Unless you have a reason for Titans, using them is a bad thing, not a good one. Even when it comes to Star Wars, their superships aren't nearly as bad as Sins', save for the ones which are portable superlasers. If they have no place in ST, then they have no place in ST, end of story.
My fleets mid-game: Intrepid (for pest control), Akira, Excelsior, Sabre, Miranda, Steamrunner, Norway, Constellation and Shelly. No caps, Except maybe one Ambassador and that's only when I feel I am way ahead. Learn each ships special abilities and the synergies. It's the only way you stand a chance.
My setups are usually around this:
Mirandias (Might change that soon) for fodder and mine sweeping, Excelsiors, A couple Intrepids (For firepower and tractor beam spam), Akiras (For Tanking) and a couple steamrunners. I typically have my elite ships being Ambassador, Galaxy, and Nebula and I avoid Constellations altogether.
Basicly I have my ambassador and Intrepid's tractor half the fleet to me and pick them off with the Galaxy and the Excelsior's.
At this mod I liked that there is no titans cause you can have a better balance in game with other races. That is why I also don't want to see titans in rebellion. It will come Star Trek Armanda 3 soon. Ppl. who would like to see titans can take it.
This is also Star Trek and not reskinned version of Sins.
There are more reasons why Borg are Op in this mod.
- They have 1 longrangeship which makes the most dmg in universe.
- They have assimilation power which can resist only capitalships. Frigates they can take over very easy.
You can only fight them with elitespis.
- Borg can get access very easy to their eliteships but other races cannot. When you will take a look to NPC players, they are researching all maxshipslots for frigates cause they cannot build eliteships especially when you have not much planets for everyone in map. This makes Borg OP in this game.
That is why you should play this mod with enough resources/planets for every player when you want to fight Borg better.
Also I agree with titans I cannot accept the other issues. You can of course make Borgs powerfull with giving them good abilities but to block other races that they cannot get their powerfull eliteships is for me a mistake in gamedesign.
Even SoA2 team will now not agree with this I changed also resaerch tree for all fractions and made for all races the same conditions to get to their eliteships. Also I fixed the errors with version 1,51 for planetupdates. You can update the planet now - social or industrial and giving every planet one specialisation. This comes from the new update of game. If someone wants to try it I will give a link again when it is ready that you can download it.
I don't care about Titans, but a lot of my friends own rebellion so I'd appreciate releases allowing play on Rebellion.
(Im the only person who has Trinity, I've been playing since I purchased the original oh-so-long-ago!)
Anyway, a Titan is not Trek. Realistically, you don't sink so much resources in a super-ship, none of the Star Trek races did it. The amount of manpower required would be ridiculous.
(Also Armada 3 is more like the fleet-ops 2 mod for Star Trek Armada II, but I digress)
Rather than actual Titans, have you considered using them as a flagship mechanic? A variant on high level elite ships like the Sovereign or Enslaver, with abilities that affect multiple allied targets, etc. Rather than being more powerful combat-wise, it's instead a hard to get capital ship that costs two elite crews, and enhances the effectiveness of a large fleet.
I was kinda inspired by the fact that the Sovereign class has Picard's voice, would be fun to have a single ship voiced by him, instead of all Sovereigns. What are your thoughts on this?
Titans are hardcoded in too many ways.
They take two fleet points, which means the "flagship" is a real dud, or far more powerful than the actual ship.
If they took one fleet point, they'd be in already. As it is, the combination of the various restrictions leads to no good usage. A bad mechanic would be a silly thing to add.
Hi, just like to say fantastic job on this mod, when can we expect dlc release version.
Heard that it was some point today.
hi,
is it possible to change the "aiUseTime" variable "OnlyWhenAttackTargetIsInFiringSolution" to "OnlyWhenNoAttackTargetIsInFiringSolution" or add a new variable?
So you could leave the "cloaking device" reasonable control over the AI.
Or would that be too complicated?
JB
Heard that it was some point today.
No DLC will be included, our patch is for compatibility with Reb 1.51.
I told psy I would be finished my end today, a little too much partying last night, and modding in this condition never ends well.
I will finish up today and commit my changes, and then psy will upload to modDB, which needs to be verified by modDB, which can take up to or longer than a day.
My only problem playing SOA2 doesn't come from the mod, it comes from the diplomacy problems of the standard game. When my allies start killing each other or leave the gravity well when the Borg show up it makes me pull my hair out.
Is there anyway to get my allies to all hold hands and sing kumbaya when the Borg try selling their magazines door to door?
Wish List: I would love to have a diplomacy option that let me broker a peace between factions. And while we are at it I would like to be able to gift planets to other players the same way I gift them other resources.
backs out of the room slowly...
We discussed this at length and tried a few tricks but nothing worked. So I guess you will be a bald SOA2 player.
If you have high standing with 2 allies and you have checked the diplomacy window and see the don't get along, order them to attack different targets, or order the one ally to attack a different target if one will not listen.
A lot of times you can get an ally to defend a planet, once there, check to make sure there is a colony cap or frigate, then abandon.
