="16" id="2120559"]which fighters actually work(please say Xwing, please say Xwing )?[/quote] X-wings work, as do Tie-Fighters & Tie-bombers. Haven't checked any of the others yet. :)

1,730 Replies 4,135,440 Views

Looking forward to it, buildings look amazing! And I can't wait for fighter movement. I heavily modified SoA myself to be more in line with what I like, and in doing so seperated the Cardassian Union from the Dominion Alliance. To give the Cardassians more ambiance I substracted Cardassian spoken lines from Deep Space 9 and implemented those, so the Cardassian ships now have Cardassian voices (though mainly Gul Dukat's voice, as he is one of the few Cardassians with suitable lines in

791 Replies 1,938,604 Views

If I recall correctly, the anti matter thing is intended. Basically you need to "recharge" your capital ships at a shipyard, which now give an antimatter regeneration buff to nearby ships. Thanks for this long awaited update Evil. Finally working fighters!! By deleting the galaxy folder, I was also able to run it on my 1.11 version. Although I did have 1 seemingly random minidump after 30 minutes when my fleet jumped to a well defended Alliance controlled planet.<

1,730 Replies 4,135,440 Views

Thanks for the mod, its awesome to finally be able to command my favorite SW ships, and the amount of ships and the accurate sizes is truly an amazing job. I do hope you can fix the fighters soon, as I would really enjoy sending a huge swarm of Tie-fighters to their deaths :D Have a great christmas!

1,730 Replies 4,135,440 Views

I agree with nemesis being utter crap. I had such high hopes for a movie focussed on the romulans (my favorite Star Trek race) but it was a great dissapointment. I'm happy for no reman ships in the mod. About the cardassian merge: if it bothers you enough, just copy the cardassian files from his initial beta release into the new release and you will have your stand-alone cardassian race. Thats what I will do anyway, but I tend to customize mods intensively to my liking anyway. :)

1,754 Replies 4,117,258 Views

This is the framework I used to balance your first release: Cardassians: - Fast build bonus - Average/high speed - Strong hull - Average armour - Weak shields - Weak weapons, emphasis on burst damage (high single blast long cooldown main beam) Romulans: - Low speed - Strong hull - Strong armor - Weak shields - Very strong plasma torpedo's, strong disruptors

1,754 Replies 4,117,258 Views

I think its possible to have an effect that disables the target ships engines including turning, and disabling its warp engines, but dragging it toward you will be most likely impossible. Ideally you could make it so that it only affects frigates, but I'm not sure if that will be possible. What should be possible however is making the effect a channeled one, which for example slowly (or quickly) drains the antimatter of the ship that uses the tractor beam over time. I might tr

1,754 Replies 4,117,258 Views

After some more extensive testing on the cloak, the autocastvalue on hulldamage needs to be around 0.7 or 0.8. instead of the 0.3 in the original settings I posted here. (meaning the AI will start using it when a ship has taken 70% or 80% hulldamage) Otherwise the AI keeps using it the moment its up, making frigates with the cloak super resilient. If they only use it when almost destroyed, it won't be as impacting on a battle. I've had a fleet of 12 Warbirds destroyed by 35 K'tinga's

1,754 Replies 4,117,258 Views

Looks awesome, can't wait till both SoA2 & your addon are finished. Some feedback on the diamond: perhaps it needs to be slightly more dark-green, so its on par with the cubes. Atm it looks a bit too greyish-brown to me. The model itself is great though.

96 Replies 280,177 Views

I found the 'cloak' to be fairly helpful. My scouts live 10 times longer and are able to scout most of the galaxy without needing replacements, as cloaked scouts should. With fleets it is handy to save your capital ships when in a tight spot, and best of all, when you cloak all your ships the AI will ignore your ships like they are invisible, giving you the opportunity to move your ships behind them, which has the advantage of their ships needing to turn first. The AI uses the cloak s

1,754 Replies 4,117,258 Views

I still have the first release in which only Empire is playable, has there been a new release meanwhile which has the Rebels as a playable faction as well?

1,324 Replies 1,500,242 Views

That sounds wonderful, but also quite impossible to implement given all the hardcoded stuff in sins. [quote]is there an enityBoolModifier that would disable shields as well when the cloak is enable? also the cloak should be able to take damage.[/quote] So, if the ship remains attackable + looses its shields, what would be the point of the cloak then?

1,754 Replies 4,117,258 Views

What i had i mind was something that made the ship completely invisible, but still be able to be detected jumping into the grav well. In other words you know they are there. You just arent sure what they are, or how many until they uncloak. That would be best yes, although I don't think it is possible currently in Sins. Took me over 2 hours of wasted testing to try and get the Phase Cloak to work simply while ships move, to no avail, so I doubt anything as

1,754 Replies 4,117,258 Views

Not sure if its still relevant, but I remember there were some issues with finding a working cloak-like ability for the romulans & Klingons. While toying with the ability entity files I found a working semi-cloak by giving the PhaseOutHull ability to ships after having adapted it slightly. The result is when you activate the ability on for example a Klingon Bird of Prey, the ship becomes unattackeable and cannot attack himself, but can still move around for the duration of the clo

1,754 Replies 4,117,258 Views

I have taken the liberty of rebalancing the stats on all ships so they better reflect startrek canon. I've also modified the cost accordingly. I believe everything is alot more balanced now. I know the demo wasn'ty intended to be balanced, but the changes I made will allow everyone to have a more balanced game until the real deal is released by major stress :) Change log: - Rebalanced most ships to better fall in line with Star Trek canon, a warbird is now about equal to a Gal

525 Replies 1,527,425 Views

How about the Borg as pirates, with a transwarp conduit as their "pirate base". Their ships can be made extremely powerful (and equiped with the ability to capture other ships and a drain planet like ability to simulate assimilation), and balancing it out by having far less frequent raids, and only 1 or a couple ships per raid. The "bidding system" could (if possible) be removed, or (if it can't be removed) simulate how many funds the races invest into countering the Borg by presenting them

1,754 Replies 4,117,258 Views

[quote]name one other sith that you think could stand up one on one with palpatine...[/quote] Naga Sadow.

1,324 Replies 1,500,242 Views

Palpatine is sheer brilliance. And although I always loved Vader, those recent movies where Anakin is played by that adolescent boy who just simply sucks at acting took away from the Vader image for me.

1,324 Replies 1,500,242 Views

Rebels vs Imperials are more interesting anyway :) [quote]most of the range and visibility problems are fixed so it shouldn't be a problem.[/quote] Good to know, does that include the over-lightning of ships once they are build? [quote]If you want more epic battles you can move the ships closer manually, there is a risk and a benefit to this, you get to use more weapons and abilities, but so does your opponent [/quote] Regardless, the range really is

1,324 Replies 1,500,242 Views