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[MOD WIP] Sacrifice of Angels 2 Entrenchment

[MOD WIP] Sacrifice of Angels 2 Entrenchment

SoA 2 0.3e.102

Can anyone remember when we used to be explorers? - Jean Luc Picard
Gameplay
FED
KLI
ROM
DOM
BORG
NPC
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3,993,301 views 1,969 replies
Reply #1301 Top

Here's my ideas for super Borg Power of assimilating ships, I disabled Autocast for obvious reasons.

entityType "Ability"
buffInstantActionType "ApplyBuffToTarget"
instantActionTriggerType "AlwaysPerform"
buffType "BuffDomination"
targetFilter
    numOwnerships 2
    ownership "Enemy"
    ownership "NoOwner"
    numObjects 2
    object "Frigate"
    object "Cruiser"
    numSpaces 1
    space "Normal"
    numConstraints 0
range
    Level:0 4000.000000
    Level:1 6000.000000
    Level:2 8000.000000
effectInfo
    effectAttachInfo
        attachType "Center"
    smallEffectName "Ability_BorgAssimilation"
    largeEffectName "Ability_BorgAssimilation"
    soundID "EFFECT_BorgAssimilation"
needsToFaceTarget FALSE
canCollideWithTarget TRUE
moveThruTarget FALSE
isUltimateAbility FALSE
maxNumLevels 3
levelSourceType "Intrinsic"
minExperienceLevelRequired
    Level:0 2.000000
    Level:1 4.000000
    Level:2 6.000000
aiUseTime "Never"
aiUseTargetCondition "None"
isAutoCastAvailable FALSE
isAutoCastOnByDefault FALSE
pickRandomPlanetToExploreForAutoCastTarget FALSE
ignoreNonCombatShipsForAutoCastTarget TRUE
onlyAutoCastWhenDamageTakenExceedsPerc 0.000000
useCostType "AntiMatter"
antiMatterCost
    Level:0 120.000000
    Level:1 100.000000
    Level:2 90.000000
cooldownTime
    Level:0 40.000000
    Level:1 36.000000
    Level:2 30.000000
orderAcknowledgementType "ONATTACKORDERISSUED"
researchPrerequisites
    NumResearchPrerequisites 0
nameStringID "IDS_ABILITY_BorgAssimilation_NAME"
descStringID "IDS_ABILITY_BorgAssimilation_DESCRIPTION"
hudIcon "HUDICON_ABILITY_BorgAssimilation"
smallHudIcon "HUDICON_ABILITY_BorgAssimilation"
infoCardIcon ""

 

entityType "Buff"
onReapplyDuplicateType "PrioritizeNewBuffs"
buffStackingLimitType "ForAllPlayers"
stackingLimit 1
allowFirstSpawnerToStack FALSE
buffExclusivityForAIType "NotExclusive"
isInterruptable FALSE
isChannelling FALSE
numInstantActions 2
instantAction
    buffInstantActionType "PlayAttachedEffect"
    instantActionTriggerType "OnDelay"
    delayTime 0.000000
    effectInfo
        effectAttachInfo
            attachType "Above"
        smallEffectName "Buff_BorgAssimilation"
        largeEffectName "Buff_BorgAssimilation"
        soundID ""
instantAction
    buffInstantActionType "ChangePlayerIndexToFirstSpawner"
    instantActionTriggerType "OnDelay"
    delayTime 0.000000
numPeriodicActions 0
numOverTimeActions 0
numEntityModifiers 0
numEntityBoolModifiers 0
numFinishConditions 1
finishCondition
    finishConditionType "TimeElapsed"
    time
        Level:0 15.000000
        Level:1 20.000000
        Level:2 25.000000

Reply #1302 Top

Well, I am glad you got what I was striving to say Ryugi, I just wanna cut back on useless chatter over the same subjects (people pro and con for this debate are basically reciting the same arguments with very similar evidence to support. If the modders at least had a graph to show how the community felt, they could at least see what popular opinion was).

