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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

 

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Reply #3126 Top

Since SoA ship weapon ranges appear to be based on what SoaSE used, I wanted to suggest that most SoA ships have their weapons ranges and turn rates increased so they don't keep moving out of range every time they circle around.
End of quote

 

Yeah...  That doesn't work, on account of the movement arc being determined by weapon range.  Make the range longer, and they just have further to travel.

 

I also wanted to ask about Photon Torpedo's.
End of quote

 

Torpedoes have high damage and low firing rates.  They could fire them more often, but as a physical warhead, supplies are severely limited by the compliment onboard.  Some of the smaller ships would likely only have a dozen or so.  Consider it an act of conservation.

As to them doing more hull damage, not workable.  Well, it is, but it would require a complicated ability on every ship.

 

The phase lane stuff would not be pretty.  If you could make it work, and I can do about half of what you're asking(yet again, by burning an ability slot on every ship), the game would be utterly unplayable. 

Reply #3127 Top

Quoting psychoak, reply 3126

Since SoA ship weapon ranges appear to be based on what SoaSE used, I wanted to suggest that most SoA ships have their weapons ranges and turn rates increased so they don't keep moving out of range every time they circle around.

 

Yeah...  That doesn't work, on account of the movement arc being determined by weapon range.  Make the range longer, and they just have further to travel.

End of psychoak's quote

 

Yea um no not really, the movement is originally based on the fighter movements, so they will get within a certain radius of the mesh radius size and circle around (modifying the mesh radius in the mesh file is not recommended, mesh must be resized).

you can compensate by either extending the range (you have to compensate all the weapons not just certain ones. The AI always wants to uses all its weapons not just the ones in range and it has a tendency to want to face the most firing arcs first! so you have to compensate your ship hardpoints to allow for chasing or the ships will always want to run away (Ambassador and Galaxy are good examples (4 fwd points and 6 aft)  or lowering the range but modify + accel/ - decel on smaller ships so they can rush to the ships faster but take a little longer to slow down, increasing the gap. You know when its right when the ship being chased changes direction and the chasing ships are not moving like an accordion behind the target.

 

i think early on we played with the ability to give planets the ability to allow open map travel between systems you owned. It was working until someone accidentally removed the abilities and it was never redone. Like Stress mentioned, we tinkered with many different ways of doing it but none of them really worked well enough to really use consistently.

 

Reply #3128 Top

On top of ships firing from all arcs the ships like to move their maximum weapons range. You see this a lot when frigs start chasing down elites. It doesnt happen that often, but it still happens. The current weapon ranges "are" the fix. It was much worse before.

The "perfect" solution would be for all ships to have the same weapon range. However that would throw all of the balancing out the window. There really is not much else we can do about this unless the Dev's can add a "dont move beyond x distance from enemy Frig/cruiser/elite when engaged". This is the nature of Sins. We just have to live with it.

Reply #3129 Top

Dark, when they turn around for the next pass is based on their weapon range.  He was saying we should increase the range to keep them inside firing range when they circle, not commenting on the continuous pursuit problem.

Reply #3130 Top

Wouldn't increasing a ships turn rate tighten its turning and allow it to stay within wep range?

Thanks!

Reply #3131 Top

Quoting Darkmatterx76, reply 3130
Wouldn't increasing a ships turn rate tighten its turning and allow it to stay within wep range?

Thanks!
End of Darkmatterx76's quote

 

the turn rate is also based on the accelerate / deceleration rates, unless that's been changed in my absence

Reply #3132 Top

Increase the ability of a ship to stay in range of it's target, and you decrease the variation you can have in weapon range.

 

If you had turning and acceleration values set to keep it perfectly working, a range difference of 0 would still lead to infinite pursuit.

Reply #3133 Top

Guys,

BEST MOD EVAH!

So I noticed when playing as the Klingons, when I got the Hide and Seek ability, that the insurgent ships would attack anything in the gravity well including Klingons! Is that working as intended or a bug? Doesnt make alot of sense to me that ships that are spawned by a tech upgrade would attack their own peeps.

I also notice the Fed's Akira only has 2 squadrons instead of the normal 4. Forgive me if this was in the notes or already addressed, but is this also a bug, or did you guys do that as a balancing issue?

 

Reply #3134 Top

AFAIK the Akira wasn't supposed to have any squads at all!, but i guess they were put in there for balancing purposes. Not everything in the mod is gonna be statistically "perfect". In other words what DITL, or Ex Astris Scientia says that a ship "should" have that particular ship may, or may not have it in the mod. More than likely because it wont work very well in game (Sins engine cant handle it), or it will be too OP, or Underpowered. We do try to get it as close as possible within reason.

Reply #3135 Top

It has squads because it's canon, and because when I asked why the mesh had a hangar and no squads, Joshua added them. :)

 

Squad counts for Fed ships were halved across the board, squad members were doubled to two, same flight contingent in the end.  There's no real way to make a single Peregrine useful when a Danube is well over twice as good in every respect.

