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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 #3226 Top

I don't play Cruel and Vicious because of the research cheat. They also don't scale with their environment (rich or poor planets). But I found some reasons the Hard AI is struggling and how to cheat around it (by the way when playing with SOA). I just opened a new discussion about it. I recommend you read it cause your capital ship research makes the AI even more prone to the resource+research deadlock in mid game I describe there.

Reply #3227 Top

I forget does insurgency require the ai to build and maintain the labs to keep the tech?

Reply #3228 Top

Insurgents will still attack even if the labs are destroyed.

Reply #3229 Top

Quoting Major, reply 3228
Insurgents will still attack even if the labs are destroyed.
End of Major's quote

Is that hard coded or mod choice?

Reply #3230 Top

Choice, sort of, WIP.  Maybe it changes, maybe it doesn't.

Reply #3231 Top

I was talking about Vanilla Sins. I have no clue how the researches are in the mod. I am just a modeler. Not a code monkey ;)

Reply #3232 Top

for the case you haven't recognized it: The Dominion Siege Capital Ability "Glory to the Founders" seams to cause a slowdown every 5 seconds

Reply #3234 Top

Is the above pic a screenshot? or a photoshop job? Not that we can get an "accurate" qo'nos anyway because it changed with every show.

Reply #3235 Top

1 thing that all Qo'noS do have in common is its mostly green with a green hue. Those 2 links I supplied are the only references I could find.

Top pic in-game screen shot and bottom pic I have no clue

Reply #3236 Top

Go with what u think is best.

Reply #3237 Top

for the case you haven't recognized it: The Dominion Siege Capital Ability "Glory to the Founders" seams to cause a slowdown every 5 seconds
End of quote

 

Peddle faster. :)

 

It applies a replicating addition based on available targets.  The more Jem'Hadar you have around, the more entities it creates.

 

I'll see if I can't get it working more smoothly, but basically it's a high load action.  When you're playing near the capacity of your CPU, such things are enough to stall it.

Reply #3238 Top

Vulcan

In-game screenshot with reference pic below

 

 

I will add the ice flow sometime in the future.

Reply #3239 Top

Quoting psychoak, reply 3237

for the case you haven't recognized it: The Dominion Siege Capital Ability "Glory to the Founders" seams to cause a slowdown every 5 seconds

 

Peddle faster.

 

It applies a replicating addition based on available targets.  The more Jem'Hadar you have around, the more entities it creates.

 

I'll see if I can't get it working more smoothly, but basically it's a high load action.  When you're playing near the capacity of your CPU, such things are enough to stall it.
End of psychoak's quote

My CPU wasn't really on the limit. I looked a little deeper and the potential reason for the slow down could be that many allied ships where around and the effect is set affect all "Friendly". If you limit the effect to "Player" it might solve the slowdown. As the effect is very special (I admit I don't full understand what it is doing) there could be some confusion when allied ships are affected?

 

otherwise I will look to peddle faster :grin:

Reply #3240 Top

Join the club... We do not fully understand how Sins ticks. We do know what does NOT work, but everything else is pretty much trial, and error.

Sometimes things that you would think "should not" cause any problems do cause problems. Good eye for catching it. Once something like this gets our attention we try to figure out a way to deal with it sooner or later. Depends on how heavy our workload is, and free time factor. Patience ;)

Our Hamsters are running as fast as they can :p

Reply #3241 Top

you do a great job on this. The "emotions" factor of this mod is top quality. Your music and ambiance guy has done a professional job. The abilities a fitting and innovative. The model look good. This is one of the best mods I have ever seen.

Reply #3242 Top

Quoting Quiet_Man, reply 3241
Your music and ambiance guy has done a professional job.
End of Quiet_Man's quote

Ohhh thanks  :grin:

Wait till the next full patch for the new Dominion & Borg music line-up. All mp3, so it's easily playable with any player and high quality for if you're like me and like your desk to shake while you play.

Reply #3244 Top

Player versus Friendly is a more specific implementation.  The frigate copy ability is a good example.  If it's running around copying other peoples frigates, you have a potentially exploitative ability, and you have a small set of viable targets(they wont get your weapon research improvements) to add to your problem.  Another one is the planetary shield generator, an ally could take your planet, keep the generator, and have a shielded planet without having researched it.

 

As a support buff on a capital ship, it makes little sense to marginalize it's effectiveness in an allied fleet.  By design, it is anyway, but if you have two Dominion fleets, it will take effect on both it's own and the allied Jem'Hadar.

 

It would reduce it's footprint however, and if I can't get it running better(pretty sure I can) I might do that anyway, but it's not an intended behavior.

 

Edit:I just added two more files into the ability so that it can leave files in residence and terminate the buffs in a more logical fashion.  It's behavior will be identical, but file creation every five seconds has been reduced to only those ships newly entering range.  Unaffected ships will also keep a file in residence to avoid repetitive checking as well.

Reply #3246 Top

Sorry for double post.But small question.Do you lose the tech ability when your an ally with someone if you break your treaty with them? See I (dominion) lost my cloaking ability but not my starbase plasma ability when I broke treaty with the Romulans. Is it normal or a little bug?

 

 

Reply #3247 Top

Normal.  Not all things can be undone.  Ability unlocks are pretty much it, everything else, by virtue of not caring that the previous tech requirement is gone, stays.

 

As I was designing them, I picked and chose among the few that were under my control as to whether it made sense for them to be unlearned or not.  The cloaking device being highly controlled and installed in Cardassian ships by Romulans.

Reply #3248 Top

Thanks for the info psychoak.And again its a great modd.I was wondering why you chose to have the federation get the shield mitgation ability with the alliance with the dominion instead of the Klingons who were the only ones who could stand against the Breens special weapons?

 

Reply #3249 Top

That would be comparing a trait they possess, to something they'd gain.  Also, mixed nuts.

 

The shielding problem was against the Jem'Hadar, they were inefficient against polaron based weaponry, a general alpha quadrant problem shared by the Klingons.  The side effects of the energy dissipator were that it knocked their systems offline with a power loss, and didn't in the modified Bird of Prey.  That would be an engine design quirk, unrelated to shields.

Reply #3250 Top

O yea now I remember. They disabled ships in that manner.---Off topic but Im working on 2 maps 1 with all 5 races and 1 major one with only 4.My goal is to use an extended version of the map Fortune favours the bold v.2 from entrenchment and instead of the playable borg; I will use them as the pirates but somehow let them only launch 1 borg cube at a time or something.Do you think it would be hard to code this?And do u guys have any more plans for the pirates like changing them to maybe a option to switch them to maybe species 8472?