Quoting AdmiralTeridoc, reply 1297
Can we stop arguing about the defiant and start giggling like schoolgirls over the upcoming Romulans? Let's guess about which ships made the Cap-Cut. Let's compose imaginary abilities for crusiers that may-or-may-not be in. Let's fool ourselves into thinking the blue orbs are getting bluer. Let us don our pointy ears and start stabbing each other in the back!

Is that some of the sarcasm like psychoak loves?  Oh, and I still personally think that every so often those orbs ARE glowing brighter, but that's just me.

Derenek, I don't know if Borg abilities are necessarry since Loki I think has pretty much taken care of almost everything Borg related, but if you want to submit this, at the top of the page they have:

Can I help out the SoA 2 Team? Of course you can. After this version is released we will be accepting bug fixes. Also Community Contributions (ships, abilities, etc.) will be accepted after the core work is done (all races in and balanced). If we like what you submitted, and/or it improves, or fixes the mod we will use it in our next update, and YOU will get the credit. All Community Contributions MUST be in mod format (Folder\File. Example: Textures\Hyperspace.dds, or Gamedata\PlayerFederation.entity). All contributions MUST be Developer.exe error free, and working in game before you send them.

Please send Community Contributions to:

[email protected]

Reply #1303 Top

Borg assimilation has already been done

Reply #1304 Top

I would just like to say, great mod so far. I've been playing it for hours and it was the reason I got the game to begin with. Great job guys cant wait to see the rest.

 

(hey a post without any complaining!)

Reply #1305 Top

I feel like I should start spying on/plotting the "accidental" demise of my roommate

Just so I can be like a Romulan.  At least until the patch comes out!

Reply #1306 Top

Mine should:

Capture both frigates and cruisers.

Increase in range per lvl up

decrease in energy cost per lvl up

slightly decrease cooldown each time as well

I made sure that it was on manual cast only.

Reply #1307 Top

@ Design Team: I actually think the Defiant is great as is, and considering I was guilty of the worst Defiant-Spamming in the first Entrenchment release, that should count for something, dammit!  Seriously, you're right it's not 100% cannonical, nor 100% game-play optimized, but it fits a solid niche right now.  I would not, however, be opposed to adding more cap ships, because, hey, they're fun!

@ Design Team (2): I'm going to start submitting abilities tonight (no, really this time)!  Will start with torpedo laying, which has gotten solid, and evasive maneuvers (piece of cake, already done in my head), boarding party (pretty well figured out), and (my personal favorite) Glorious Sacrifice - which intend to be a klink cap ship ability to go on a suicide ramming mission when the ship's SP/HP are down to squat.

@ cperceful (can't resist setting you straight on some 'technical' Trek facts):

Just an extra note about science, the Defiant has performed science missions, despite science not being its role. Don't forget it was the first ship to ever open an artificial wormhole. The DS9 technical manual gives the Defiant's sensors at 80% of standard Starfleet sensors, which reflects its dedicated combat design

Um, not really on the wormhole - remember Star Trek: The Motion Picture?  Granted, not stable and everyone wants to forget, but it was still earlier... O:)

@ Paradoxnt (more tech fun):

The Ship PowerPlant in the Galaxy takes up 12 decks.


The Ship PowerPlant in the Defiant takes up 3 decks.

Actually, according to the Galaxy Class tech manual, the deck size doesn't matter nearly so much as how well you can focus your matter/antimatter streams through the dilithium crystals to get your plasma stream.  The Galaxy just provided a lot of verticle separation because the matter (deuterium) tank is near the top for refuelling and the antimatter (anti-deuterium) modules are near the bottom for ejection in case of an emergency, thus the greater number of total decks for the power plant.

