[quote who="-Ue_Carbon" reply="6942" id="3083511"]What map are you trying to play?[/quote] Sirrius Odyssey
jpaa1701
I downloaded and installed your mod and it seemed to activate properly but for some reason whenever I play, no matter what faction I choose, it gives me a random faction instead. I recently choose TEC 5 times in a row and instead it had me as Vasari once and Avent the other four times, each with different seemingly random defenses and ships to start with. How do I play the faction I want to play with this mod?
Then I guess you don't like the "new" Enterprise that CBS is making canon. Here is the link if anyone is interested. http://www.startrekonline.com/node/2549
I should be able to do at least one of those times. Just take it easy on me, I am not one of those uber-elite super players. My Ironclad Online name is Sentinel Tiberius so I hope to see you all there.
[quote who="JackBauer36" reply="2377" id="2929270"]I have a problem with the diplomatic exchange of technology and AI. Shortly after it is offered to me and I accept it is canceled by the AI. My offers are not even accepted. Relationship on both sides to 20. Where is the error or my. I play with closed teams. [/quote] I get the same thing, only when I offer a diplomatic pact, it is accepted, then terminated, then accepted again, over and over in rapid succession un
If you don't mind playing a newb, I would be willing to give it a go G-ADM_Prawn. I have a fleet event I run @4pm EST every Sunday for STO that last's 2-3 hours but anytime before or after should be fine.
I stop checking the site everyday for a few days, and I miss the tease of a limited diplomacy release. Oh, well. I am really looking forward to trying it out eventually. I am also really looking forward to the new expansion. Is diplomacy going to be the last build of SOA2? Or, will you guys continue on with the new expansion? On a side note, I can provide buddy keys to anyone wanting to give STO a try. Just pm me your email. I have been playin
Just played vanilla diplomacy with the beta version of the patch. There is definitely a performance increase and the pirates have been toned way down. I wonder if they incorporated parts of the Sins Optimization Project in there somewhere. I was wondering how these bigger changes made by this patch will affect the direction you guys were headed with SOA2 if at all? Particularly will this change your original idea of how you wanted pirates to work for this mod or does i
For my style of play it works just fine. I use normal fleet sizes on nothing larger than medium maps with 2-3 ai players. Anything larger and I seem to get memory mini-dumps after a couple hours of play. That make up also maxes out my supply points for that particular phase in my games. I have found only using 2 or 3 capitals and the rest frigates and cruisers only gets them killed. I still lose 1 or 2 in really large battles but that make up usually ensures a qu
Ah, I'm an idiot. Thank you. First off, I love the new pirates mechanic. Now it doesn't take me 2-3 fleets of 8 capital ships and 40-50 frigates each to take them on anymore. I don't have to avoid them like the plague anymore. They are also useful to annoy the other players with by way of increasing the bounty on their heads too now. The rest of the changes seem more subtle. Will require much more play to determine how big an impact they really have o
How? Where? I don't see a link here to download and Impulse doesn't yet recognize that there is an update yet available.
So any ideas on when this is actually coming out?
https://forums.sinsofasolarempire.com/403793 I saw that Diplomacy is getting a major update/patch really soon, how is that going to affect the potential soon release of SOA2 Diplomacy version. From reading earlier posts it seems you guys were really close to releasing a Diplomacy version, but past Ironclad updates always broke the mod until it was patched for the new update. Really awesome mod guys,
[quote who="Larani64" reply="1879" id="2819792"] PS Do they got any mod editor tools that will read the files after edit and put out results of any errors found and where. I just spent the past two days trying to figure out why I was mini dumping and all it turned out to be was that players 2 got deleted from the end of the map file jeez modding in a semi moving at 65 mph down the highway causes bad keystrokes a lot some kind of tool that could read the files and find those missing
Awesome mod guys. Just wondering if you know your STARGATE INVASION ALPHA 2.0 README half the time refers to this mod and the other half is refering to the "Sacrifice of Angels 2" Star Trek mod?
For klingons you could add a temporary speed and offensive combat boost and call it "Call to Battle" or "A Good Day to Die" or something like it. An identical on can be used by the Dominion and be called "Ketricel White" for like an extra dose of the stuff to really get them fighting.
Hi, I was thinking of upgrading my system from its current XP service pack 3 to Windows 7. Does anyone know of any issues I need to be aware of so I can keep playing Sins (with all expansions) and this wonderful mod?
Tried to put this in debug site but it said I needed a google account to submit it. As I don't want to sign up for yet another internet account I'll just put it here. I noticed that wormholes have resource asteroids. I don't know if this was intentional or not but if it is you should know that these resources have an output rate of 0.0/sec. The asteroid bug fix did not touch these. The time and effort you guys have put into this mod is mind boggling and should be
I generally only use small fleet sizes in options so I usually don't have enough ships to spread around to other fleets(yes, I only play with one fleet). I do this because my computer is 5 years old and large fleets don't go over very well. I spend my resources really quickly so I spend most of my game time waiting for resources to build to fund my latest research/building projects and waiting for my fleet to get where I sent it so lot's of staring at screen and doing nothing.&nbs
I tested using a Capital ship (can't remember which but thinking dominion) and it took longer than 2 minutes. I am playing the entrenchment version and tested again regular entrenchment sins and got about 30 seconds for a capital ship to cross the same gravity well. Even at 2 mins per gravity well, you can see how that would stack to significant time over the long haul. If you really want me to report on debug I will, not a major issue just that it takes a lot longer to play
[quote who="Mystic Angel" reply="1208" id="2597511"]Jpaa1701: You can adjust the ships speeds in the Game Options screen. I wouldn't suggest changing any of the values in the entity files due to the delicate relationship between each of the movement factors (speed, accelerations, and turning). That could turn into a days-long project in order to achieve the correct balance for every ship in the game. [/quote] I was hoping it would be a simple fix like
Been following this mod for years now but this is my first time posting anything and I love how far it has come along. I have noticed that the SAO2 ships move at less than half the speed of regular sins versions. I know you have the speeds to what you want and I am not asking you to change yours. What I would like to know is there a way I can adjust the ship speeds on my own? Keep in mind that I have never modded anything in my life so keep responses simple and easy to