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[Topic Closed] Star Trek : Sacrifice of Angels 2: Entrenchment

[Topic Closed] Star Trek : Sacrifice of Angels 2: Entrenchment

The new WIP thread for SoA2.

This Topic is now Closed. A new SoA 2 WIP thread will be started in its place. Do Not Post here.

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Reply #301 Top

Major I believe it is in either Camera in the settings or Gameplay.constant file

I check and it is in gameplay.constant, in

VisibilityDistanceData
        capitalShipRadiusMultiplier 100
        entryVehicleRadiusMultiplier 50000
        frigateRadiusMultiplier 180
        planetRadiusMultiplier 130
        asteroidRadiusMultiplier 200
        resourceAsteroidRadiusMultiplier 200
        debrisRadiusMultiplier 600
        cannonShellRadiusMultiplier 600
        starRadiusMultiplier 60
        planetModuleRadiusMultiplier 60
        starBaseRadiusMultiplier 60
        spaceMineRadiusMultiplier 60
        fighterRadiusMultiplier 1000
        maxFighterMeshDistanceToCamera 4000
        mainViewIconChildrenPlanetRadiusMultiplier 130
        mainViewIconChildrenAsteroidRadiusMultiplier 200
        mainViewIconChildrenStarRadiusMultiplier 60
        veryDistantIconFadeNearThresholdDistance 100000
        veryDistantIconFadeFarThresholdDistance 10000000

Reply #302 Top

a note about movement right now. Klingons using the old scale feds using the new scale. The speed is not the final speed. Enchanced to bring out obvious things. Once i finish mixing in the bank system, o yes btw i'm doing that, the final speeds will be readjusted. 

 

to fill you in, part of the new movement will soon give a penalty to ships having full 360 coverage, reduced for ships having 270 and none for ships having only fwd weapons. Why would i do this? ship balance! 

Reply #303 Top

That makes sense, especially after recently using only a galaxy to take out a starbase and accompanying fleet. Well -ish, my galaxy got destroyed by the last excellsior alive in that fleet. Was really simple, keep it turning in a circle in front of the starbase (not around it). You'll get more shots per same amount of time as it's normal auto attack pattern, simply because that uses all it's weapons so no waiting on cooldowns, simply have to wait for it to turn to bring the next bank to bear.

Reply #304 Top

A litte OT...

Can we confirm if 0.03c works with patch 1.16? and what was done to make it work? If so can someone upload it and post the link.

Reply #305 Top

Major, it version c works with 1.16, just delete the galaxy folder and it will work

Quoting Mooster, reply 1
Major I believe it is in either Camera in the settings or Gameplay.constant file

I check and it is in gameplay.constant, in

VisibilityDistanceData
        capitalShipRadiusMultiplier 100
        entryVehicleRadiusMultiplier 50000
        frigateRadiusMultiplier 180
        planetRadiusMultiplier 130
        asteroidRadiusMultiplier 200
        resourceAsteroidRadiusMultiplier 200
        debrisRadiusMultiplier 600
        cannonShellRadiusMultiplier 600
        starRadiusMultiplier 60
        planetModuleRadiusMultiplier 60
        starBaseRadiusMultiplier 60
        spaceMineRadiusMultiplier 60
        fighterRadiusMultiplier 1000
        maxFighterMeshDistanceToCamera 4000
        mainViewIconChildrenPlanetRadiusMultiplier 130
        mainViewIconChildrenAsteroidRadiusMultiplier 200
        mainViewIconChildrenStarRadiusMultiplier 60
        veryDistantIconFadeNearThresholdDistance 100000
        veryDistantIconFadeFarThresholdDistance 10000000

maybe this will help with the icon problem

Reply #306 Top

@Mooster, there is no Galaxy folder in 0.03c .  I have been tryn to get it to work for a while, but no luck. If someone knows how, please let us know.

 

 

Reply #307 Top

Funny, because I got mine from Harpo, perhaps pming him, so he could put the link back up

Reply #308 Top

mooster, major stress asked me to remove the file as it is NO LONGER SUPPORTED. I suggest waiting until 0.03e is released

harpo

 

Reply #309 Top

Stress is the one that asked about it. :)

Reply #310 Top

I was under the impression that 0.03c did not work with 1.16. I dont have 0.03c myself so i cant test this (i dont usually keep older versions of my mods).