Reply #3136 Top

Just played a game with some buddies. The Romulan starbases seem to be broken. My friend built one in each of his planets, and none of them would fire on any enemies. They just sat there and died. This wasn't in the previous patch, so I'm thinking it's a new bug (or one we've never run into before in 50+ hours of this mod).

Reply #3137 Top

Quoting SsP45, reply 3136
Just played a game with some buddies. The Romulan starbases seem to be broken. My friend built one in each of his planets, and none of them would fire on any enemies. They just sat there and died. This wasn't in the previous patch, so I'm thinking it's a new bug (or one we've never run into before in 50+ hours of this mod).
End of SsP45's quote

 

that's what they get for using a quantum singularity to power their systems. 

Reply #3138 Top

I can't see anything wrong with the starbase.  The two abilities it has shouldn't lead to this either.  Either it was cloaked, thus didn't take damage, or it wasn't and should have fired.  Are you real sure it wasn't doing anything and didn't just blow up before doing significant damage?

 

The only recent change any related files went through was to fix the firing while cloaked issue, and that was a simple switch from DisableWeapons to DisableWeaponsUltimate in the various cloak files.  As the starbase wasn't one of the lucky few that had an easy way to aquire disable immunity, the change can't reasonably account for your problem.  It would have been the .3 patch in this case.

 

I'd have guessed it was a corrupted file or something, but since you were playing multiplayer, that would have thrown a wrench in the works big time.  Maybe it was an OOS problem?

Reply #3139 Top

It affected both my friend and the two AI Romulans. None of their starbases would fire at anything other than other starbases. If an enemy tried to build another starbase next to the Romulan one, it would fire at it. It wouldn't fire at any ships though.

 

I'll try a single-player game later and see if the problem persists there as well.

 

EDIT. I just played a single player game as Romulan against a Romulan AI. Neither my starbases nor his would fire on any enemy ships. They were not cloaked, as I made sure not to research that tech.

Reply #3140 Top

its firing in the 05D.1 version i'm running (no i have not patched to D.4)

Reply #3141 Top

There are days when I want to bitchslap everyone at IC until I break my hand, and then start over once I have a cast on.

This is one of those days...

 

So... the vanilla Vasari starbase file has ANTIMODULE for the second damage type.  As such, the Romulan starbase does too, since no one bothered to switch it over to something else.

 

After hours of digging through record logs, finding one irrelevant distantly related change after another, I switched it to ANTIHEAVY...

 

The starbase now shoots.  Again.  Patch going up, will be available whenever Moddb gets around to authorizing it.

Reply #3142 Top
Hotfix for Romulan Starbase

Updated OP

I will add the SB icons for the next patch. Someone was in to much of rush uploading this one.

Reply #3143 Top

Dont feel bad Psychoak. Shimmer, and I had many days where we wanted to bitch slap IC lol. Good eye for catching the problem.

Reply #3144 Top

Quoting Major, reply 3143
Dont feel bad Psychoak. Shimmer, and I had many days where we wanted to bitch slap IC lol. Good eye for catching the problem.
End of Major's quote

 

when did we have days like that, o wait everyday...lol

Reply #3145 Top

I dont think I quite phrased this question properly let me try again.

The Klingon ability "Hide and Seek" in the Imperial Sociey Policy tech tree creates "insurgent ships" in enemy gravity wells. These insurgents attack not only the enemy, but friendly Klingon ships as well. My question is, is attacking friendlies intended, a bug, or something you have no control over?  I was trying to use them in a coordinated strike on my enemy, I was quite surprised when they started to attack me as well!

Thanks guys.

Reply #3146 Top

Here is a little something i'm whipping up for you guys that i'll eventually release to the community. i wish i had this when we started out modding stress. 

 

 

Reply #3147 Top

Quoting myfist0, reply 3142



Hotfix for Romulan Starbase
Updated OP






I will add the SB icons for the next patch. Someone was in to much of rush uploading this one.
End of myfist0's quote

 

Does this fix just the Romulan starbases? I've noticed the same bug seemingly intermittently with Dominion starbases as well.

Reply #3148 Top

I've noticed the same bug seemingly intermittently with Dominion starbases as well.
End of quote

 

There is no problem with the Dominion starbase!  If there really is, I'm staying in denial for as long as I can.

 

Edit: Gah, did it twice now!

 

Insurgency is hardcoded, neutrals be neutrals and there's nothing we can do about it.

Reply #3149 Top

Think of it like Worf set on aggressive mode... he will attack YOUR ships too lol

Yea the insurgents are hard coded. So look at them like a rogue Klingon faction that will attack anyone, and everyone. In Vanilla the Insurgents are Tec, but they attack Tec as well as everyone else. There is no way to change it. If we remove them it probably will cause more problems than solve.

See!! You guys made Psychoak crack! :p

Looks good Shimmer. I still use only wordpad.

With all of the patches that have happened lately i wish there was a way to make sure all of the SoA 2 files are compatible with the most current version of Diplomacy (besides the hard way).

Reply #3150 Top

A wonderful mod. I really love it.

Just looking Voyager series. Would it make sense to make the Intrepid a capital ship and the defiant a cruiser or frigate? Most probably you had reasons not to do so?