freakin forums double post
JTAYLORPCS
[quote who="Major Stress" reply="453" id="2521419"]The elite dominion lineup should be Enslaver, Devastator, Leviathan, Keldon, Harbinger. With the Leviathan as the colony roletype, but able to carry strike craft.. This lineup is set in stone, and i do NOT want any changes to it. There is one cardassian elite in there for a reason. I placed the Keldon in the carrier slot, and the Leviathan in the colony slot because i thought it would be pretty stupid for the Keldon to be a colony ship. It do
[quote who="Major Stress" reply="445" id="2521336"]I have not even looked at the beta build... No free time :/ Jay is in the hot seat for this one lol The Keldon should NOT have fighters. The Leviathan should have fighters. I know the roletypes for the two ships are switched, but it should not effect the AI at all. A carrier roletype does not have to have strike craft in order for the AI to build it. Typos.. not my fault Borg screw ups... not my fault
[quote who="ice27828" reply="437" id="2521263"]Is it me or is the download really really slow? [/quote][quote who="Spartanz1170" reply="438" id="2521266"]Just downloaded it and my winrar says that there is a corrupt file, and i cant extract it! it's one of the federation songs [/quote][quote who="ice27828" reply="437" id="2521263"]Is it me or is the download really really slow? [/quote] I am in the proc
[quote who="AdmiralTeridoc" reply="433" id="2521176"]This mod is... there are no words. Your skills as modders are proven, and I have no doubt that you could get a job with a major developer with this in your portfolio. I mean, this is ver .04- and it's better than most the offical games released under the Star Trek IP. One thing I'm wondering about- Dominion, Keldon Class Capital ship, it says in the description "Elite Carrier/No Strikecraft", but it does in fact have fighters- fi
[quote who="Micael456" reply="421" id="2520869"]Yeah okay shall start using the code site, but on clarification on the Defiant issue, it does that whether it's set to autocast or whetehr you manually cast it- either way it still just drops out of cloak instantly. Only seems to affect defiant though? [/quote] I have tried this out and cant reproduce, did you check your antimatter levels?
[quote who="Micael456" reply="418" id="2520859"] * Dominion starbase is called "Federation Starbase", using the fed mesh but stock Advent wireframe/textures. * Nova Class ships also use the Psi voices. * Dominion seem to get Venture class fighters? This may have something to do with the starbase mixup. * Dominion phaser turrets have stock damage value of 20, renderi
All Beta Testers and Team Members I have placed the download copy of Soa2 0.4e in sync beta tester folder "ready to import" This is the same exact copy of the download of Soa2. A little present for all of you and a small token of my appreciation for all that you have done to make this mod what it is today . thanks again <span style="color: #0000ff; font
Thanks , and thanks to all the modders and modding community for helping to make this day happen, Viva La Up the hardcode limits [e digicons]:borg:[/e]
[quote who="Vulturev4" reply="326" id="2518661"]Oh boy. I wonder if its going to mess up the mods... again. [/quote] OK UPDATE TIME. This patch WILL BREAK THE MOD!!!! We on the Soa2 team have been informed of the scope of the changes that are to come. 
UPDATE : All testers please test new ai, and report back thoughts asap. thanks jtaylorpcs [e digicons](\B):vulcan:(\B)[/e]
[quote who="Major Stress" reply="315" id="2517660"]You also have to remember Sins has a hardcoded mesh, and texture limit. Best we can do is replace the existing vanilla faction meshes. After that we "barely" have enough room for two more factions (not including the pirate faction). We had to remove many redundant effects to make room for these new meshes. That was one of the failures in 0.3e. We went way over the mesh limit, because we added four factions without removing the existing vanill
[quote who="WilliamLeverett" reply="306" id="2517269"]I just tried out this mod for the first time today, and so far I'm really impressed with the proggress.The models are great, weapons are awesome, and much more. However the ships are petty weak for the most part with many capitals not being much more powerful than a heavy cruiser in many ways. Also capitals are not distinguishly larger than than most frigates and Cruisers. Ships also go "pop" very shortly after
[quote who="AdmiralTeridoc" reply="297" id="2516245"]Meh. I'm checking back every hour now, just to see if anything else has been posted. Can we get an itty bitty hint as to the release date? such as "Not This Weekend" or "Before The End Of The Month But Not Before Wednesday At The Earliest"? [/quote] Before the End of the Month is the goal.
making me stare and drool at the awesome ness [e digicons]:drool:[/e]
[e digicons]:borg:[/e]
[quote who="cperceful" reply="262" id="2512407"]The unicomplex is gonna be in the game? Awesome! Is it gonna fill the starbase role? [/quote] YES [e digicons]:borg:[/e]
see above post hadnt had my coffee
[quote who="Yanxa" reply="242" id="2510745"]Will you be adding more player pictures in this version? Perhaps Janeway, Picard and Kirk for the Feds? [/quote] Not at this point , we are having some issues with character selection. In sins you only have 3 races to choose, with SOA2 you can chose from 5 races to play as. With that being said we are trying to make it where you can view the pics of all of the races in the character selection window. Any ideas or thoughts would be
I signed up for the news[quote who="Eomega" reply="1463" id="2509865"]this is true. Stargate Worlds was cancelled after about a year of development, and I beleive on Ark of Truth DVD they have a little spot trailer for the game too. [/quote] I signed up for the beta , which was supposed to start this month, but i still have yet to see any emails or other advertisements for SG WORLDS think it is canceled or at least on hold
UPDATE 1/16/2010 Will all team members please finish up with your current projects and submit to sync , I would like to start wrapping up this release and package it up for download. thanks jtaylorpcs
[quote who="Major Stress" reply="228" id="2509044"]. Quoting whitewolf07, reply 226 So where do I get SOA? Umm.... Main topic. Right above your post. Where it says SoA 2 downloads. Right now we only have a version availible for Original Sins. So you want "SoA 2 for Original Sins" until we get 0.4E released. Which we are finalizing as i type. Least thats what jay posted [/quote] Yes we are in the process of finalizing our current build
UPDATE ALL BETA TESTERS REPORT BACK Soa2 no longer has any repair or antimatter structures, the shipyards now have those abilities. Please test and report back thanks. jtaylorpcs[e digicons](\B):vulcan:(\B)[/e]
[quote who="Vulturev4" reply="215" id="2507017"]Just a quick question for those who have played this mod more than I... Is it me, or do the scouts need a significant speed boost. My scouts are dying 2 to 3 grav wells away from where I send them out from. I find that just about everything can keep up with them. I'm not the best player, but am I supposed to micro them? I normally just set them to auto and let them go unless I need something c
Debug site has been updated all team members please , check and follow up thanks jtaylorpcs.[e digicons]:fuzzy:[/e]