Reply #1308 Top

I love the idea of Glorious Sacrifice.  It has a nice Klink feel to it...  Also a good way to get rid of a "Doomsday machine" should one ever show up in the mod someday (I hope...hehehe)

 

Quoting G-ADM_Prawn, reply 1307
@ Design Team: I actually think the Defiant is great as is, and considering I was guilty of the worst Defiant-Spamming in the first Entrenchment release, that should count for something, dammit!  Seriously, you're right it's not 100% cannonical, nor 100% game-play optimized, but it fits a solid niche right now.  I would not, however, be opposed to adding more cap ships, because, hey, they're fun!

@ Design Team (2): I'm going to start submitting abilities tonight (no, really this time)!  Will start with torpedo laying, which has gotten solid, and evasive maneuvers (piece of cake, already done in my head), boarding party (pretty well figured out), and (my personal favorite) Glorious Sacrifice - which intend to be a klink cap ship ability to go on a suicide ramming mission when the ship's SP/HP are down to squat.

@ cperceful (can't resist setting you straight on some 'technical' Trek facts):


Just an extra note about science, the Defiant has performed science missions, despite science not being its role. Don't forget it was the first ship to ever open an artificial wormhole. The DS9 technical manual gives the Defiant's sensors at 80% of standard Starfleet sensors, which reflects its dedicated combat design


Um, not really on the wormhole - remember Star Trek: The Motion Picture?  Granted, not stable and everyone wants to forget, but it was still earlier...

@ Paradoxnt (more tech fun):


The Ship PowerPlant in the Galaxy takes up 12 decks.


The Ship PowerPlant in the Defiant takes up 3 decks.


Actually, according to the Galaxy Class tech manual, the deck size doesn't matter nearly so much as how well you can focus your matter/antimatter streams through the dilithium crystals to get your plasma stream.  The Galaxy just provided a lot of verticle separation because the matter (deuterium) tank is near the top for refuelling and the antimatter (anti-deuterium) modules are near the bottom for ejection in case of an emergency, thus the greater number of total decks for the power plant.

Reply #1309 Top

yeah when i was going to try to make abilities i was thinking of doing something similar...in reverence for "PERHAPS TODAY IS A GOOD DAY TO DIE...PREPARE FOR RAMMING SPEED!"which might be my favorite line in any stra trek film hehe.

Reply #1310 Top

Reply #1308
just_jim

*
* Member No.3,645,320
* Karma0

September 21, 2009 19:51:07

I love the idea of Glorious Sacrifice. It has a nice Klink feel to it... Also a good way to get rid of a "Doomsday machine" should one ever show up in the mod someday (I hope...hehehe)

After a good evening's study, I think I've got the principles down to code this up (wasn't sure before).  Hopefully I can get it working by this weekend. 

P.S. - the files for Klingon frigate/cap ship mine laying are in the SoA2 team's mailbox, if they choose to use them.  I feel a little ackward submitting those, but I'm sure that if I can get "Glorious Sacrifice" to work right they will include it.

Reply #1311 Top

 :borg:  keep the ideas and abilities flowing people. btw we now have the tractor beam in game!!! but keep in mind resistance is futile!! keep em coming(\B):vulcan:(\B)

Reply #1312 Top

On a side note we are planning a final release with no stock files. all enity files will be custom no stock nothing so if anyone has any thoughts ideas please email me or pm me . this is and will always be a total conversion so lets chip in and  make it happen. btw the mod is about 80% custom 20% stock at this point. Also we now have a deadline   " before diplomacy comes out in feb 2010 to finish Soa2 entrenchment!!!  So fire up those nuerons and lets get the job done

[email protected]

 

Reply #1313 Top

What about an ability for the soverign to be the "Riker manuveur"?

 

A strong beam from the aft weapon point? I have no modding skills so cannot help in that regard, just putting an idea out there

 

Great mod by the way

Reply #1315 Top

Quoting ImmergingAP, reply 1313
What about an ability for the soverign to be the "Riker manuveur"?

I'm already working on the "Picard Manuever", will cause ship to zip from one point to another ending with two ships on screen simultaneously :grin: .

