Good Job with this release guys, should keep people hooked whilst you perfect the main course :P
Weed_Warrior
Stress would it not be possible to get rid of hangers and put in a photon/torp launcher platform? just an idea, or is it hardcoded that this class of hanger structure must be in the line up? Weed out :P
guys where do i download the beta files?
i signed up let me in [e digicons]:D[/e]
Hey Guys, I mailed in my ability to make standard weapons knock a targets subsystems offline at random once their shields are down! forgot to sign the mail! [e digicons]X|[/e]
i am working on getting the standard weapons of all ships to randomly disable a targetted ships weapons, warp out or engines for 7secs. its proving a bit tricky but i think i am making headway! will be on hols for 2 weeks now so hopefully be able to mail it in after that! *edit* does anyone know what the constraint is called that will only cause an ability to target a ship that has no
Alpha have a look in the mods for entrenchment 1.03 folder and you will notice that there is a Entity.manifest file, this is basically an index of all the entity files used in the mod, if you have created a new entity file then you must add it to this list or you will get a dump! hope this helps!
@ Mystic i was thinking more of a random chance to disable a system rather than it being a certainty every time a ship was low on health, i agree it would be a bit crippling to have subsystem damage on every ship every time it was damaged to a certain point. i was wondering more about something more like a 1-5% chance to cause subsystem damage during a weapons discharge. just wondering really [e digicons]:jafo:[/e]
guys does the sins engine allow for normal ship weapons (ie phasers and photons for example) to knock systems offline on a target ship: example a federation ship fires at a klingon ship and at random it knocks the klingon ships weapons or engines offline for 10 secs. its not an ability it just happens randomly like in the tv shows where key systems randomly stop working even though the shields are still up they just get knocked offline. would add
not a long time is a relative term given the amount of work involved hunting down bugs and stuff, they need to beta test it once they have a release ready version also, be patient its worth the wait [e digicons]:fuzzy:[/e]
shimmer, i agree with the abilities for temporary dps buffs rather than almighty fortreses of DPS spam, i am working on some ideas for starbase abilities to give them temporary DPS increases i will submit them as enhancement requests when i have finished typing them up [e digicons]:borg:[/e]
Any chance we could see a Borg Cube in the pirate homebase in the next release by any chance pretty pretty please [e digicons]:inlove:[/e]
^^ look on page 31 or 32 someone has uploaded the curry.dds file just upack it to your textures folder in the mod directory [e digicons]:D[/e]
Starbases Are EPIC!!! i attacked a fed starbase with the following fleet: (the starbase was very upgraded had like 150k shields and mad shield mitigation) 4x Neghvars 32x Vorchas 45x Brels 15x D7 K'tingas 15x D10's 14x
[quote who="darkshimmer" reply="744" id="2358359"] o and we finally did figure out why the feds had such an advantage over the klingons with progress research, that too has now been corrected[/quote] I absolutely love the way you merged the research trees for fed starship research, will there be a similarly merged tree for the klinks?
Hey Guys, Shimmer, i was just wondering about something you said a few posts above about the akira and her 300 torps. is it within the constraints of the sins engine to give the ships a torp compliment? so after they have fired 300 torps they have to go resupply at a starbase (for example?) was just wondering if thats something that could be done, not for this mod particularly but just in general! ramb
Guys been playing this pretty much since release, i have noted the following errors in game: 1: when intrepid class is in fleet and fleet is assigned a target the intrepid prefers to move to the location rather than target what has been asked. 2: Feds Hanger defense does not have an option to spawn fighters of bombers 3: Fed shipyards restore shield ability does not affect fed ships (ie it does not cause shields to regen) thats all
dont want to sound patronising but you guys have put this in the entrenchment v1.03 mods folder and disabled any existing mods before enabling SOA2? this game is temperamental to say the least! one file out of place and it halts proceedings! been playing mod all day and once again i must reiterate my sincerest thanks for all the work that has been done! [e digicons]5*[/e]
awesome work guys just had a quick play thru as the feds and the combat is awesome i love what you've done with movement, but one quick question: is the Fed starbase supposed to be in? i noticed the klinks had one but the feds still have transcendia just wondering if this is an oversight or if i did something wrong? i also got the crc errors on extraction keep up the good work!! *EDIT* just read the up
OMG OMG OMG! Download Complete!
oh wow they fixed the paused minidump that one was annoying them for a while i believe!!! grats guys! [e digicons]:D[/e]
i r excited again!!!!!
i can't remember a gaming event i have so eagerly awaited since maybe command and conquer way back when!
hey guys does new issues = no release this weekend? [e digicons]X|[/e]
i wonder if Ironclad will add in a cloaking system in a future patch? would be awesome to have an antimatter draining cloak for this mod in the future!! i cannot wait for this release btw been following this for what seems like years! cheers for all the hard work! *backpats* [e digicons]5*[/e]