thanks, psy. i stuffed up a little ![]()
when i downloaded from the link i got soa2 0.4.2e. must have been updated without me realising.
will try the 0.4.5e patch again on the 0.4.3e mod
Yeah, a restart cleaned it up. I knew something was the matter when it said naquadria and hyperdrives instead of antimatter and warp engines lol. Now I can get back to conquering the ridiculously oversized galaxy as the diplomatic federation.
Attention All
We on the team have started the migration to diplomacy. Stay tuned for future updates.
thanks
Soa2 mod team
We on the team have started the migration to diplomacy. Stay tuned for future updates.
thanks
Soa2 mod team
God i love you guys ![]()
Near the bottom of it, you have the modifiers for the in game speed settings. You can take the slow setting and make it really, really slow with just a few numbers changed. The values all have clear, common sense labeling, not much to figuring out which numbers do what.
The files were left in text for the release, so you wont need to convert them.
Thanks psychoak that should do the trick I see where and hoe there link to the dame options so I'll set Slow to super duper slow. One more question though anyone know where the pirate spawn rate is since fleets and defense will tack longer to build 20 or so pirate ships coming in every ten minutes or so will be pretty hard to defend against with none then one ship ect.
PS see how long it took me to reply that gives you an idea how much time I got to play ha ha
Nay, pirate raids are zero impedance. The pirate ships aren't rebalanced to go with the rest of the sides, on account of them supposedly getting replaced... You can blow away whole raids with single frigates.
That said, same file, just further up. You're looking for the pirateRaidDef section.
You've got first and normal warning time, that's how long it takes the bar to fill, and then the min max values right under those are the delay constraint after the warning.
That said, same file, just further up. You're looking for the pirateRaidDef section.
You've got first and normal warning time, that's how long it takes the bar to fill, and then the min max values right under those are the delay constraint after the warning.
Yeah I know there pretty worthless like pesky gnats really and I suppose I could just turn them off too but its nice to know anyway, now I am just tinkering with the warp speeds my current setup has build, research and economy going about right but warp speed has me discovering nearly the whole galaxy before I even get a Capital Ship built. Again Thanks Psychoak you have been loads of help.
The fed "push away" ability says Nova ship...but it's the Sabre that has the ability.
I knew I forgot something when I was updating strings...
I have officialy learned a lesson here.. do not leave the borg alone in the smaller side of the SotA2 Map >< they fed on 2 dominion bots there and have 30 or 40 capital ships lol
I jumped in with a full upgraded max pop fleet paired with all my cap ships..
battle ended with 1 Borg capital ship dead... and the borg with 4 defiants 3 of my sovs and 2 of my galaxys and my fleet gone attack 2 faired about the same.. result is they now have over 50 capital ships and im hideing at bajor with a fleet and fully upgraded starbase .,.. waiting >< I still have yet to figure out what ship is able to assimilate my Capitals.. i destroyed thier unicomplex with only 1 being assimilated.. Im gonna have to play the borg once to find the ship doing it ><
I'm such a bastard...
so evil, you gave cutting beam to all the borg cap ships lol
how the tables have turned... now im the borg and collecting enemy cap ships lol
They're not actually sure fire, play against people that get the hell out of dodge before it goes to crap and you wont be stealing them like that. They only flip after losing shields for eight seconds while it's running. You can also knock the ability offline early if you do enough damage to the ship.
Is assimilation tied to labs? Destroy enough and Borg can no longer?
see that is the wonderfull part... i disable the ships befor i cutting beam them lol
Last cap ship that tried to run had its warp drive taken offline.. and my personal fave is warp inhibitors lol
Nope.
the cutting beam in this version pervents ships from running away, i just stack 2 or 3 ships casting it at the same time to assure a capture
one issue i have and im not sure what its related to .. wierd game pauses.. plays 5-10 seconds fine then does a 2 second pause constantly.. odd thing is my last game on the same map i never hit this issue and had far larger fleet compositions , curious if there is some spesific item built by the AI that i never built causeing it Anyone else have this issue?
Is assimilation tied to labs? Destroy enough and Borg can no longer?
Nope.
I think every tech should be lab related, it gives the game more strategic depth. Not just this mod mine you, just Sins in general.
Memory usage is probably the culprit. Say you play a 10 player game with all the sides the same, you've got lots of cpu usage running all those AI, but only art assets for that one side are being used. A four player game with four different sides would be using more.
If that's not it and you find specific sides to be presenting a slowdown, let us know.
ill let ya know if i blow something up and it speeds back up lol When I played fed with a kling/rom allies against dominion and a borg no slowdown the entire game.. this time im borg and an AI is fed So im gonna focus on demolishing the federation first..
On an entertaining sidenote.. i feel like a collector..
I have 4/5 Rommie Cap ships
3/5 Federation Cap ships
3/5 Dominion Cap ships
and even 2/5 Kling cap ships lol
My stolen cap ships are my planetary bombers while my borg ships beat things to a pulp lol I also use any reg ships i caputure as a defence fleet.. I currently sit at -900 fleet supply (with fleet at max research) and -10 Capital crews
I find this most entertaining.. yet oddly to easy >< Resistance evidently is futile once the borg reach cubes
psychoak,
Ever think (if it's even possible) to link chance of assimilation (in addition to current rules) to culture levels?
If I'm in friendly territory with culture levels in the high 90's it should be less likely to be assimilated then if I'm in the new frontier with levels in the teens, or enemy territory.
It's not.
Namoge, your slowdown might be from all the ship you've captured.
your probably right there psy.. altho the comp borg had an insane fleet..vs me.. Im gonna have to play a bit further in with this delay and figure out what exactly is causeing it for me... one thing that is different.. Im looking at cubes instead of fed ships, makes me wonder if my vid card just hates a special effect used on the meshes.. simple to test tho.. play my fed side and watch borgs lol
OK, wait, I'm confused... Your saying it's better on the memory to play 1 vs 9??? Or 1 vs 1 vs 1 vs 1, etc...???
For gameplay sake if I'm the Borg, I much prefer 1 (me) vs 9.
Quoting psychoak, reply 1844Memory usage is probably the culprit. Say you play a 10 player game with all the sides the same, you've got lots of cpu usage running all those AI, but only art assets for that one side are being used. A four player game with four different sides would be using more.
OK, wait, I'm confused... Your saying it's better on the memory to play 1 vs 9??? Or 1 vs 1 vs 1 vs 1, etc...???
For gameplay sake if I'm the Borg, I much prefer 1 (me) vs 9.
He means that if there are 10 players, all federation, then it's less memory because the game only uses the federation resources instead of feds, borg, klinks, rommies, AND dominion resources all at once.
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