It looks like the archive is on moddb proper at present. There is a download button on gamefront though. You have to answer their silly survey questions, one or two.
SoA2Team
SOA2 0.7R is released. Have fun, and read the design document in the galaxy forge folder if you feel froggy.
Nimrod display system. If you have an ability that removes a buff, for some reason they decided to make it display the attributes being removed. In this particular case, one of the hidden bonuses of being a ship full of shock troops is a resistance to assimilation.
The pirates have a research locked ability for the Maquis that triggers the switch on cardassians not protected by one of the loyalty enforcing abilities. Look into AbilityInsurrection.
Raid timers are three functions. You can follow them back from the added pirate structures such as PLANETMODULEPIRATEORBITALCOMMAND structures, and the extra race named structures, such as PLANETMODULE_HODORBITALGAUSSDEFENSE. First, an initial lock. They'll be the ability with Lock in the name. In each chain, there is a BuffWhateverLockSet file. The finish timer on this is how long after game start the acco
Enemy Battle Plans Cost 50 Cool Down 50 Duration 30/35/40 Range 6750 Effect 10/11/12 Mitigation Secondary Effect Decloaks nearby enemy ships Range 1500 Max Targets 5 The decloaking bit is why the display is broken, Sins is tard and shows all the effects for any buff that gets removed. You should be able to see the whole display around 1920x1080, but there are abilities that do
We successfully got shields onto strikecraft in SOA2, they crashed the game as soon as they took damage.
There isn't. We've been well and truly porked on this. You can thank the people that complained about ships leaving in as time efficient a manner as possible for that one. It was to fix ships that accelerated faster than they turned from going forward into their turns to run away.
If you've installed properly, then there are two possible reasons you're crashing. The first, and most likely, is that you're starting the mod from in game, and running it then and there. As is stated frequently, the first run crash has been a stubborn bastard and refuses to go away. Start Sins with the mod already enabled, then play. The second is a little more interesting, I've run into it once before. You have
The headquarters are for added functions. Thanks to an elegant ability design, the pirate headquarters actually spawn ships based on the existence of the various colonized neutrals, as those other factions.
I presume you were Klingon at the time? Icon selection requires the use of the side before you select your icon, a necessary stricture for the AI to use them automatically. There doesn't appear to be anything wrong with the system, if you've managed to bugger it beyond this though, I'll attempt to replicate. [quote]We all know what happened to Gary Mitchell. Tread lightly psychoak.[/quote] Treading li
steamcommunity.com/groups/ST-SOA2/discussions/0/630800445316801999/
X class planets have a ~180 file interlinking ability system that generates random events, triggered by various means. Consider them an extra risky endeavor and you should be alright.
Sent you a PM so as to avoid any spoilers.
The ring map doesn't actually have the new content with regards to random events. Those are just the vanilla results you're seeing.
Feedback is needed from DLC and non-DLC users on whether or not certain unmentionables are problematic or not. Non-DLC users in particular should be paying attention to whether or not they run into kill zones where the AI has been random event trashed.
The clone is a "Frigate" as opposed to a "CapitalShip" for mechanical purposes. As such, it can be assimilated by the normal frigate assimilation methods. The clone has no abilities to use, is weapon disabled, and will expire after a set time whether the Borg steal it or not. The second clone would have been from the original ability. I can set the ship up to expire on conversion though, that would be more practical.
Fleet decloak is a one off, but not an ultimate as it exists for function, not to enhance the power of a ship. The Romulan's is and isn't an ultimate, level 3 of the ability is significantly more powerful and requires level 6 to get. The Klingon's(I assume you meant the carrier) simply lacks an ultimate entirely.
Cloaking is a pretty effective Borg countermeasure. The D'Verix' area disable also wipes out antimatter, which counters their capabilities significantly.
[quote]Fleet: Level 6 Queen's Diamond, 5 planet assimilators, 2 coffins, 2 grav torp ships, 1 scout module and 1 planet colony ship.[/quote] The cutting beam ability on the elites is capable of taking over other elites, not just frigates.
This is a general Sins issue, support ships in a fleet will ignore attack orders and finish their move order, even breaking fleet cohesion limitations. This only takes place when using fleets.
As the Major stated, we already have 'hero' units. I really can't understand peoples OBSESSION with having one more button to click. It is turning out to be the biggest pain in my ass this decade. mephistopheles
Reb was just updated which breaks save games [e digicons]X|[/e] Other than that not to sure
SoA2 0.6.6R for Reb 1.80 is up and ready for assimilation. http://www.moddb.com/mods/sacrifice-of-angels-2/downloads/soa2-full-version-for-rebellion
this may be a dumb question, but, did you put the SOA2 latest patch in http://www.moddb.com/mods/star-trek-sacrifice-of-angels-2/downloads/soa2-diplomacy-patch I cant find your bad brush link and I did fix a few for last patch. Looks like a paradise planet, swamp has bad bonus effects like unstable ground and dense jungle.