Herbert

Herbert

Joined Member # 3093700
1 Posts 34 Replies 119 Reputation

I must admit that I am shocked that the Cardassians went to the chopping block. It might be just a 3rd party addon, but if no one else I will see about creating a Cardassian side. Between Armada 2 to all of the concept stuff done for all of the games, there should be enough stuff to do it.

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I have imported the Jupitor station from STC 3, and that orbital office from ST 1 is nothing more than the Regula 1 from ST 2, but they flipped it upside down when they reused it. I imported the Regula 1 looking station from stock bridge commander, so that could be used for the civic research station. It's all up to Stress what stations are used, but I have already created a good number for the federation already.

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I must agree that by reducing the ability to spam you must take into account the value of your fleet when deciding if you should engage. I don't like the idea of just "sky rocketing" build times, because then you have a ton of resources because you can't spend them fast enough. What I like to do instead is increase the value of larger ships and stations, making them require far more time and resources. For example if the capital ship factory required 4 times the resources and build time, then

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Cardassians: Weak shields, medium hull and armour,ok beam weapons, but weak torpedos. They don't field very large or powerful vessels, are faster then most, but they should have cheap ships that build quick for larger numbers and require low supply. Klingons: Very weak shields, but the strongest hull, and very strong armor, strongest disruptors, per shot very strong torpedos, but overall lower torpedo damage per second. The vessels are very good in combat, but are not well r

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With the extreme increase in power per level, for balance I would suggest that the cubes require alot of experience to level up. I don't mind the idea that lvl.1 cubes are not godly, but due to their extreme health they should be easier than most ships to get to levels, so at lvl.10 then they could become the extreme fleet killers. But also the cubes cost and build time should be so high that the player can't afford to loss them. For the assimilation ability, its still very

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Concept: I have been thinking, and I have decided to redo the shipyards and add an ability hardpoint, this will be so they can be given the repair ability, so their will be no need for the repair station. By combining many of the single purpose stations together, it opens up room for more defence stations or even more UI slots that could be used for ships, unless I am mistaken. I never really liked giving up resource income for increased fleet supply. I don't think it is possible, but

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About the Breen, they were only part of the Dominion in the armada 2 mod for the same reason. It will make it far easier not having to try to find enough Breen ships. Though your current focus is finishing all of the ships for the 0.03 release, before you release it please let me know so I can send you the finished versions of my stations so you can see about adding a few stations to the release.

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To keep the assimilation ability to the capital ships is a good idea, plus I would suggest that it cannot be used against enemy capital ships and have a long recharge and antimatter costs, plus the capture could be instant, but if possible do a good amount of hull damage, disable shields, and prevent the ship from moving for several seconds.

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I think the "funky ships" should stay, because most of the game will be played as the smaller vessels until you have enought resource income to support the large cubes, but considering the power of the cube the cost should be so extreme that you will only be able to build them very late game if at all. Having many cheap ships early on helps to balance them with other races which have a good selection of early ships. The real weak point of the borg should be the middle ground, they have the bi

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I like the look of it. For my suggestion I would say that between the armada games and legacy there are plenty of non-canon designs to go off of. I don't think the borg need more than the two cubes, the other capital ships could be much smaller and more like the capital ships of the other races in terms power, but the two cubes are more for the player willing to pay for a ship that takes forever to build. I would have the diamond, armada 1 assimilator, and the canon sphere as the other capita

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no, most of the game is hardcoded and that would require us to change that, but no one except stardock can do that. Also the UI is hardcoded so even if we could implement 4 different shield sections, the current UI wouldn't support it.

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You know what would be amazing, an intermediate release of the work in progess, mostly because the sovereign class is still beyond my grasp, but still as long as it works I think alot of people would be happy. Hell just say there is no tech support for it and download at own risk, so people have no room to complain about any problems, but at the same time it could be a chance to find some bugs you may have missed. So yes I am just trying to get my hands on the soveriegn, hell if you just rele

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I was able to organize the Combat Tree much better because for now theres not many, but yes I noticed how the ice/volcano researches are hard to get to, and if every other side had it the same way it would make it so that no one could colonized those worlds until later in the game. In the industry section is the metal and crystal researches, first tier is metal followed by crystal in the second tier, instead of being seperated into 6 different researches I consolidated them into one m

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The Rar file is just an archive file that can be opened with Winrar. Inside are the files you would put in the gameinfo folder of your SOA 2 mod folder. The fed player is a modified version of the 0.2 beta release of SOA 2, and all of the research files are original so they don't override anything. Combat Research Tree NonCombat Research Tree

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I took another crack at my fed tech tree, so its in the FED_TECH_TREE.rar file if you want it. It has Missile, Beam and Plasma, so when the next release is released these researches should work with it. Darkshimmer, if it wouldn't be too much trouble, could you try out the tech tree to see if it would be a welcomed additioned to the official release, or if its really not going in the right direction for that. Just remember to not override your fed player file, just copy the researchs

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One area of game play that doesn't seem very ultilized at this moment is antimatter. My question is: Are there abilities planned out that will be placed on ships that will give a player an advantage if they have invested in antimatter upgrades? The tech tree I had created only uses beam and plasma, but I could add lasers for ships with disruptor cannons. If you would like to try it out, if you click on any of the download links I have posted it will take you to the files I have hosted

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