This member has provided no bio about themself...

Comment History  (0 - 30 of 348)
psychoak
psychoak Apr 4 2015, 8:38pm says:

Voyager did have it's "periodic" issues...

I rather like Kate Mulgrew as far as actresses go, but she played one annoyingly indecisive captain. Half the time it was like the writers figured she was menstruating that week and needed to be extra bitchy or irrational.

+1 vote   media: voyager vs the borg
psychoak
psychoak Mar 4 2015, 10:29pm replied:

The AI is stupid, vanilla Sins is three largely identical sides, it can't handle such radically different designs. We've tweaked it with modifiers to play better even though it's stupid, but it still throws away ships it shouldn't.

The actual ships are not problematic.

The combined boost to a Jem'Hadar frigate from the buffs on the capital ships is the following: 19% weapon cooldown, 130% energy weapon cooldown, 10% weapon range, 130% damage output, 13% mitigation.

Compare that to the Federation, who have a 30 hull point restore, 150% shield restore, and 30% weapon cooldown from the Galaxy class for a few ships with hull damage. If you stack every buff they can possibly get, they still come up vastly short of those numbers. A Virulent does over 600dps after research with those boosts, the Intrepid can't even hit 400dps with full boosts and max research.

+1 vote   mod: Star Trek: Sacrifice of Angels 2
psychoak
psychoak Mar 3 2015, 8:52pm replied:

Did you read the Dominion tutorial? Ships are weak, fleets are extremely powerful.

+1 vote   mod: Star Trek: Sacrifice of Angels 2
psychoak
psychoak Feb 20 2015, 8:14am says:

Get both, play both, decide which you like better. One of the benefits of them being free, don't need to choose ours or theirs.

+2 votes   download: Star Trek: Sacrifice of Angels 2 [0.7.5R FULL]
psychoak
psychoak Feb 17 2015, 3:45pm replied:

To get neutrals with stations on a map, the planet has to be colonized. I expect this is your problem. It runs the same template whether it's colonized or not, but it does a separate set and wont spawn structures without the planet being owned.

+1 vote   mod: Star Trek: Sacrifice of Angels 2
psychoak
psychoak Jan 8 2015, 3:41am replied:

If you're playing the normal random maps, there will be colonized terran planets at game start. These will be Klingons, Pirates, or one of the three big neutrals, Son'a, Tamarian, and Ferengi. The last three will have a large station that goes invincible and inactive after it takes large amounts of damage, and will change sides with whoever takes the planet.

+1 vote   mod: Star Trek: Sacrifice of Angels 2
psychoak
psychoak Jan 7 2015, 1:23am replied:

Some of them aren't implemented, but the Sona/Ferengi/Tamarian ones give you access to ships when you take one of their command centers over.

+1 vote   mod: Star Trek: Sacrifice of Angels 2
psychoak
psychoak Jan 4 2015, 5:17pm replied:

0.7.5R was put up on Dec 21st.

+2 votes   mod: Star Trek: Sacrifice of Angels 2
psychoak
psychoak Dec 19 2014, 12:27pm says:

We should have a release up for this weekend, probably later today.

+2 votes   mod: Star Trek: Sacrifice of Angels 2
psychoak
psychoak Dec 15 2014, 7:31pm replied:

It's still being worked on, there are 471 changed files since 0.7.3, the last edits were done yesterday.

+2 votes   mod: Star Trek: Sacrifice of Angels 2
psychoak
psychoak Dec 11 2014, 8:15am replied:

If you're trying to run the dev exe with the mod in the normal folder, that makes sense.

Dev is for Dev.

+1 vote   mod: Star Trek: Sacrifice of Angels 2
psychoak
psychoak Nov 15 2014, 5:07pm says:

The primary cause for a mini dump on startup is a missing file. A corrupted download can cause this depending on what program you used to unpack, most wont unpack corrupted archives to start with.

If you downloaded just the patch and tried to run it(we do get these occasionally), you'd get one.

A more rare consideration is file name size. If your entire directory path and file name is longer than 256 characters, the Sins engine can't read it. We had a player a few years back with some really long user name that ran into this issue and I drastically shortened some of the more lengthy file names. You should be in the 160 character range so unless you've changed your file structure or have a truly obscene user name, it shouldn't be an issue.

+1 vote   news: Star Trek: Sacrifice of Angels 2 0.7.3R Release
psychoak
psychoak Nov 5 2014, 5:26pm replied:

They do not. A possible future addition, but it's a lot of model work, something the team is severely short on.

+1 vote   download: Star Trek: Sacrifice of Angels 2 [0.7.3R FULL]
psychoak
psychoak Nov 5 2014, 1:22pm replied:

Vanilla maps will work just fine, add any we're missing to the galaxy.manifest file to get them in.

Most of the vanilla maps are in game already, with some edits/renames. I'll get the ones we're missing added in for the next release.

If you're trying to add maps created by others with the main game in mind, we've already set up the GalaxyScenarioDef file to use any map that is compatible with vanilla Sins:Rebellion, complete with multi-faction militia. The only time a map wont work with SOA2 is if someone creates a map that only runs on DLC.

+1 vote   download: Star Trek: Sacrifice of Angels 2 [0.7.3R FULL]
psychoak
psychoak Sep 28 2014, 7:35am says:

RandomTerranColonized

+1 vote   news: Star Trek: Sacrifice of Angels 2 0.7.3R Release
psychoak
psychoak Sep 27 2014, 2:14pm replied:

There's a screenshots section on Steam where a lot of people post screens. You can send the image to our email as well. soa2 at hotmail.ca

+2 votes   mod: Star Trek: Sacrifice of Angels 2
psychoak
psychoak Sep 27 2014, 2:06pm says:

The GalaxyScenarioDef file is a very easy read. You can look to see what the lists are in there with no trouble. Stars and planets start at the top. There's an information text file included in the galaxy forge folder as well that you should read before doing custom templates, but that more pertains to the crazy stuff I've done.

