Part of the criticism, and nit picking of trek comes from our own expectations of "what trek should be". Instead of what it is. Yes the SoA 2 team is kinda guilty of this as well.. But really?.. "Remuns" aka buffy the vampire slayer Nosferatu's? instead of what we were lead to believe until nemesis that the Remans (what they should have been) were Romulans that just happen to have settled on Remus. Yet another fire while cloaked ubership. (least it wasnt time travel).
Yea i am just babbling.. Pay no mind.
If you look at the official wiki for the Remans it states that they are the Telepathic portion of the population of the Romulans who were segregated from the rest of the Romulan population. This of course we should know about if you know the history between the Vulcans and Romulans.
Hi,
i am new to this mod. It is really great.
Some things that came to my mind last time i played SOA.
1. Wouldnt it be better if shield restore rate would be higher with a buff like Ablative Armor or Praetors Talon instead of hull restore rate? It looks weird when ships repair their hull so fast. Ships should return to a dock to repair their hull fast.
2. Torpedos should do twice the damage but need twice as long to reload (or maybe 3x for both). Torpedo spam is nice but currently it is too much.
opps
-Is there any way to increase the unit cap (easily...for both moder and the game to run)?
-If there is...will the AI take advantage of such an increase or no?
already done for entrenchment will be updating it for diplomacy build soon
thanks jay
lol - are we going for a forum OP length record?
Probably, the ModDB page has a new addition too...
Think they got enough MoTY banners up on the modDB page? Nah i think we need a few more to make the OP 2 pages long ![]()
DONT TEMP ME! ![]()
Credit is deserved upon this mod and its team. It was a pain to get anything to work with the sins forums as usual. Im not a artist just a modder. Anyone wanna make one for us???
Can anyone please explain how the assimilation of ships works? I would like to change the time that is needed for the owner changing.
I found these files:
"AbilityBorgTractorBeam"
"BuffBorgTractorBeamSelf"
"BuffBorgTractorBeamTarget"
and i found this entry and also some others:
"finishCondition
finishConditionType "OwnerChanged" "
I found these files:
"AbilityBorgTractorBeam"
"BuffBorgTractorBeamSelf"
"BuffBorgTractorBeamTarget"
and i found this entry and also some others:
"finishCondition
finishConditionType "OwnerChanged" "
well there are several files . most of the have the name assimilation example
/SOA2/GameInfo/AbilityBorgStarBaseAssimilation.entity
/SOA2/GameInfo/AbilityFrigateAssimilation.entity
/SOA2/GameInfo/AbilityFrigateAssimilationX2.entity
etc.
The finish condition is the most important things , its what makes the ship flip sides. The means that it is deployed varies by the ability and buff. you can adjust a litany of things to alter the length of time or other conditions. view the abilties and the buff and you will get how it works more or less.
thanks jay
I guess this calls for the master...
AbilityFrigateAssimilation -- Main takeover ability that most ships have, does not work on Elites
AbilityBorgTractorBeam -- Elite on beam ability that can take over Elites
AbilityBorgStarBaseAssimilation -- Unicomplex version of the main ability that can target Elites as well
AbilityBorgDroneMissile -- Strike craft variant that turns Borg fighters into cruise missiles, upgrades to call the main ability effects
BuffAssimilation is the big kahuna. It works off the total duration, minus the application of BuffAssimilationSuccess, currently leveling for a 2/3/4 second interval. During this time, BuffAssimilationSuccess is active, and triggers on the ship taking damage. Altering the span of time between application of BuffAssimilationSuccess and the completion of the file will change the ease of conversion for AbilityFrigateAssimilation, AbilityStarBaseAssimilation and AbilityBorgDroneMissile.
AbilityBorgTractorBeam is significantly more complex.
BuffBorgTractorBeamSelf sets up the conditions for operation, either finish condition can be altered to change the reliability, either by altering how much damage the ship can take before the ability is disabled, or by changing it's duration.
BuffBorgTractorBeamTarget sets up the effects of operation, how fast shields are damaged, how much mitigation is reduced.
BuffBorgTractorBeamAssimilate is where the assimilation occurs, currently on an eight second delay after shield failure, canceling early should BuffBorgTractorBeamSelf terminate first. Increase the delay and you decrease the ease of assimilation.
Thank you for the answers.
