Hmmm seems I didn't post my post ![]()
Anyway, yea the base capital ship of the Dominion is what I am refering too, and XWhyzed is right, balancing is the last part of a mod but, this one is so big and well a bit gamebreaking when one capital can do so much dmg if not destroye a player at the start of a match.
There was something else I posted but I cannot remember..
Anyway, yea the base capital ship of the Dominion is what I am refering too, and XWhyzed is right, balancing is the last part of a mod but, this one is so big and well a bit gamebreaking when one capital can do so much dmg if not destroye a player at the start of a match.
There was something else I posted but I cannot remember..
If it is really bothering you, edit (with notepad) CAPITALSHIP_DOMINIONCOLONY.entity and change the stats. But be sure to make a backup of the file just in case.
A little off topic:
Does anyone know if there is a connection between the ships mesh and the fact tat it is a carrier?
I tried to make a new carrier ship but a little bug came up.
When it produces the squads they don't appear near the ship as they suppose to, instead they appear really far out of the gravity veil. Also when i want them to dock they just freeze in one place.
They do everything else properly and if I change the mesh of the ship to an existing carrier mesh then these problems disappear.
You do need to edit the ship's mesh, but all you need to do is add a few hangar null points to it.
All capitals need hangar points, or you get dev exe errors. Some of the current SoA 2 Elites dont have them, because they were moved from frigate slots. We didnt get around to doing this in 0.4e. So much to do so little time. This will be corrected in the 0.5 update.
A quick way to make a hangar point without a modeling program is to open the mesh file in wordpad. Copy the "Above" null (with all of its info under it). Paste it as a new entry. Rename it to "Hangar". Add 1 to the number of mesh nulls at the top. The strike craft will launch, and land "above" the ship, but it works for a temporary solution.
The ships entity. Mainly the Roletype, and StatCountType determine the ships role in the game. It is important that each faction have at least ONE of each specific StatCountType. Otherwise the AI has siezures, and will refuse to build anything at all, or it will be lethargic. The Roletype does not have to be the same as the StatCountType. Roletype determines how the ship itself behaves in game. You can have more than one roletype per ship (Entrenchment, and Diplomacy). For the AI to function properly it is the StatCountType that is important.
Thanks for both of you, it works perfectly now.
Anyway, yea the base capital ship of the Dominion is what I am refering too, and XWhyzed is right, balancing is the last part of a mod but, this one is so big and well a bit gamebreaking when one capital can do so much dmg if not destroye a player at the start of a match.
There was something else I posted but I cannot remember..
It must not have been important then if you cant remember. ![]()
Anyways we are looking at the stats for the future updates. We know some of the ships are a little on the extreme both in the over, and underpowered sides. We never said the balancing would be "perfect" especially since we still have models yet to import into the mod. We still have yet to import the NPC factions. The mod itself as a whole is under 60% finished. It is because of our lack of knowledge about sins limitations, and constant mod breaking patches that it took us so long to get this far. Not to mention that we all on the mod team have real life jobs, and commitments to deal with.
I wish i had 24 hours a day of free time to do this, but modding doesnt pay my bills. Only money does.
We left the mod files in text format editable by wordpad so that you guys can change anything you dont like. All that we ask is that you keep any changes you make for your own personal use. If your changes indeed make an improvement submit it at our debug site http://code.google.com/p/sinssoa2sacrificeofangels/ If we use your changes we will credit you in the mods credits.
I rememberd it again after a while but wasn't important so I didn't bother to post it
Good to know though that it's only on 60% when you consider how much his already in it! Don't get me wrong I love the mod!
I didn't know that (stardock?) still patches this game regulair, I kind of got this game I think 3 weeks ago or so, shame they break mods with there new patches.
the only thing i see everywhere with this mod is ''sting not found'' ='(
i don't see right race names, and the only ones i see is from the regular game
and for the name of the ships....it's the same thing
at the end it looks more like a fusion of soa and soase
any idea to be able to play the mod with all names and texture with?
