https://www.moddb.com/mods/sacrifice-of-angels-2/downloads/star-trek-sacrifie-of-angels-2-095r-full-released Yeah, we're totally necroposting our thread at this point, but hey, new version up.
SoA2Team
0.9.1R Patch released. https://www.moddb.com/mods/sacrifice-of-angels-2/downloads/soa2-091r-update
DefaultMinorFaction is the main planetItemsTemplate entry.
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
Trek is populated by space commies, so... Have fun with the new update.
https://www.moddb.com/mods/sacrifice-of-angels-2/downloads/star-trek-sacrifice-of-angels-2-09r-full-released Moo. Ah. Ah... Okay, so it's been a few months. Once Moddb authorizes the announcement, I'll post the link in the OP.
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
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.
Oops. https://www.moddb.com/mods/sacrifice-of-angels-2/downloads/soa2-083r-update
New patch, this one being an actual patch for an actual bug, instead of a compatibility update for stucking fupid nagware requirements by politicians from other countries. https://www.moddb.com/mods/sacrifice-of-angels-2/downloads/soa2-082r-update Fixes a bug in neutral starbase functions.
I present to you, the EU update... https://www.moddb.com/mods/sacrifice-of-angels-2/downloads/soa2-0-8-1r In other news, don't iron your clothes, while wearing them, upside down, in the bathtub.
http://www.moddb.com/mods/sacrifice-of-angels-2/downloads/star-trek-sacrifice-of-angels-2-08r-full
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
1.85 compatible version is live. Link This release is compatible with the new DLC as well.
1.84 compatible version is live. Link
Gul Dukat has posted an informative play video of SOA2 on Youtube. Watch it!
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
[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
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.
Patch Cloak effects for individual ships.
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
Yes to both.
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.
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.
Makes sense I guess. Noted for future complaints.