You are correct 0.03c is no longer supported. However if it does indeed work (with the galaxy folder deletion fix) with 1.16 then lets put it back up for download on the main topic so non beta testers can keep themselves occupied until we get the entrenchment version ready.

Will look into what you posted Mooster.

Reply #311 Top

major stress, I have tested my copy of soa 2 0.03c on a sins 1.16 other than several minor errors it does work. I am going to upload a copy

harpo

 

Reply #313 Top

I made 0.03c work with 1.16 by moving it from the 1.15 mod foder to the 1.16 mod folder.

Reply #315 Top

it woud be cool if you coud make speacis 8472 with just one ship for fun and make the the race unceletebul, but i'm not a modder so i dont know how long that woud take.

Reply #317 Top

The winged defender, I think that's the one anyway, been awhile since I played any version of the mod with the romulans in, for the neutrals says D-12 B'rel, instead of whatever ship that is.

Reply #318 Top

Quoting xhenia, reply 15
it woud be cool if you coud make speacis 8472 with just one ship for fun and make the the race unceletebul, but i'm not a modder so i dont know how long that woud take.

Ummm... No.

We have enough balance issues with the Borg without adding in another "uber" race that should have never existed (thanks berman and braga).

Reply #319 Top

The new movements for the feds look excellent. No more ships stopping when attacking structures. I also noticed a lot of the other movement problems have been taken care of, such as ships stopping when getting too close together or ships chasing each other out of grav wells (that one still happens but sometimes resolves on it's own now, and doesn't happen as often).

Also the new torpedo ability for the miranda works well as far as I could tell.

Sorry didn't get a chance to test the new excellsior setup yet. I knew I was forgetting something during that game lol.

Reply #320 Top

The dredded BB's of doom, poking Star Trek full of holes since day one!

 

Species 8472 must be excised from history before it's too late.  Terrible too, a biomechanical race that infests other races ships would be really nice if not so horribly over done...  All it would do now is remind us of the stupids.

Reply #322 Top

 

 Hello Major Stress. It's been a long time since I have commented on SoA2. I been following your converstion from Sin from nearly day one. The last post I made was many moons ago when you were in fierce debate to depart DS9 Cannon to include more ships. Well I am glad you are still gung ho full speed ahead ;). If you ever come to Phoenix I am buying you a drink or something or any of your other helpers. Anyhow here my concerns

 

Minor gripe #1 The Cardassian Fusion Pulse / Beam etc.. in my opinion doesnt sound anything like the show sound bits

Minor gripe #2 In the reworking can say you are tuning down ship damage I approve can you tune up fighters and defence? The

                  Have used fighters since the paper start fleet battles.. and thay little scout fight from insurection was in the dominion 

                   war too.

Minor grip #3 limit the pirate ships OMG do they rape you in mass

The last is for a final plea from a fan... please find away to work some Ferengi in ;) ... The only ever made a decent appearance in birth of the federation :( ....

Thanks ;)

 

 

Reply #323 Top

Grips noted thanks,


Ships stopping to shoot at structures is now fixed

replaced all the muzzle effects for all pulse and torpedo weapons. 

torpedo speeds reduced

there was a project to make torps use abilities and use anti as ammo, this has been scratched. Abilities won't shoot from anything but the center point. 

Fed frigate lineups redone. 

 

Reply #324 Top

There wont be any ferrengi as a race, but if we do use them they will more than likely be defenders. They were the epitomy of cheese in TNG (next to the oil slick killing tasha yar).

Reply #325 Top

Great job on fixing that movement issue Dark Shimmer, I had noticed they weren't stopping anymore, but I thought that my mind was playing tricks on me.  Now all we have to do is stop the ships from chasing eachother out of grav wells and everything will be solved (movement wise).

 

I also have a suggestion for that torpedoe ability for the Miranda, instead of calling it "photon torpedoes" (since photon torpedoe is one of the researches you conduct), why not call it "full spread", kind of like whenever Jean'Luc or Riker would tell Work to' "Give'em a full spread".

 

Oh, and Dragoon as for testing the excelsior (if you mean the Lakota varient), good luck with that, because it's not in the game at the moment.  I assume you guys are fixing whatever problems it has, because now you have the Defiant taking up it's spot in the Capital ship area (which when zoomed out in the game the defiant class has the Excelsior Icon showing for it).  If you are planning on keeping it there I don't really care for it, too weak of a ship for Capital class means, right now it's better as a cruiser.

 

Other than that great job and keep up the struggle.