Incredible mod guys, really alot of fun. I have a question about the anti-assimilation ability of the norway. I'm not sure whether i should leave it on auto cast, or if there are certain signs from the borg i should look for before casting it? When it's on auto cast, the computer casts it the instant the borg warp into a planet, and the ability says it only lasts for 20 seconds so casting it before the borg are even in weapons range seems to nullify it. When i manually cast it i'm not sure if i'm casting it at the right time, it doesn't seem to fair any better than when i leave it on auto cast.
If you end up getting rolled anyway, you're nubbly. It's slow and has a shield regeneration disadvantage, so you can literally wear it down in waves, switching ships out to be repaired. It can't chase you down, and it has to be very careful about waiting too long to run away. It's more of a walk, and the away bit doesn't materialize often.
Thats good, leviathan used to wipe the floor with my fleets rather consitantly, only way was to hope the dominon AI wasnt in the same star system on start up.... or not have them at all. oh and yes i can micro-manage, have to do it on sins of the 13th tribe as either cylons or colonial.
Wolf 359 was a Pyrric (Spelling?) victory, the federation did infact win but lost so much of the fleet you could discribe it as a defeat. but if the borg ai is tougher now cant wait to get up against them. in the past the domninons levithan killed a couple of my games, its a little overpowered for a starting captial ship. just my opinion.
Dark Lord Moridin
My game was no victory... just a hell of a lot of fun to try and hold on as long as possible.
Stress, I know there in only maybe a 1 in 10,000 chance of actually beating the Borg 1on1... it should be nearly impossible. Again, it's not reallly about winning... it's more about seeing how long I can hang on. I don't care so much if I win, not with this mod... this is almost like watching a new Trek movie unfold before my eyes, and each time is different. Win or lose I love watching it all happen. And I do love impossible situations... my idea of a perfect game against the Borg would not be to win, but to try and establish a defensive position strong enough to achieve a sort of stalemate. Somewhere I could hold them off without costing me everything I'm making to resupply my own fleet, then hopefully making cloaked Defiant raids, or something, to try and find a weak spot... cut off their supply lines... a war of attritician (how ever that's spelled)
This is how I like to play, so I absolutly welcome the fact the Borg are insanely powerful. Until you guys came around it was quite honestly way to easy too win SINS, no matter the difficulity or number of players. I don't know about Diplomacy yet, but I was honestly getting a little bored with the Entrenchment AI.
But then came the Borg... and believe me, like Commander Kor I'm grinning like an idiot screaming "Finally, a worthy opponent... Q'Pla!!!"
They could use some more brains to go with their brawn, but I guess we can call them worthy for now...
Everyone here seems to know at least a little bit about modding here so I would like to know how to modify the strength of ships (Hull weapons shields etc.) as well as the number of fleet slots a ship takes up
We do?
Edit text versions of the entity files, changing weapons, hull points, etcetera, will all be really bleeding obvious once you open up the also bleedingly obvious by name .entity files they're contained in. There be one per ship. It's as simple as it gets really, any monkey can do it.
Then stick em in the appropriate mods folder, with a copy of the manifest, in a containing folder, keeping file structure intact within. You can find the directory by selecting show mod path from within the game mod options page.
so.... for like this mod what are the .entity's' for the romulans? (I'm using them as practice have no true intention of making changes to the actual mod made a copy of the .entity folder from the mod
You might want to move this to your own topic if you want modding help versus doing it in the SoA2 topic. Anyways, just start with the PlayerRomulan.entity file. You can backtrack to every ship, module, ability, etc used by the Romulan's from this file.
im using the soa2 mod from original sins. Not homeworld or entrench or diplomacy
so, in reference to my question in reply #1780, could this be where i went wrong? i only downloaded and tried to apply the .4.5e patch. do i need to apply the .4.3e patch first?
.4.3E is the whole mod, not a patch...
First off I just want to say thanks to all that went through the trouble in making this mod for Sins. As a truck driver I don't get the time for gaming I would like and I had SOA for Homeworld but never fully got to get into it as I would have like to. I just got the release of Sins Trinity and download the entrenchment version but I got a few questions to customise my version the way I would like.
