Its not useless actually. The phase jump speed bonus will apply when using any phase lane between star systems, whether between stars or ones between two planets in different systems. Also that mass decrease in diplomacy will increase the acceleration and maybe top speed of all of your ships, which is actually quite useful.
Sup GoaFan77.Are you talking about hyper space speed which increases the jump of phase lane travel by 50%?Cuz Galaxy travel increases jump speeds between stars only is what it says on its info card.
Ship mass effects grav well speed, turning rates and regular phase jumps IIRC.
or less mass = more sleep and football on sunday
For give me for being blind.I did read its description about reducing phase drives and ship mass.So does this mean Galaxy travel is missing the modifiers for it?It has the same modifier as High yield warp drive in the research box but missing the mods for mass reduction like in the Borg lattice armor and the mods for turning rate like in the Klingon's turning increase research box. ![]()
You said your map had solar systems connect by normal phase lanes instead of stars correct? If you watch one of your ships jump from a planet in solar system A to a planet in solar system B, you'll notice it does the same purple phase jump as what happens between stars (don't know if this mod changed the jump animations, but you can see in vanilla), with the same speed bonus that normally applies between stars. Thus whenever you jump between solar systems, this artifact applies. Its just rather uncommon that this happens besides between stars, as only a few vanilla maps like Derelict have this setup.
What u said makes sense.Non of my stars connect to a planet they are all connected by planet to planet.But in the vanilla what would be the difference between hyperspace speed and galaxyspacetravel if they both do give the 50% speed boost.And the english.str file for this mod does not mention anything about less mass or turning rates.???I did check to see if my soase is up to date and soa2 is as well, and they are.Weird.
One of the artifacts give the speed boost to phase jumps in the same solar system, the other a speed boost when moving between two different star systems. It doesn't matter what gravity wells you are leaving/entering, just where they are in relation to each other.
Are you playing Diplomacy? All artifacts gained a secondary effect in that expansion, such as the mass reduction. If you don't have Diplomacy it won't be there. If you do, its possible if this mod changed the artifacts that when they ported it from Entrenchment, they forgot to add the secondary effects the expansion added.
Is the Ferengi D'Kora a capital ship???
No. It ha been tabled though. I added the bomb point to the mesh and psy added the bomb weapon to the entity, as of 2nd last patch I think. I thought it a good idea.
As for the strings, you may have found an old one we are using. It is a hell of a lot easier to add missing strings when moving from Van to Ent to Dip rather than using the new one and add every string we changed (can you say nightmare). I did get that quote from the Dip reference file set, so good catch, I will change it today. Also might change phase drive to warp core but I am not enough of a trekky, pretty sure other races have their own version.
When systems are attached at planets they will use the Star-to-Star speed on those lanes.
As they gain power via leveling, Elite neutrals do not make sense from a game play perspective. Your average D'kora would have one of it's two abilities and lack either the missile launcher, or the ability added special properties on the rear weapon. Only if one were to suicide ships on them first to give them levels, would they be whole in function.
I wont rule out the possibility of leveled neutrals, but they aren't likely. Without the higher level AI functions, you really can't do anything with them. Even as a pirate raider, they have to exterminate their target before they can return alive with any experience they garnered, a rare event.
Sup Goanfan77.Yea I'm using diplomacy and as myfist0 said it was left out.I think that's what he means.Are you guys going to release this fixes on your next patch?As far as the second effect of these artifacts I didn't know they had them.Since I bought this game all I played was SOA so I never knew.You know if the mod team were to grant me one wish for this game.It would be to add the Value of the population to the treasury pool with latinum,metal,and crystal.Just like Star Trek Armada 2.Each ship would have a minimum crew to operate.Brings a whole new meaning of planet bombardment.And every race has strength and weakness to this.Like Federation which has more populated planets then others.The Dominion uses cloning tech.The Borg don't increase grow but assimilate life.And Romulans and Klingons (smaller then the others) would have a high growth increase since they are bond by honor to serve and to conquer. ![]()
Not gonna happen, there isn't anything to use.
That's why it's called wishful thinking and not reality.But I did run into a small bug,I forget the name of the colonizing capital ship for the Romulans.I think one of their abilities is to increase shield mitigation when under heavy fire but this ships shield mitigation was at 110% against a large fed fleet.So I saved and reboot but was still there.So I just started a new game.

Never thought I would ever complain about grammar,
but no spaces after periods and commas is really annoying.
I know, I know ...

Lol you should see my lazier days when I have run-on sentences up the wazoo. Yea I finally saw the vanilla diplomacy artifact modifiers. And yea they all but 1 have a second modifier. Good thing too I was going bananas with this galaxy space travel thing.
Yeah, someone was bad...
That will be fixed in the next version.
Well I am getting a Minidump when i enable the mod. As soon as i enable the mod it minidumps, running Diplo 1.34 tried with both 0.5D and 0.5D.5. I used a clean IC folder and install of Diplo and re-downloaded both parts of the mod anyone have a clue as to a fix for this.
When you say tried with both, you do mean both, not one or the other, right?
Dont be a tease psy
The mod has a known issue of crashing on 1st run, just restart and it should be fine.
The problem is that there is no restarting, I go to the mods enable SoA2, hit apply changes and it dumps right then and there, it has done it to me nine times. And for verification my Checksum when enabling the mod is 366309694.
well thats new, you either have a bad download or its not setup properly.
Take a look near the middle of http://soase.weebly.com/placing-mods.html and make sure you have the mod in the proper location.
If that's ok, DL it again.
That's all I have as you are the 1st with this problem.
Edit: Might be your specs. Try turning down video settings to lowest, if that works slowly bump them up till it chokes. We add large amounts of content.
Maybe psy was correct with that question. Exactly what are you enabling? D.1 placed 1st then D.5 is merged with D.1. You should get an overwrite files window. Choose yes.
That is exactly what I did and I turned all of the specs to minimum I will try a re-download, also mods in general work I tested that as well after my post last night with the latest patched version of Bailknight's graphic mod and had no issue.
I wont rule out the possibility of leveled neutrals, but they aren't likely. Without the higher level AI functions, you really can't do anything with them. Even as a pirate raider, they have to exterminate their target before they can return alive with any experience they garnered, a rare event.
Ahhh, gotcha. Well, leave it as a big, heavy cruiser... I love it!!! First time I saw it I laughed, but just like the Ferengi themselves, don't underestimate it, it's a little bad asss!!!!!!
I'm still waiting for someone to make a Doomsday Machine.... even if it's just some kind of really rare militia to stick in an asteroid belt or something... something to mess with peoples heads if they saw one... hehehe.
Come on Mod team... you know you want to.....
Cobra, hit me up on Sins IRC, and don't leave if I don't respond right away. ![]()
If I'm away at the time or busy working, it can be a while, but once we get started, I can help you figure this out in a matter of minutes, instead of the days playing forum tag could take.
Hey buds. I see you guys got rid of the second D12 bird of prey for the Klingons from ent to dp. Are you guys going to replace the D12 birds of prey that spawn from the Capital ship too? It still has the old design from ent version.
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