Reply #1316 Top

Quoting QuicktoDraw, reply 1315

Quoting ImmergingAP, reply 1313What about an ability for the soverign to be the "Riker manuveur"?
I'm already working on the "Picard Manuever", will cause ship to zip from one point to another ending with two ships on screen simultaneously .

 

Ah yes, forgot about that. Need to shake out some cobwebs I suppose.

 

What about the klingon ablilites? I honestly cannot think of that many/ any! Romulan ultimate could be ejecting of their quantum singularuty to give a massive planet bombing upgrade? I think that was in a novel (http://memory-beta.wikia.com/wiki/Tomed_Incident). I will leave that up to a capable modder to try

Reply #1317 Top

do you guys have plans to make this mod work with the diplomacy expansion?

i havent pre ordered diplomacy for fear it will stop me playing this mod

Reply #1318 Top

danielmoore,

assuming that diplomacy will be similar to entrenchment in operation, you will be able to play vanilla,entrenchment or diplomacy at will,and the mods for each of the expansions will be stored in seperate folders as is the case at present with vanilla in the mods-v1.17 and entrecnhment mods-entrenchment v1.03.

I think it likely that ironclad games will follow the current pattern and create a mods-diplomacy v1.0* folder structure for diplomacy mods.

harpo

Reply #1319 Top

danielmoore,

assuming that diplomacy will be similar to entrenchment in operation, you will be able to play vanilla,entrenchment or diplomacy at will,and the mods for each of the expansions will be stored in seperate folders as is the case at present with vanilla in the mods-v1.17 and entrecnhment mods-entrenchment v1.03.

I think it likely that ironclad games will follow the current pattern and create a mods-diplomacy v1.0* folder structure for diplomacy mods.

harpo

Reply #1320 Top

When will the next online meeting be?

 

Also if anyone here wants to play I am from UK and can play after 8pm usually. Let me know.

Reply #1321 Top

Quoting TranceNova, reply 1320
When will the next online meeting be?

Also if anyone here wants to play I am from UK and can play after 8pm usually. Let me know.

According to the page title...

Planned Multiplayer Games

7pm(GMT - UK ) 2pm(USA - EST) 24/09/09 (This Thursday!)

7pm(GMT - UK ) 2pm(USA - EST) 27/09/09 (This Sunday!)

Reply #1322 Top

Quoting ImmergingAP, reply 1316

What about the klingon ablilites? I honestly cannot think of that many/ any! Romulan ultimate could be ejecting of their quantum singularuty to give a massive planet bombing upgrade? I think that was in a novel (http://memory-beta.wikia.com/wiki/Tomed_Incident). I will leave that up to a capable modder to try

If you wanted to be canon about it, the quantum singularity losing containment would create a shockwave across the entire star system, which I think would be a somewhere in the realms of overkill :D

Reply #1323 Top

I was just thinking along those lines

Maybe the D'Deridex could have the ability to self destruc its artificial singularity drive once down to a certain amount of health, causing a shockwave that will cause some damage.  If I could mod, I would play around with this myselft, but alas, I'm not

Reply #1324 Top

Quoting cperceful, reply 1323
I was just thinking along those lines

Maybe the D'Deridex could have the ability to self destruc its artificial singularity drive once down to a certain amount of health, causing a shockwave that will cause some damage.  If I could mod, I would play around with this myselft, but alas, I'm not

hehe all i am going to say is that we have something already in development for a rommie capital ship ability similiar to this  however please do keep the ideas coming !!!! and Feel free to Make some ans send them in:fuzzy:   

Reply #1325 Top

WHY ON THURSDAY NOOOOOOOOOOO. 8C   lol jk but that is during school for me. o well if loki is hosting that day tell him to pm me soon. or email. Anayway i look forward to playing roms when it comes out. But not really FEDERATION FOREVER (and klingons when balanced) lol.

Planned Multiplayer Games

7pm(GMT - UK ) 2pm(USA - EST) 24/09/09 (This Thursday!)

7pm(GMT - UK ) 2pm(USA - EST) 27/09/09 (This Sunday!)