As I said before I don't have much time to play it the way it currently is and what I would like to do is slow things down considerably from seconds to minutes for both ship and facility construction and adapt the economy as well to adjust for the new time frame. What I would like to know is exactly which files would I need to edit and if any application would be needed to open edit and convert those files after I am done. I have read a lot of post referring to notepad as a means to edit and I did indeed do that before in SOA for homeworld so I am not a total greenhorn I just need a little direction to get me started on the right path. Thanks
For that you should just pop into the gameplay.constants file.
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.
((-(-_(-_-(-_-)-_-)-_-)_-)-)) had to put something had put a question here started reading other bs and found the answer
Quick compliment...game is stable to the point I forget to save.....and running smooth as silk w/ latest patch.
And much love...to my new favorite ship..the sabre.
Ships of the same type seem to react better in battle when grouped together, as opposed to tethered to a fleet.
example : Miranda's as a fleet seek mines better than if they are part of a larger multi ship fleet.
I think this is a Sins issue, but why can't Shelby's attach to a fleet like the other ships?
Thanks to all involved.
the miranda's are overpowered. In the series.. If i remember correctly they were used as medical ships. however unlike the NCC-1701-D (I can't recall her class) the Miranda in the episode of star trek where picard passes out and has this awkward "dream" about the future is about him and the doctor(forgot her name) are on a miranda class and they get attacked by a couple of kilngon warbirds and they have to call in for help from picards old first officer who comes in and blows the ridges off of the kilngon's foreheads
NCC-1701-D is a galaxy class starship, i always liked the Nebula class best.
My game was no victory... just a hell of a lot of fun to try and hold on as long as possible.
Stress, I know there in only maybe a 1 in 10,000 chance of actually beating the Borg 1on1... it should be nearly impossible. Again, it's not reallly about winning... it's more about seeing how long I can hang on. I don't care so much if I win, not with this mod... this is almost like watching a new Trek movie unfold before my eyes, and each time is different. Win or lose I love watching it all happen. And I do love impossible situations... my idea of a perfect game against the Borg would not be to win, but to try and establish a defensive position strong enough to achieve a sort of stalemate. Somewhere I could hold them off without costing me everything I'm making to resupply my own fleet, then hopefully making cloaked Defiant raids, or something, to try and find a weak spot... cut off their supply lines... a war of attritician (how ever that's spelled)
This is how I like to play, so I absolutly welcome the fact the Borg are insanely powerful. Until you guys came around it was quite honestly way to easy too win SINS, no matter the difficulity or number of players. I don't know about Diplomacy yet, but I was honestly getting a little bored with the Entrenchment AI.
But then came the Borg... and believe me, like Commander Kor I'm grinning like an idiot screaming "Finally, a worthy opponent... Q'Pla!!!"
I agree about the Borg making the game interesting, the only other mod i got thats near fair and fun is the sins of the 13th tribe BSG mod, but ya still need a 1:2 odds in favor of the Cylons to get a good match. the borg on this are awsomly difficult to beat. btw on the Wolf359 map is it possible to play as the borg side without being online, that would be fun.
Dark Lord Moridin.
Eh... No.
The USS Pasteur was not a Miranda class ship. The Miranda is a destroyer, an old one, but a destroyer. The Olympic class is a hospital ship, unarmed. Miranda's are supposed to be on par with Galor's, and they are. This was also a future episode where the Enterprise D had three warp nacelles and could defeat two Negh'vars...
Just open up the map with galaxy forge and save a renumbered copy with the Borg as the first player. Fair warning though, the Borg have an advantageous situation there.
btw on the Wolf359 map is it possible to play as the borg side without being online, that would be fun.
Just open up the map with galaxy forge and save a renumbered copy with the Borg as the first player. Fair warning though, the Borg have an advantageous situation there.
I know, kinda figured that out after being beaten by them on that map. that said, overkill is fun!
oh, ok. so where can i find the .4.3e upgrade?
There is no upgrade. A patch would be most of the game as most of the files have been altered. Click on ze Sacrifice of Angels 2 for Entrenchment link and download it!
Are you guys aware of a screwed up mesh on the b'rel? Also, I'm seeing something weird. Certain parts of the mod I was playing before this one were showing up in this one. Should I just restart the game to get rid of this?
It hasn't been textured yet.
I kinda sounds like you didn't remove the old mod, but enabled soa2 on top of it, in which case yes, you need to fix that, odds are it will crash at some point.
I did remove it though, I'm going to restart and see what happens.
Occasionally the in game mod loading process has flaked out on me and done weird stuff, might be the case here.
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