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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.
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.
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.
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.
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.
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.
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.
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.
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.
I forgot to add antimatter when I changed them to a starbase entity. :(
Patch is live.
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.
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.
Works fine, are you trying to use it without the available fleetpoints? It works like the phase gates, only fills up using available points. I'll add the usage to the descriptions for the next release.
It's supposed to work, checking for bugs.
Thank you, glad you're enjoying it.
Indeed you do. Rebellion is at 1.82.
When you get your game updated, you should also enable the mod before starting a game up. If you enable and play in the same session, there's a glitch in the in game loader that results in a crash at some point soon into the game.
0.7.3R is the new version we released Saturday.
They're at the colonized terran planets on the random maps. Attack the starbase until it goes inactive and invulnerable, and it will change ownership with the planet.
Yes and no.
The team originally comprised SOA team members that started the mod up. Major Stress(stresspuppy) and Darkshimmer in particular did a lot of the ground work to get the mod rolling. All original members are retired/semi retired at this point though.
Possibly. The mod works for with the current version of Rebellion. As long as you're on 1.80 or 1.82, 0.7.1 and 0.7.2 both work just fine. Did you check the install tutorial on our tutorial page?
Mod checksum for 0.7.2 is 109126125.
Source on the shrike? I can find no such information. The same model is used for both scout and science ship, there are no canon references to weapons at all that I can find.
Decloaks aren't working properly, I didn't update them when I updated the cloaks to have ship specific effects.
I can come up with loads of complaints, like some dweeb broke the cloaks again!
Postings from very special people aside, the 1.80 compatible mods are 1.82 compatible as well. If you can't get SOA2 to run on the current version of Sins, it's user error.
All mine sweepers have passive and active scanning. Just a few scouts sent with your fleet will expose mines in range. You don't need to wait for them to have no order and go find the mines like you do in vanilla Sins.
With the exception of replicating mines, they're very easy to clear out so long as you're prepared.
I'll see how much effort it is to update this map. No promises.
I bumped it back to 1.
Cloaking, aside from Romulan Elites, will disable regeneration and burn off antimatter, if you cloak with just enough, any other ship will almost immediately decloak.
As written in the guides, group switch your fleet to autocast and your frigates will all cloak themselves, take it off autocast, and use the fleet decloaks that come with one of the elites get them out all at the same time.
Non-cloaking ships will never cloak, the ships/structures that don't disable regeneration while cloaked, will use increasingly more antimatter with nearby enemies.