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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
Download Rebellion
Download Rebellion Patch
Install Rebellion mods tutorial
3,993,378 views 1,969 replies
Reply #1326 Top

Quoting JTAYLORPCS, reply 1324

Quoting cperceful, reply 1323I 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    

 

Well now I'm even more excited.  Hot damn!

Reply #1327 Top

In the Star Trek universe, when a ships warp core decided to blow up, any ships  within a "range" of the dying ship suffered damage.  Or at least it was eluded to that damage would occur.  Like in the Next generation movie when the Klingon sisters had LaForges eye piece bugged and could see the shield freq and was able to penetrate the Enterprises sheilds--destroying the battle section while the saucer section tried to get away.  When the shockwave hit the saucer section, it went out of controll and crashed on the planet.  Will there be this colateral damage in the mod when ships blow up? I see the question about the Romulan ship being able to explode when damage is critical as a last ditch effort to hurt other ships, but as I recall, all ships delt damage to others when exploding and others were too close.

Reply #1328 Top

This MOD is amazingly fun to play right now.  When all factions are in and balanced...I'm so excited for that!

Reply #1329 Top

Quoting Ganos-Lal, reply 1321

Quoting TranceNova, reply 1320When 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!)

 

It actually had the past date on it when I checked before posting...

 

Maybe he updated after seeing my post???

 

Quoting Ganos-Lal, reply 1328
This MOD is amazingly fun to play right now.  When all factions are in and balanced...I'm so excited for that!

 

Well at least I can agree with you on that ;-)

Reply #1330 Top

I'd really agree with alryq there for a realism enhancement- though perhaps only if the ships' shields were down it would get damaged? (and shoved away- like the telekenetic shove). Also, probably wise to make that only happen for Cap Ships (as they tend to have larger Warp Cores). Though since its his idea I'll let him post the enhancement request.

Reply #1331 Top

One thing I think I'd like to see, and I'll try looking into it myself, is cap ship style deaths for more ship classes.  I could see it getting excessive if it was for all ship types, but I for one love that extended roll away with explosions before they finally pop.  Any thoughts?

Reply #1332 Top

Weird. I just downloaded the main mod file, and I still have a corrupted Curry DDS? Can anyone check?

 

n/m, /me is stupid...

Reply #1333 Top

Quoting Micael456, reply 1330
I'd really agree with alryq there for a realism enhancement- though perhaps only if the ships' shields were down it would get damaged? (and shoved away- like the telekenetic shove). Also, probably wise to make that only happen for Cap Ships (as they tend to have larger Warp Cores). Though since its his idea I'll let him post the enhancement request.

 

My question about colateral damage caused by exploding ships was just a question.  I don't have any idea how to create this ability, so if you wish to submit the idea, go ahead.  I was only asking, not suggesting.

Reply #1334 Top

plz romulans this weekend ? ^^

Reply #1335 Top

Quoting alryq, reply 1333

 

My question about colateral damage caused by exploding ships was just a question.  I don't have any idea how to create this ability, so if you wish to submit the idea, go ahead.  I was only asking, not suggesting.

 

Couldn't you model that on the effect of Gas Giants have? I'm pretty sure that causes colateral damage.

Reply #1336 Top

just take the ability from the tec starbase + autocast on destruction + lower dmg/color :D

Reply #1337 Top

Before Entrenchment the Miranda was used to build mining stations on systems that had no colonizable planets.  That ship doesn't seem to do that in this mod.  Is there another ship that will do that? 

I just downloaded this mod a few days ago and have been addicted ever since.  Great job and looking forward to more updates!!!

Reply #1338 Top

Unit's that take over mining facilities:

For the Feds, it's the curry that does that (along with colonizing and repair).  The Miranda ia now relegated to mine detector.

For the Klingons it's their troop transport that does all of that.

Reply #1339 Top

sorry i could not make tonight but i ended up working late i will be there on sunday !

+1 Loading…
Reply #1340 Top

curry.dds is STILL broken in the main archive.  I've downloaded the file a few times and each time I am told "curry.dds: file is broken".  Haven't tried running the game with this mod enabled or patching it yet because of this

Reply #1341 Top

wizisi2k, there's an alternative download to the curry file somewhere earlier on the forums.