Dont you think the assimilation of elite ships is too fast now? Will this value be changed with the new version?
I have got another question. Is it possible to modify the quantity and type of ships which the AI build?
'
RESISTANCE IS FUTILE
Quantity not really, type somewhat. You'd have to play around with the frigateRoleType values. As for quantity, the AI doesn't tend to "spam" ships, however I've found personally that if you give a ship the frigateRoleTypes of Support and Lrm, that the AI loves spamming you with dozens of those ships at times.
Don't fight the Borg without your shields up, and it takes a high level Unicomplex to assimilate an Elite.
Adjustments may be coming, but the Borg are supposed to be OP.
Quoting Dragunov123, reply 2987I have got another question. Is it possible to modify the quantity and type of ships which the AI build?
Quantity not really, type somewhat. You'd have to play around with the frigateRoleType values. As for quantity, the AI doesn't tend to "spam" ships, however I've found personally that if you give a ship the frigateRoleTypes of Support and Lrm, that the AI loves spamming you with dozens of those ships at times.
This is why i pushed for only ONE of each vanilla roletype per faction. Basically duplicating the vanilla sins roletypes, and build orders. Replacing all on a one for one basis. The AI requires certain roletypes to be present in a faction, or else the AI will not build anything, or function at all. So our logic was to make sure ALL of the vanilla sins roletypes were present. Having more than one of the same roletype can be just as bad as not having it at all, because it will confuse the AI. Making it stall.
The modded ship itself does not have to behave like the roletype in which slot it occupys. The roletype/statcounttype is there only for the AI to recognise. For example the Akira is in the anti structure slot, but it has 2 roletypes, and it behaves like a heavy cruiser, and will fire on ships as well as structures. Another example is the light carrier slots. The ships that fill those roles do not carry fighters. They are only slotted as carriers so that the AI will build them. Some slots we cannot change at all like the colony frig, and the siege frig slots. The ships in those slots MUST behave like the slots they are assigned. We cannot mod the AI itself, because it is hard coded. However we can try to work around it as best as we can.
Thanks again for your answers.
I like to play with many Elite ships. But when i play against a Romulan i hardly see any of these huge warbirds from TNG. And when i play against Borg AI they spam the torpedo ships but i never fought more than two cubes at once in a battle. Therefore i already doubled the HP of the cubes. The only annoying thing is the fast assimilation.
It would be nice if the AI would build more and more Elite ships until they reach the cap, if they not get destroyed before reaching the cap. But now most of the ship slots are filled by normal ships.
Edit: I now set the slot count value of all elite ships to zero. Maybe its not the best solution but it works. Perhaps i have to reduce the maximum population also. Is there any way to modify the elite ship count from 1 to a higher value?
You're looking for the RESEARCHSUBJECT_MAXCAPITALSHIPS files. Numbered, and race specific. If you just want to add to the initial pool, change baseValue for modifierType "CapitalShipMaxSlots" in files numbered 0, to change the increases per research, alter the perLevelValue for the individual levels.
But when i play against a Romulan i hardly see any of these huge warbirds from TNG. And when i play against Borg AI they spam the torpedo ships but i never fought more than two cubes at once in a battle.
it's funny i just posted about this on moddb before seeing this post, i guess i'll try the population tweak
Finally, I can take a much needed holiday.
We fixed to many things to list. Enjoy over Christmass
Adrive Mirror SOA2 .5D.1 Released! for Diplomacy 1.34
ModDB still authenticating
Salutes to the SoA 2 Team for a fine release. Outstanding work guys.
Enjoy the new skybox's, ships, and structures. Hopefully with no freaking crashes this time lol.
Fleet supply was tweaked a little, but not to the extent of the fleet supply mod. Use LARGE fleet sizes in your game options.
Can't wait to get home and d/l!!
Thanks guys.............
Nevermind. Had to update trinity.
Link is in top post as well, merry Christmas guys.
no break for you or other team mates. Especially SAUL.
SOS TO SAUL CAN YOU READ US???????????????????????????????????
PLEASE RESPOND THIS IS COMMAND!!!!!!!!!????????????????????????/
Welcome Guest! Please take the time to register with us.
- Richer content, access to many features that are disabled for guests like commenting and posting on the forums.
- Access to a great community, with a massive database of many, many areas of interest.
- Access to contests & subscription offers like exclusive emails.
- It's simple, and FREE!