+1 vote   news: Star Trek: Sacrifice of Angels 2 0.7.3R Release
psychoak
psychoak Sep 20 2014, 4:17pm replied:

Unless CBS goes nuts and shuts down Trek modding to start with, no one's likely to complain about play videos. They're advertising for us, we like em.

+1 vote   download: Star Trek: Sacrifice of Angels 2 [0.7.3R FULL]
psychoak
psychoak Sep 16 2014, 7:22pm says:

You do need 0.7.3 and 0.7.4. There are no known crashes in SOA2 at this time. If it dumped after being properly installed, it's probably the first run crash. The in game mod loader is broken, doesn't unload stuff right or something. If you enable the mod from in game, always exit and restart Sins before playing or it will inevitably crash.

+1 vote   download: SOA2 0.7.4 Update Released
psychoak
psychoak Sep 14 2014, 10:34pm says:

I'm guessing you either have a corrupted download(this is easy to have happen if you don't use a good download manager) or you're using a really bad extraction tool.

7z is the #1 format, rock solid, used by industry and individuals alike.

The 7-Zip software is the fastest, and most powerful archiving tool you can get, if you're using something that doesn't like them, switch. It's superior performance wise in every way, and completely free.

If you need help figuring this out I'm available on our group chat to help you out in real time. There's a link to our steam group on the front page.

+1 vote   download: SOA2 0.7.4 Update Released
psychoak
psychoak Sep 11 2014, 4:45pm replied:

Assuming you're asking about the research that is actually under the Star Navy section, that's the extra building you start with at your home planet. It starts with a sabotage ability that greatly improves the defensive capability of your home planet, and the research unlocks a remote version for attacking. You cannot replace it.

+1 vote   mod: Star Trek: Sacrifice of Angels 2
psychoak
psychoak Sep 11 2014, 3:22pm replied:

There are starbases at some neutral colonized worlds that will allow you to build Ferengi and Tamarian cruisers and can be captured by attacking them till they go inactive and invulnerable, and taking the planet.

+1 vote   mod: Star Trek: Sacrifice of Angels 2
psychoak
psychoak Sep 6 2014, 1:20pm replied:

The last time I did damage calculations, the Akira came up at 135 dps, 211 with it's 4 bombers. Bombers do pretty good damage even if they aren't that numerous.

Strike craft are very tough for their hit points. While they can be targeted by the other ships, the damage is largely wasted. An excelsior does 500 damage with it's phasers every six seconds. If these hit strike craft they will only do 50 damage before armor because of 10% accuracy. The ships designed for fighter counter only have 20% accuracy, ships with heavier than anti-medium damage, which also comes with damage multipliers less than 1, only have 5% accuracy against fighters, and 10% against bombers.

Even if your fighters aren't accomplishing much, they're absorbing thousands of damage in missed shots.

Larger fleets of them isn't up for discussion, for the reason stated by myfist0. If you pop into the chat room we can talk shop regarding balance and function though.

+2 votes   download: SOA2 0.7.4 Update Released
psychoak
psychoak Sep 5 2014, 3:37pm replied:

Currently capturable neutrals are Son'a, Ferengi and Tamarian. Maquis and Talarian are being contemplated, but they're quite weak ships with no special use. The Orion Syndicate already have the pirate raid mechanic for making use of them instead of destroying them, so will not be added to the list.

+2 votes   download: SOA2 0.7.4 Update Released
psychoak
psychoak Sep 5 2014, 12:44pm replied:

Weapon upgrades are specific to weapon types. Son'a weapons are currently using Romulan types, on account of them being green and that they use disruptors for personal arms.

+1 vote   download: SOA2 0.7.4 Update Released
psychoak
psychoak Sep 5 2014, 12:32pm replied:

You're going to have to basically make up, wholesale, ground forces. Redshirts with phasers and redshirts with phaser rifles doesn't get you real far. There are actually a few Trek mods that were in the works for it already, but I don't know how they've progress status wise, most mods die early.

+1 vote   mod: Star Trek: Sacrifice of Angels 2
psychoak
psychoak Sep 5 2014, 12:25pm replied:

I forgot to add antimatter when I changed them to a starbase entity. :(

+2 votes   download: SOA2 0.7.4 Update Released
psychoak
psychoak Sep 4 2014, 8:30pm says:

Patch is live.

+1 vote   mod: Star Trek: Sacrifice of Angels 2
psychoak
psychoak Sep 4 2014, 3:47pm replied:

The Borg is meant to play against the rest of the map.

There are actually ships using titan entities in the game, but no there are no plans to add them to the factions.

X Class worlds come with a custom random event system for the specific planet that have the potential to result in a very powerful visitor.

+1 vote   mod: Star Trek: Sacrifice of Angels 2
psychoak
psychoak Sep 3 2014, 7:16pm replied:

Destroy the stations. One of them will go inactive and invulnerable at a certain point, that's the command station.

On colonization, or triggering that state if you've already colonized, the station will change ownership to you. There are research subjects in the diplomacy section relating to the various species that will unlock an upgrade.

+1 vote   mod: Star Trek: Sacrifice of Angels 2
Level
Avatar
Avatar
Offline Since
May 25, 2015
Country
United States United States
Gender
Male
Member Watch
Track this member
Comment Statistics
Posts per day
0.2
Mods
233
Articles
17
Media
19
Downloads
75
Groups
21