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[MOD WIP] Star Trek: Sacrifice of Angels 2 - 0.9.5R Update 7/09/2024

[MOD WIP] Star Trek: Sacrifice of Angels 2 - 0.9.5R Update 7/09/2024

https://www.moddb.com/mods/sacrifice-of-angels-2/news/sacrifice-of-angels-09r-released

Can anyone remember when we used to be explorers? - Jean Luc Picard

 

FED
KLI
ROM
DOM
BORG
NPC

 

12,663,035 views 5,100 replies +12 Loading…
Reply #2976 Top

Quoting Major, reply 2967


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.
End of Major's quote

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.

Reply #2977 Top

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.

Reply #2979 Top

Quoting Darkhorse27, reply 2975
I have a tiny question (or two).

 

-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?
End of Darkhorse27's quote

 

already done for entrenchment will be updating it for diplomacy build soon

 

thanks jay

Reply #2980 Top

lol - are we going for a forum OP length record?

Reply #2981 Top

Probably, the ModDB page has a new addition too...

Reply #2982 Top

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 :p

Reply #2983 Top

DONT TEMP ME!  :p

 

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???

 

Reply #2984 Top

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" "

 

 

 

Reply #2985 Top

Quoting Dragunov123, reply 2984
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" "

 

 

 
End of Dragunov123's quote

 

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

Reply #2986 Top

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.

Reply #2987 Top

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?

Reply #2988 Top

Dont you think the assimilation of elite ships is too fast now?
End of quote

'

RESISTANCE IS FUTILE  :cylon:

 

Reply #2989 Top

Quoting Dragunov123, reply 2987
I have got another question. Is it possible to modify the quantity and type of ships which the AI build?
End of Dragunov123's quote

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.

Reply #2990 Top

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.

Reply #2991 Top

Quoting Lavo_2, reply 2989

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.
End of Lavo_2's quote

 

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.

Reply #2992 Top

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?

Reply #2993 Top

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.

Reply #2994 Top

Quoting Dragunov123, reply 2992

 
 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.
End of Dragunov123's quote

it's funny i just posted about this on moddb before seeing this post, i guess i'll try the population tweak

Reply #2996 Top

Finally, I can take a much needed holiday.
We fixed to many things to list. Enjoy over Christmass  :grin:

Adrive Mirror SOA2 .5D.1 Released! for Diplomacy 1.34

ModDB still authenticating

Reply #2997 Top

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.

Reply #2998 Top

Can't wait to get home and d/l!!

Thanks guys.............

Reply #3000 Top

Quoting SoA2Team, reply 2995
SOA2 .5D.1 Released!

 

Link is in top post as well, merry Christmas guys.
End of SoA2Team's quote

 

no break for you or other team mates. Especially SAUL.

 

 

 

SOS TO SAUL CAN YOU READ US???????????????????????????????????

PLEASE RESPOND THIS IS COMMAND!!!!!!!!!????????????????????????/

:borg: