[quote]I'm game for it if the feedback comes back this way. So far it's been more "I wasn't expecting it" than actually being dangerous over the long run. If I nerf it now and everyone goes back to ignoring the rebellion mechanic, there's no real point to having it in the first place.[/quote] My main concern is that they need the research lab numbers to keep the tech active, I should be able to shut them down with precision strikes at their labs. My main problem w
wbino
[quote who="psychoak" reply="1757" id="2793941"]Rebel ships are just neutrals that attack anything in their well. What side they're spawned by determines where they go, the mechanics to make them friendly to you when you invade their well aren't there though. As far as them continuing to come even after you've destroyed the research labs, will see about getting the trigger switched. It's a lesser of two evils sort of thing. Do we want them to go
I got a quick question about the rebels. I just played a game where the my last remaining opponette was the Klingons and they where sending wave after wave of rebels at me. As I dwindled the Klingons down, I wondered where is all the remaining civ/mil labs required to research these raids? So now I am at a point where there are NO Klingons left, they didnt claim defeat, but yet rebels keep coming. Is it a game mechanic that once rebels are ON they just keep coming?
Has anyone else seen the Romulans turn the fed starbase on it's side?
Just a thought..instead of the carry over Advent "Lingering Presence" (kinda spacey for feds?)for Feds scouts how about Distress Beacon : Starship deploys a distress beacon just before catastrophic hull failure in it's last known location.
Anyone else think the rebels a little overpowering, or am I just that bad? I know the point is not to let them get that tech, but when your adversary's rebels are more of a threat than them, that's a problem. I felt like I was playing Diplomacy's pirates for a while, just that much non stop swarming. I don't mind the challenge, but it kind of makes front defense pointless. (Kind of gamey) Plus I seen a huge hit in performance, with hun
Just to confirm my own babbling.. The damaged ship smoke trails are gone? and the particles that flew off hit ships also? Explosions are not as dramatic, is this a change or did I install incorrectly? Did you scale back for the two gig limit? Thanks to everyone.
Does anyone have the mod enable listed as SOA2.04 5 E? How did i screw this up? [e digicons]:S[/e] The explosions do not look as impressive a last version. I don't see the volumetric explosions, or smoke trails.
If Ironclad was helping out Stardock with Elementals mess, I think it will be a while before we here anything. But it still doesn't mean the developer couldn't stick their head in the forums every once in a while to say hello. It's bad PR if you ask me, why build a community only to starve it for info? I guess just like any business you only hear from them when they want to sell something.
I wasn't prepared for the rebels, got my ass kicked. Once the romulans got the old tec rebel ability, it was overwhelming,my perfect chokehold was useless, when the rebels spawned into my back defenseless planets.
available mod says 0.45e? checksum 17458261 am i also still suppose to see 4.2?
How many stupid question do I get? 1. where is readme. file? 2.can i use j zip or only 7 zip? 3. whats a rar file? I must have been sleepy last nite, 7 zip, seems less intuitive than jzip. But maybe the sleep issue.
[quote who="SoA2Team" reply="1652" id="2784467"] Quoting wbino, reply 1650Is the new update imminent? yes upload eta t minus 4 hours and counting[/quote] [e digicons]:')[/e] I dont think the wife will see me this weekend.
Is the new update imminent?
I'm thinking more of a glow, just to show the engines being used.
That's more than I could ask for. Great work all around.
http://img641.imageshack.us/img641/6097/screenshot2010020308555.jpg better http://img198.imageshack.us/img198/7734/screenshot2010012920085.jpg the trails would be much smaller,more of a blur and just noticeable to indicate direction.
http://screenshots.filesnetwork.com/8/files2/47215_1.jpg this is not exactly what i mean, but the blue part of the nacelle would blur a little in motion, and remain as they are now when not moving. btw was wondering if ships can warp out of wells without reaching the phase lanes? That would be an great ability to flee in the middle of a well. Sort of creating their own jumpgate.
I know I'm nitpicking, I live/love this mod probably never to play vanilla again. From the sparkle of the torpedos, to that perfect clunk sound as a ship gets hit , the debris, everything is in great detail. Just thought with all the little details this could be another one. How bout a little glow behind the nacelles?
I know Trek ships don't have engine exhaust, but is their another way in this mod to give ships a forward motion signature?
This might be the reason to move to windows 7 64 bit. But I love me xp still, low resourse hog. Feds should be ALL capitals, no frigates, that would deferenciate the races signifitly. just an idea. I play small fleets cause I believe a Trek universe, is a massive starship against overwhelming odds.
I'd rather play smaller maps. I like pretty ships.
How can you play a map this large without hitting the 2 gig limit?
I can't see myself going back to original Sins after this mod experience.Thanks.
[quote who="harpo99999" reply="1" id="2766339"]from what I remember being mentioned in the starwars threads, they suggest using medium settings for the ship,planet and modules in your game options as they have added a fair bit of extra data to the game, which already is getting close to the 2GB ram limit for 32 bit windows programs, and the lower details settings use less ram, so you can play longer before the minidump. by the way it is a good idea to also post system specs like th