Psy are you the one who labels the research upgrades? Whoever it is has a gift for technobabble. You were probably a writer on the show.
Just wanted to say thanks SO MUCH for porting this to Rebellion - best mod for SOASE if you ask me!
Although a little thing that is niggling at me...are the borg supposed to be so weak against influence? Indeed...why are they affected by it at all? They are...borg!
Just seems to break with the lore a little bit - planets of borg leaving the collective because of federation propoganda
lol @ fed propaganda, it's not, it a borg virus transmitted over subspace, think of it as Stuxnet for the Borg.
The Borg do not succumb to enemy culture. The only reason they give out culture is so that the game AI doesn't break. Yea we did have to bend some rules a bit to get things to work.
I have done very few with regard to research strings, most of them were done by others. Ability strings can mostly be blamed on me.
http://en.memory-alpha.org/wiki/I_Borg_%28episode%29
I did not give the Borg total immunity to culture, but it's close enough that the practical difference is nil. If a Borg planet falls to culture, the Borg player didn't even attempt to prevent it. They have massive culture suppression and resistance. I tested this out after the changes, I was able to culture flip the first planet with a fully loaded desert, a single opposing culture station was enough to halt the advance.
Well regardless this mod is the BEST. It's a privalege for me to play it, thanks so much guys!
Played the Borg for the first time in Rebellion today. Kudos on the Borg menu photos. They look great. Also some of the Borg structures look amazing with the Rebellion engine.
Latest release of SoA2 for both Diplomacy & Rebellion does look very good & is quite entertaining. Thanks to myfist0, psychoak, Major Stress and the rest of the team.
A couple of minor details in 0.6R spotted while deceiving my way around the Alpha quadrant as the Rommies;-
1) D-Deridex appears to have inherited the particle effect for the reactor from the D'Verix
2) 'String not found' when attempting to offer missions to other factions, eg 'Send Envoy'. From the dev.exe's debug log:-
Window(MissionStateButton) Button Press from CURSOR_BUTTON_1.
Failed to find brush: SendEnvoyMission
Failed to find StringID: 'IDSCreateMissionSendEnvoyLabel'. NOTE: Any following StringID failures will be supressed.
D3D9 - IsWindowActive : (0)
D3D9 - IsWindowActive : (1)
Window(ToggleSelectionMenuButton) Button Press from CURSOR_BUTTON_0.
C:\Projects\P4\SinsRebellion\main\CodeSource\GS\Entity\Interfaces\IAttacker.cpp(215): assert! [m_owner->GetIPlayerOwnedPtr()->GetPlayer()->GetIPlayerPtr()->IsEnemy(target)]
Edit:
3) No text on the Apply/OK button to change screen resolution.
Ugg, I never use offer mission. By the time I get through it, I could have blasted 2 fleets myself.
well know one that, seems to happen when a ship casting an ability is a assimilated. Don't see any adverse effects though.
hmm, changes to green though right, really need text? Easy to add but I figured changing to green was good.
Would you be interested in joining us in bEta testing?
Damage reports should be captains eyes only, the crew don't need to know the ship is full of cracks
We will get you hooked up with SVN and you can get updated as soon as me or psy change a file.
And a couple more
* 'Obsidian Order Tactics' can be researched without any pact with a Dominion faction. The name implies some cooperation with the Cardassians
* Ability on freebie Tal-Shiar Ops structure is active but appears to do nothing. Does it require 'Tal-Shiar Command' tech?
well know one that, seems to happen when a ship casting an ability is a assimilated.
DOM also switch teams when they turn grey, insurrection I think, possible they turned while an ability was casting on them.
No worries about contributing, and also testing is whenever you want, there are no punch clocks on our team. Helping us find errors and a general knowledge of using the DEV, errors, and debug log, along with constructive criticism is all we are asking for.
I will PM you with a few links and instructions to get you started.
Hey, any chances of seeing the NX class in this Mod?
It's a review for Entrenchment, but still very good
Wow! Awesome review. Just watched it.
Are the maps in rebellion smaller than in trinity? when I set up a random map, they don't seem to be as large as the old random's used to be.
Are the maps in rebellion smaller than in trinity? when I set up a random map, they don't seem to be as large as the old random's used to be.
Though they "shouldn't" be I wouldn't be surprised if they were. If they are smaller it was probably done to optimize Rebellion better. Many things under the hood of Rebellion were changed, and redone for optimization purposes that are different from Trinity.
Hey, any chances of seeing the NX class in this Mod?
NO. This is a TNG+ era mod. What purpose would a 200+ year old NX serve? The Feds have plenty of canon ships from the movie, and TNG era. We use Alien ships from Enterprise to fill in gaps for the Klingons, and Romulans, but that is all we will use from that show.
Also we love Trek, but there is a lot of absurdity in post Roddenberry "Killer B" Trek (Killer B's = Berman, and Braga). We make no big secret that we are not big fans of Enterprise, Voyager, or Nemesis. Though to give Enterprise some credit it did get good in the 4th season, because the killer B's had nothing to do with the 4th season. Except for the finale which was atrocious. Unfortunately it was too late to save the show. The point being is that we are trying to keep as much of the Killer B absurdity out of the mod as possible. So you will NOT see the NX, Prometheus, Scimitar, 8472, Chang's fire while cloaked BoP, The 3 nacelle Ent-D, "Timeship's", or any "Ubership" used as a plot device. Nor will you see Retarded weak jack in the box Borg, A Borg Queen, Ships from an alternate timeline, or ships from the Delta Quadrant. Except for the Borg who have the means to travel the distance in a reasonable time.
We are not trying to sound harsh, but we have said many times before that if you want an NX era mod, TOS era mod, or the "Uberships" in the mod (Scimitar, Prommie, Wells, etc. etc.). Then add them yourself as a 3rd party add on, or make your own mod. Others are making Trek mods based on ST: Armada So what is stopping others from making an NX era mod? We have absolutely no problem with competition. In fact we encourage it.
We have a vision for this particular mod, and so far it is working very well. This IS your fathers Star Trek ![]()
OK I'll get off my soap box now ![]()
Fixed, some retard didn't add any locks to this. Yeah, me.
The ability will randomly disable enemy ships that are under attack. The research unlocks a remote version you can use on other planets.
like we need an external link to something plastered all over our own forum
WTF? My fathers Star Trek was a black and white frying pan on a string with a light bulb
I just noticed the tweet about it today.....
(Feels last to know now....)
This is gonna make things interesting.....
Quick question.. played Fed side in Rebellion so far, and I noticed that some of the techs require some kind of combined tech with another empire... how do you get to these, or are they not in game yet?
Mod's looking great, keep up the good work!
They're from pacts.
Ah, gotcha. Thanks, looks like I now have a reason to play in a way other than my normal "crush everyone" mode ![]()
Everythign dies way to fast in this mod.
scouts barely make it past 2 systems, capitals die in medium sized battles even without being focus fired. System defenses are to easily outrangedm, starbases die like capitals.
did you mess with shield mitigation?
btw: titans? one would think the jemmy dread be a good ttian... being the freaking honking giant that it was in ds9....
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