Before SOA2 and the GOD DAMNED BORG
I think that's GamePlayConstraints file, but that would really mess up the game, as the AI is to stupid to know when to attack and retreat.
crap, double post
Diplomacy is the real key in Borg games. - myfist0
And rotating your shield frequencies.
I'm going to try asking my allies to attack someone else (other than each other). That's a good out of the box solution.
Thank you.
backs out of the room slowly...
Actually I think that there is a moment where the borg do indeed become unstoppable.
It was a while ago... on SOA Trinity.... my friend was playing Borg (I so wish I had never show him
, although that would likely have been only a temporarly solution.) and myself Federation.
We were allied against 4 hard AIs being Klingon, Romulan, Federation and Dominion.
It was a large map and so our steamroll was not very fast.
Everything was halfway fun.... until he lost connection.... making himself an enemy to me.
At this time... he had a fleet of
16 cubes.
I tried to attack it.... my fleet died instantly.
As he had been doing most of the killing, it was not overly difficult to convince 3 of 4 Ais to ally with me.
Not that it made any difference, mind you.
Now matter how large of a fleet we jumped in.... half of it died within seconds, the other half was assimilated.
As capital/Elite ships are assimilated, too.... it quicky becomes unsolvable.
16 cubes "might" be winnable by 9 to 1 odds (with maxed out fleet supply) but 16 cubes + 20 Level 6+ Sovereigns and similar nasty stuff.... forget it.
While I respect the opinion of the creators of this - awesome - mod, I think that it would be a good idea to put the Elite Assimilator on a poor combat ship with low hull and armor (in comparsion to Borg).
It is quite impossible to fight an enemy that takes the best of your assets (high level capitalships) and uses them against you.
My friend ceased playing when I did forbid the usage of Borg.
I guess power makes addicted.
Imho there are more or less 2 versions of SOA. One normal version without Borg..... and the one with Borg.
The moment a borg player enters the field, you may as well set teams. Otherwise you risk getting eradicated in time.
And last but not least.... keep the Borg playable for Sins of a Solar Empire 2...... sometimes people have a bad day in real life.... and then few things beat going on warpath with as lumbering tactical cube.
I apologize if this is the wrong place to post this question but I can't seem to access the SoA 2 official forums. I have the latest version of SoA 2 for diplomacy but for some reason there doesn't appear to be any phaser fire. It's instead the regular laser fire that comes with the stock game. Anyone know why this is and if there's anything I can do about it? Thanks!
If you are referring to the starbase default weapon, and the TMP era ships. We made the weapon to be as close to the burst phaser you seen in Wrath of Khan. Within our limited particle skills of course. We did use the stock laser particle, but tweaked it. If anyone can make a better version they have yet to step up.
Maybe that's it. Sorry, my Star Trek knowledge is a bit rusty. Would this include the Constitution and Miranda classes?
This thread is actually our most 'official' forum. I wish all the modDB comments could be directed here, checking multiple pages is a royal pain in the ass.
Gerat work!
Any idea waht caused the minidumps in Reb 1.51? I'm trying to fix another Mod that broke as well with the update....
What minidumps?
To the SoA2 team,
First let me say that I’ve been with Sins, and this mod since Vanilla, and I have thoroughly enjoyed each and every incarnation of it. Simply AMAZING work on the part of the entire SoA2 team past and present! (In particular the cloak ability really impressed me from the start)
I apologize if this has already been brought up, I do read this thread every day and I haven’t seen it.
A lot of people keep asking you about Titans, Capital Ships, and Elite ships etc. Re: named hero ships from TNG universe in SoA2, so here’s my question/two cents on it.
In another popular mod (I’m not sure if it’s ok to name it here
) someone has added a special structure to each race’s starting planet that uses it’s special abilities to summon three unique hero ships, once they have each been unlocked by a certain standard research. They are limited to one of each Hero ship at a time. So here it is, have any of you considered using that function model to give us the USS Enterprise C, D or E/Defiant/Excelsior? Other races should also be easy to pick unique/hero ships for, I’d love to see Commander Sela’s War Bird, or Gawron’s Negh’Var for instance.
If not I’ll probably just learn to do it myself, but I’ve been wondering about this for a while now.
Thanks ![]()
Bug Report: 0.6.1R
(not complaining)
Marque Fighters sometimes fly off way outside gravity well when attacking planets.
Breen Assault Cruiser has the Cardassion Barkus ship mini window image.
This is being addressed, if it is your ships chasing them, turn them back to the grav well, the enemy will turn around then.
We need to adjust speeds or add a weapon ability that slows the target some allowing the distance to change and the path finding to recalculate.
And it's Maquis
Frack
When i used the 1.1 Version of SOA2 with Reb. 1.51 and got a Minidump after a few minutes of gameplay.
Ugg, not going into a modding training session here. I will say that you need to have the 1.1 reference files and the 1.5 reference files, use a compare program like WinMerge to find what has changed and merge those changes into your mod.
Other than that, make a post in the modding forum, more people will help.
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