That is the MO of the first run crash issue. Restart the game with the mod enabled, and it should run fine.
Major Stress
The ships leaving the grav well issue is really bad in the rebellion release. the AI fed, and dominion fleets were chasing after the last planetary defender till doomsday. Adding ships to that fleet flying into limbo instead of expanding elsewhere. After an hour the "limbo" fleets counted into the hundreds of ships, and were literally halfway across a large random map before i quit the game. I think we need to buff fighter speeds just a little bit, because we didnt have the issue this
The chasing outside the gravity well sometimes happens in vanilla sins too. It has something to do with weapons ranges, and the ship behavior AI. The Ship behavior AI prefers to fire weapons at their maximum range. So the AI will maneuver that ship to its maximum weapon range. If the ship they are shooting at is a frigate chasing it with a weapon range much shorter. Then that contributes to the problem. Though i have seen ships with equal weapons ranges do the same thing. It is an AI issue. I
The Borg were never intended to be a playable faction. Originally they were the pirate faction. However that idea failed miserably (Game ending borg attacks too early, and crash issues left, and right). We intended the Borg to be played by the AI only. However to do that you would have to make them unselectable in the game setup. Just like the pirate faction, and defenders. So we had to make it to where you can play as the Borg for everything to work right. Just know the Borg are intentionall
More than likely it is because once one faction captures another it becomes that factions unit, and it falls under that particular factions research tree. For example the Borg does not have phaser, or photon research in its research tree. So a captured fed, klingon, romulan, or dominion ship would revert back to its pre-research stats, because the borg doesn't have those researches in its tree. You cant have more than one research tree per faction so it would be impossible to make those s
The annoying "First Run Crash Bug" still exists. If you play immediately after enabling the mod chances are you will crash. To avoid this. Enable the mod. Then restart Sins with the mod enabled. It should run fine after this. We don't know why it crashes on first run. SoA 2 is intended to be played as the four major factions vs an AI Borg opponent (The Borg are OP by design). With the four factions starting out as enemy's. You must use diplomacy to ally with each other to defe
If EA acquired it, expect a $60 a month Homeworld MMO with all of the worst aspects of an MMO (think warhammer online) :/
SoA 2 is meant to be played on hard AI (the highest non cheating AI), and max fleet supply (if it hasn't been changed in the new release). Easy, and Normal AI should only be used by new players to get to know the factions unit's, strengths, and weakness's. It is a known issue that some of the factions are very lethargic, and/or won't expand on easy AI. Since the AI is hard coded there isn't much we can do. The AI seems to work best on hard settings. Do not use Cruel, Insan
Thank you Psychoak, and Myfisto for continuing where i left off :) I wish i could have done something, but RL is what it is.
Regardless, If they started a 64 bit port of Sins Right Now. It will take at the very least a year before it is finished, and tested before SD/IC can even think about releasing it.
Sorry, haven't had time to read article yet. If true that would be a huge boost to the game in many ways.
Here we go again......
You can also delete the Ironclad Games folder (where you install the mod). Then run vanilla sins again to create new versions of the folders. Make sure you back up mods, saves and screenshots before you do this. It has helped in the past.
You cant patch ether Trinity, or Rebellion manually. The only way to update is to use Steam (Add it to steam by inputing the CD-Key/ Product code for trinity), or Impulse. The current Diplomacy version "should" work with 1.34 to 1.37.
Diplomacy is still the one to get. Still working on Rebellion. Dunno what Psychoak, and Myfist0 accomplished. Ive been out of the picture for a long time.
Apologies if it is misinformation. It was not meant to be that way. The whole purpose of the topic is to find out what is true, or false. I am the one that learned something new, because what i posted was the way i did it for years. I thank all who contributed to find out what is what. I have seen similar information in the tutorial topics, but it was spread out. Thanks for updating the wiki with this information.
Yea i will have to play with cool downs, and be more flexible with the actual numbers if they become too OP. With the original values the battles were taking quite a while. Now i know why. I think MyFist0, and Psychoak fixed that issue, because i look at the latest versions and the numbers closely match the update i posted. Which make more sense now that after FIVE years i know what i am doing lol
The Akira in SoA 2 (entrenchment, and up) had the same issue until we added the "Heavy Cruiser" roletype before the Antimodule roletype. 2 roletypes with antimodule at the bottom will make the ship work, and fire like it should PLUS use its anti module weapons. I am not sure if strikecraft can have more than 1 roletype. EDIT: Thanks GoFan. If Psychoak didnt already fix it then i got some serious "un-screwing up" to do.
I think i understand what you are saying, and now i know what "should" have been done. (Facepalm) Wow! this was a real eye opener! I've been doing it wrong for years! and I totally stand corrected. The damage for the figures i gave above "should" have been 649.6 per firing arc (162.4 x 4 nulls). I think i had the right idea by dividing the total damage per null, but i "should" have added all of the nulls "Together" in a firing arc to come up for the damage for that particular firi
If this is true then all of the balancing in SoA 2 is absolutely screwed. We did SoA 2 believing that the damage was per null for years. Why would the dev's say the damage was per null if it wasn't true? Hence the whole point of this topic. To find out what is and is not true.
I made a new topic to discuss all of this, because i am now second guessing how i did things [e digicons]o_O[/e]
I am bringing this up, because there seems to be some MAJOR confusion on exactly how Weapons work in Sins, and how they do Damage, and how the Damage is calculated, and spread out. Plus how Shield Mitigation, and Armor is "supposed to work". I would hope that Rebellion Dev's jump in to confirm, or deny any of this. This subject was covered years ago in Original Sins topics, but all of the relevant topics seem to be lost in limbo. So we will go over again what we know about (or
Check your shield mitigation. AFAIK it was done in a way where it was expected for fleets to focus fire on a single ship. Mitigation gives ships ridiculous staying power. In SoA 2 we toned it down to a fraction of sins. Same with armor. All i can say is experiment until it seems right for you. BTW: Apologies for hijacking the OP
When i first modded weapons i thought the same way, and i didn't notice much difference. It was when i did 1v1 tests, and noticed that wow this ship is slaughtering another ship that it should be an even match for. they had the same damage output, but the difference was that one ship had few weapon nulls while the other ship had many. It was the ship that had few that was killing the other ship. Noticed the same odd behavior, but there wasnt much we could do about it. For example
AFAIK nothing has changed since original sins on how the weapons do damage.