 

EDIT: Here; http://www.tgsn.co.uk/Curry-cl.dds

Reply #1342 Top

I don't want to be a party pooper for those who want ship destruction to be "realistic," but I disagree with the idea of every ship dealing area damage when it explodes for the following reasons:

  1. Given the shear number of ships in the game, a disproportionate amount of all battle damage could come from losing your ships.  Hardly a reason for rational battle-planning (unless you're Klingon).
  2. It would be unfair to the Feds (in the current version) due to their lower overall SP/HP compared to klinks.  
  3. If we want to be "realistic," some ships would blow up with all anti-matter storage modules onboard (theoretically, ships are programmed to eject them at the last second to avoid huge explosions near planets/friendly ships, or at least according to Mr. Scott's Guide to the Enterprise, but it wouldn't happen every time).  That kind of explosion would be the equivalent of several thousand (or probably million/billion) photon torpedoes, which also employ an anti-matter warhead.
  4. From a game-play standpoint, it's really unnecessary.
  5. I'm still working on Glorious Sacrifice.  It would be a shame to give a similar ability to everybody.

BTW, Glorious Sacrifice (which I envision as a Klingon Cap-Ship Kamakaze attack when the ship is on the verge of destruction, though that's up to the SoA2 team) is coming along appreciably well.  I've got a couple of crude versions running, but they need tweaking before I submit them.  Unfortunately, the great bane of perfecting it is that abilities trigger buffs, which can trigger other buffs, but cannot trigger additional abilities.  This makes it hard to simultaneously have the Glorious Sacrifise "ability" actually be effective at selecting a target and perform a good ramming maneuver.  I've still got a few ideas for tweaks to improve it, so we'll see where they take us.

BTW 2 - If anybody does know a way to get buffs to trigger abilities, I would greatly appreciate hearing it.  So far, all my research has suggested that this is impossible and that I am not the first to complain about it.

Reply #1343 Top

Quoting G-ADM_Prawn, reply 1342
BTW 2 - If anybody does know a way to get buffs to trigger abilities, I would greatly appreciate hearing it.  So far, all my research has suggested that this is impossible and that I am not the first to complain about it.

Unfortunately a buff can't activate an ability at the present time.  But, I think I can help achieve the result you want.  PM me, and we can discuss the specifics.

Reply #1344 Top

Do you guys hang out in a certain Ironclad Online channel?  "SOA2" or something?

Reply #1345 Top

Quoting Micael456, reply 1330
I'd really agree with alryq there for a realism enhancement- though perhaps only if the ships' shields were down it would get damaged? (and shoved away- like the telekenetic shove). Also, probably wise to make that only happen for Cap Ships (as they tend to have larger Warp Cores). Though since its his idea I'll let him post the enhancement request.

Quoting G-ADM_Prawn, reply 1342
I don't want to be a party pooper for those who want ship destruction to be "realistic," but I disagree with the idea of every ship dealing area damage when it explodes for the following reasons:


Given the shear number of ships in the game, a disproportionate amount of all battle damage could come from losing your ships.  Hardly a reason for rational battle-planning (unless you're Klingon).

It would be unfair to the Feds (in the current version) due to their lower overall SP/HP compared to klinks.  
If we want to be "realistic," some ships would blow up with all anti-matter storage modules onboard (theoretically, ships are programmed to eject them at the last second to avoid huge explosions near planets/friendly ships, or at least according to Mr. Scott's Guide to the Enterprise, but it wouldn't happen every time).  That kind of explosion would be the equivalent of several thousand (or probably million/billion) photon torpedoes, which also employ an anti-matter warhead.
From a game-play standpoint, it's really unnecessary.
I'm still working on Glorious Sacrifice.  It would be a shame to give a similar ability to everybody.

