SoA2Team

SoA2Team

Joined Member # 3509628
3 Posts 198 Replies 1,506 Reputation

Assigning Minor Factions is easy, you just use a template the same as any other template. See SOA2 GSD for example. Scrappers are both random placement as normal, and explicit entries for PlanetShipGraveyard, which is in the black list and thus can't be overwritten by a random. Restricting them is messy, but doable. I have not tried to prevent them from appearing elsewhere, but as yet I haven't seen the random placements appear near their specified

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There is a remote chance of spread from an infected AI. Upon spread, it would impact you normally. The AI has a get out of jail free card in that the setup doesn't cycle. The disease will progress normally on the infected planet, with small chances for the disease to spread to planets via trade ships that get infected as it grows, but the ship infections happen on the cycling of each stage. For the AI, those fire once, and only once. Infected trade ships might

5,100 Replies 12,687,527 Views

1. Correct. It can indeed be a game over if ignored, provided you have trade vessels traveling everywhere in your empire, you will eventually eliminate yourself as a practical threat to the AI. The event is a disaster of epic proportions and an immediate quarantine of the affected planet is the only way to save your bacon. 2. Correct, so long as no trade vessels enter orbit, you have zero chance of spreading the infection. This means no throughput.

5,100 Replies 12,687,527 Views

A certain banned slacker has stopped being lazy and got his Tarellian Plague ability working. There should be an update for the weekend. Some quality of life compatibility fixes for compatibility with the current version of Sins, along with strings, audio, and visual tweaks done by Myfist0 and NewHorizons back when someone got lazy and stopped updating things. Expanded functions for the Maquis and Talarian neutrals, and the Tarellian Starship random event, a

5,100 Replies 12,687,527 Views

http://www.moddb.com/company/soase-m0dders/downloads/reference-files includes the convert folders ooops, no wonder I was reading 10 pages back. Note to self, dont post until you're awake [e digicons]:annoyed:[/e] Mephistopheles

2,761 Replies 7,632,388 Views

[quote]I've re downloaded the file 3 times now and the same thing happens each time. I run the game through Steam now I don't know if that matters... Can anyone help me out?[/quote] http://www.moddb.com/mods/sacrifice-of-angels-2/downloads You need the full 0.7.1 and the 0.7.2 update. Using the in game loader may be causing the issues you're runni

5,100 Replies 12,687,527 Views

X class worlds are implemented. The ability on them is a random event generator that selects and sets up a conditionally triggered event. Go into the included Galaxy Forge folder and read Map Design(spoilers).txt if you want more details. It doesn't describe the events in detail, but it does name them and the condition on which they trigger. Wouldn't want to ruin all the surprises.

5,100 Replies 12,687,527 Views

The joys of a language barrier. There is no way to disable a bank of weapons with an ability, nor a particular weapon. The STA3 team will have simply skipped the problem, spawning pieces of the ships as new entities, that go poof when it ends. Disable and make the original invisible. The mechanics are simplistic, making it look good? No idea. Edit: D class planets aren't aquatic. Mind rewriting th

5,100 Replies 12,687,527 Views

No idea why you're having a problem with this, strike craft have already been added to that particular ship in the development version using the same entries you show.

16 Replies 23,113 Views

Galaxy Forge needs an updated copy of the galaxy file in the same directory as the exe. As for existing maps, designed maps have set values for these and will override your planet setting. You'll have to go through and change them.

2,761 Replies 7,632,388 Views