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I really do...
Yes. There is something wrong with the options screen when you go direct from the main menu, but it works fine otherwise.
It's dead, dead I say!
Mostly dead, when I stop being lazy and spend a few days doing some heavy testing on what's been added since the last release, I'll do one more. Development has stopped though. Aside from compatibility to any future updates to Sins, don't expect anything further unless someone else decides to take up the project.
Because getting Bajoran ships on all your planets as the Borg makes so much sense...
Uhh... The AI sucks at multi-star maps, but they aren't prevented from leaving their home star.
Galaxy travel is allowed by RESEARCHSUBJECT_HYPERSPACE_GALAXYTRAVELXXX research subjects that contain the lines:
They all have one, but the different AI settings(agressive is the least WTF) result in wildly different behavior that is amplified by the AI's general lack of interest in traveling the stars until they've finished their own. I stopped playing on them a long time ago, even in vanilla Sins, a multi-star map is a massive handicap for the player.
Alas, I am a lazy bastard and numerous changes have been waiting about a year for me to get around and finalize things for a final content update. Since the 1.9 update causes SOA2 to dump out when you go into the options menu, I'll stop procrastinating and get it done soon.
The 1.85 patch was for Sins of a Solar Empire: Rebellion, not the original Sins. This is only available through GoG and Steam, updated through their services.
It's now at 1.6, and the mod should work just fine with it as well.
The mod comes preset for converting files and editing them. Anything that needs converted can be dropped in the corresponding convertdata to be altered by the corresponding batch file.
The string file and manifest files do not. Wordpad is probably pretty special ed and you need to just use a different editor, I recommend Notepad++, it's fantastic, and free. A lot of the writing software come with formatting ******** that hose things like this whether they're smart enough to read the non-standard extensions or not.
Funny you should say that...
The Dominion AI gets a fast gain to level 3 from their hidden research subject available at level 1. They also get extra shield and hull regen because the AI is too dumb to keep them repaired, and 50% more trade income to mitigate the weakness of the AI in handling the extra logistics trade ports cost.
Once they have the normal high level research too, their new ships gain constant experience up to level 7.
I'll speak to the Dominion issue.
The AI is special. As in short bus special. It's incapable of actually utilizing complex features, like shielding your fleet with anti-assimilation abilities against the Borg, or surrounding your high value targets with turrets.
The Dominion are designed around leveling up absurdly powerful support abilities on their slow moving elites, and curb stomping everything they come in contact with once they have. The results of these fleet buffs are detailed in this: Moddb.com
As the AI is incapable of even considering abilities in determining whether it can win a fight or not, it horribly sucks at trying to utilize them. I was able to work around the inability to utilize a cloak by creating a complicated chain of buffs to "autocast" them differently for the AI. I've given them a series of AI only buffs to mitigate their suckiness at actually playing the side, but I can only do so much as the AI throws their important leveling ships away like they're free.
If you learn them well and take them over yourself, you'll quickly see why they're radically different performers from how the AI uses them. I'm pretty sure they're far and away the most powerful of the non Borg factions once they get rolling.
Copy Ironclad.Managed.dll from the game's forge directory into the mod's forge directory. It was either corrupted or we missed updating it when we pushed the mod out.
Hehe. Yes, definitely want to research first.
The indicators on the scuttle button actually change and indicated terraforming once it's done.
Did you stop Sins from updating? This will only work with 1.85, they made a bunch of changes for the new DLC.
You know SOA2 came out years before Armada III, right?
The USS Lakota was an Excelsior class starship upgraded with modern tactical systems during the Dominion War. It was a one off during the show that got in a fight with the Defiant.
The upgrade in game is a refit research that changes the model out for the refit and adds quantum torpedoes and an ability buff, greatly increasing their durability and damage output. It puts the Excelsior on par with the Intrepid.
You have a corrupted download. I just grabbed a copy off here and it's unzipping with 7zip just fine, 20% through already. Moddb is pretty bad about corrupting downloads across less than excellent internet connections. I'd recommend a good download manager if you can't get a solid copy off it, and if you really can't manage one send me a pm and I'll give you an alternate method.
Sent you a PM, it's probably a corruption issue, seems to be common on ModDB.
Ironclad.Managed.dll appears to be the offending file, either corruption or an old version. Replace it and you're good to go.
Although you'll probably take it back after getting your fleet wiped out by one of the many not particularly friendly additions I made since the original...
The maps should be in your maps highlighted, with a notification that they're enabled by the DLC when you select them. If they're not, in SOA2 or vanilla Sins either one, then you've got an install issue and you should check to see if the DLC is active and then do a verify integrity of game cache.
As far as SOA2 goes, the maps and the new planet upgrade are used, but I gutted the militia function from the DLC because it's just not useful for our mod.
I'm on it, just have to fart around with the DLC additions before I get an upload ready.
Yeah, I'm working on it...
Wasn't really expecting a new DLC today, would have saved myself the effort and just waited. :)
What he said, needed to make changes to stay compatible with Sins update.
Yes, it should come tomorrow assuming I don't run into issues updating it this evening.
Not really. A patch will come out for whatever updates Sins gets, but the mod hasn't got anywhere to go without modelers.
I need specifics on what ship combinations result in this. I expect your actual problem is not that bombers are running them out, but that the bombers are flying off to target a ship that is already far out. The system is not ideal, ships can occasionally end up stuck chasing each other for a very long time.
Correct, saves store asset states and are thus incompatible between the vanilla game, and individual mods.
You do not need to uninstall mods either, just disable them. You can have dozens of mods in the mod folder at the same time.
There are some vanilla assets in the mod, yes.
The easiest way to enable the mod is by editing EnabledMods.txt to be something like so:
However, if it's not showing up in the in game loader, you didn't install it properly. Even an empty folder would be listed in the mods to be activated, it simply wouldn't change anything.
You would not load a saved game to play a new mod, saves are mod specific.
The in game map editor, assuming it works right, is going to use the assets you're running. You'd be making SOA2 maps.
I might be bad enough at this point that I wouldn't have been able to solo them. My knowledge of the design is unequaled, playing skills, not so much.
I'd love to join in if I have time, but you guys are on the other side of the pond, I had you on while I was working. :)