 

I agree here. I only pointed out that "all" ships do this when exploding was to point to canon stuff.  I do agree that having all ships generate damage on death would be way over the top.  But a capital ship, that would be something, and maybe only on a random basis.   Like I stated before, though, it was just a question/thought generated by the Glorios Sacrifice ability. I don't think every ship should have it.  I'm no modder, and as such for me to make a suggestion knowing I cant put it to programming, might be wrong.
BTW, Glorious Sacrifice (which I envision as a Klingon Cap-Ship Kamakaze attack when the ship is on the verge of destruction, though that's up to the SoA2 team) is coming along appreciably well.  I've got a couple of crude versions running, but they need tweaking before I submit them.  Unfortunately, the great bane of perfecting it is that abilities trigger buffs, which can trigger other buffs, but cannot trigger additional abilities.  This makes it hard to simultaneously have the Glorious Sacrifise "ability" actually be effective at selecting a target and perform a good ramming maneuver.  I've still got a few ideas for tweaks to improve it, so we'll see where they take us.

BTW 2 - If anybody does know a way to get buffs to trigger abilities, I would greatly appreciate hearing it.  So far, all my research has suggested that this is impossible and that I am not the first to complain about it.

Reply #1346 Top

I agree here. I only pointed out that "all" ships do this when exploding was to point to canon stuff.  I do agree that having all ships generate damage on death would be way over the top.  But a capital ship, that would be something, and maybe only on a random basis.   Like I stated before, though, it was just a question/thought generated by the Glorios Sacrifice ability. I don't think every ship should have it.  I'm no modder, and as such for me to make a suggestion knowing I cant put it to programming, might be wrong.

 

I'm a noob, this was supposed to be on my last post, not the BTW and BTW 2.  Sorry.

Reply #1347 Top

It might be interesting to experiment with a buff for the larger capital ships that activates upon the ship's destruction.  It would essentially be the Unity Carrier's telekinetic shove that Micael mentioned, but with a very small radius and and minimal damage, which could possibly be set up to vary depending on ship/warp core size (in the form of ability levels).  In fact, the longer I think about it the more plausible the idea becomes.  I could work it up and submit it if there's enough interest.  Of course, it would take up one of the five ability slots, so it's inclusion would depend entirely on whether capital ships have a full array of abilities or not.

Ultimately,  you get the realism of a ship being thrown slightly off course because it tarried too close to a warp core explosion, but it doesn't throw a wrench into large-scale battle strategy because the effect is only minor and within a small radius.  As I said, it should be fairly simple to work out.  Just let me know if you'd like it done.

Reply #1348 Top

Will the inbound 1.04 patch break the current SoA2 Mod? If so are there plans on releasing Patch 0.3E.2 in time for it?

 

Thanks and see you guys Sunday online :-)

Reply #1349 Top

Mystic, you'd have to give it two abilities per se, one which is the Unity's "Ship Shove" ability (on their Iconis Guardians) and one which would be the Unity Carrier's "Telekenetic Shove". For realism purposes you aught to make the strikecraft be affected by the explosions more than normal ships. I'm not on the mod team (obviously) but I for one would love to see that in there :). Also, would it have to take up an ability slot, or could it just "happen" when the ship dies? (I don't know how buffs/abilities are triggered by the Sins engine).

 

And Trance, that new patch is for regular sins- I'd be more worried about when Entrenchment 1.04 came out.

Reply #1350 Top

Quoting Micael456, reply 1349
Mystic, you'd have to give it two abilities per se, one which is the Unity's "Ship Shove" ability (on their Iconis Guardians) and one which would be the Unity Carrier's "Telekenetic Shove". For realism purposes you aught to make the strikecraft be affected by the explosions more than normal ships. I'm not on the mod team (obviously) but I for one would love to see that in there . Also, would it have to take up an ability slot, or could it just "happen" when the ship dies? (I don't know how buffs/abilities are triggered by the Sins engine).

I've just had a look at the three buffs involved in the two Unity abilities, and I had forgotten that the Guardian abiltity keeps ships at bay while it has antimatter reserves.  The telekinetic push, on the other hand, is just throwing fighters away from itself.  Essentially, they're close cousins in the ability department.  They both have the same effect, but one is persistent and the other is a one-off with damage.  We would definitely want to go with the more simple carrier version, especially since it's a one-time effect; just like a warp core explosion.

Concerning strikecraft; it seems realistic that the damage from the explosion should be high enough that any fighters are incinerated, don't you think?  After all, there was a ship or two caught in the explosion of the Borg Cube in First Contact, and they didn't make it.

I've messed around with the explosion files a bit, but as far as I know there's no way to apply an actual modifer like an impulse or damage without it being a buff.