It sounds like you don't have all of the files in your mod folder. Either they didn't unzip correctly, or they weren't downloaded completely. Just to be sure, I suggest you redownload the entire mod and try again with a fresh file. This is not, in any way, a fusion of Sins and Star Trek.
you don't have to reinstall
just rename the german.str-datas in our game folder(sins and entrenchement!!)
Knautzkopf is correct. Rename the english.str to german.str, or whatever your language version is.
The mod was created in English only. Apologies to the non english speaking users.
If any German French, Spanish, etc. etc. speaking person wishes to translate the mod feel free to do so and we will host the language files on the main topic.
0.5 series progress. The fed faction is done minus a few structures. The Klingon faction is 25% ported, and the optimization project has been merged with SoA2 (had to make the optimization project before i could merge it which is why it is taking so long). Things are very slow with the mod right now because of all of the mod team has RL commitments.
We can wait - so far it's been worth it.
Any progress with that pole-pinch problem? Looks like the planets all got a tonsure haircut.
how do i get a mod to work on windows xp? I have all of them in the app folder. There is no "use mods" option in the "options" menu on Sins
home open start, click 'run' and then type
"c:\Documents and Settings\<insert user name>\Local Settings\Application Data\Ironclad Games\Sins of a solar empire\" and from there go to Mods-Entrenchment-1.051 (something like that and paste all of the game info files into there)
Pole pinch will always be a problem with spherical UV-mapping.The question is can you live with a little bit of distortion at the poles if it improves gameplay?
The only way i can see to eliminate the pinch is to have virtually no details at the poles. like have only ocean at the poles, or a plain white ice cap and stretch the continental shelves farther away from the poles. Original sins textures were not designed to be spherically mapped. I had to "improvise" to make them work. We just may wind up making totally new planet textures, and sky"spheres" for the mod.
I don't know why the Terran planets don't have that anyway
. The orbits are right for it. The Gas Giants don't show the effects, so they're ok.
Ice Planets need a little tweak, if I remember right. Volcanic planets *could* have a region of cooler rock at the poles.. or they could be re-textured to look a little less inhospitable.
I don't know if anyone has asked this yet, but why does the federation only get one fighter per squadron?
Because they are rather strong if you take a look at the dmg ![]()
But they are too easily destroyed and they can't compete with other races' squadrons simply because they are too heavily outnumbered.
At the moment, the only squadrons that have been changed from stock stuff is the Federation fighters. Keep in mind that the other factions will change as well within time. As Stress has said a couple of times in past pages, we're only around 60-70% complete, so there's still a ton of content to add and changes to make.
I understand completely. I don't know that much about coding. Is there an easy way to change the number of strikecraft in a squadron?
Sure thing. In the Federation squadron entity files within the Game Info folder, find the "baseMaxNumFighters" line and change the number to something that makes the fed strike craft balanced with the other factions. Or, lower the numbers of the fighters per squadron for the other factions
As was said many times that the balancing still needs work as well. We know this already. There is no way to make it to where a weapon, or ability will be effective verses a particular factions structure. The other factions "should" have a similar ship. if it is that uber then yes it will be toned down in an update, but right now our focus is to get the remaining units in the mod. Strike craft included. We cant properly balance it until all of the units are in. The abilitys, and ship entitys can be opened in wordpad. We left it that way so people can alter the specs as they see fit.
This is also where fleet supply comes into play, and that needs work as well. Some ships are way too high while others are way too low. The idea was that fleet supply didnt represent crew, but the overall cost to operate a particular ship itself. In order to limit the amount that can be built. Like how ironclad increased supply for the siege frigates and carriers to limit the AI spam. This is why early builds of the mod had the defiant supply cap so high. because the AI would build way too many of them, and you have the same problem you have with the akiras right now.
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