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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. :)
It's actually not that difficult, you just have to know how the game works a little better. It's all about using the ways to counteract assimilation and burn off their antimatter. The Dominion can handle them by combining their high level buffs with a swarm of frigates using Energy Dissipators to drain antimatter. The Federation and Klingon Empire have specific abilities that target the Borg and do massive damage. The Romulan Star Empire has an AOE disable that can drain an entire Borg fleet at once as they decloak in the middle of it and use their abilities designed to do high output damage for a short duration.
In the hands of a player, they would be gods, but the AI is far too artificial to overcome it's tactical shortcomings even with the Borg.
Pop into the steam chat and I can help you out in real time. This is a terrible format for having a conversation and doing code pastes.
One thing you can try is changing the map you play on. The standard named random maps have far more low quality planets than the ones tagged with SOA, which also means far more easy targets for the AI. They'll lose fewer resources expanding and be in a better position. I got tired of the AI hitting a wall expansion wise, so I redesigned them with starting asteroids and an overall larger quantity of bad planets.
It's possible there is a flaw in your custom map that results in similar behavior, perhaps there are too many penalizing planets, like Volcanics and Toxics, which frequently have painful negative modifiers, or ones with extremely powerful militia that are clobbering their early expansion. A Tamarian next to a starting world would frequently wipe out entire AI fleets and potentially take them out of the fight entirely once their expansion were crippled too severely to build up.
The Sins AI is very dumb in a few respects. There are three very big problems that cause SOA2 in particular a lot of grief because of it's added complexity.
It has no concept of money, it can't save for expensive objects, and it spends pretty much every cent it gets as it gets it. Different cost capital ships results in a losing AI almost always selecting the cheapest. When an AI is doing well, it maintains it's fleet and actually builds up income, but when it's not, it continually throws away with meager forces it has, keeping itself broke.
It doesn't understand abilities either, it simply operates based on the auto-cast functions, and selects at random even though particular abilities might be critical and others situational.
It also has no concept of keeping ships alive. It wont retreat threatened ships, it only retreats with a fleet. This is a problem across the board, and the primary weakness in the vanilla AI. The more powerful those important ships are, the more crippling this problem is.
The Dominion suffer in particular because the different abilities on those very expensive ships are necessary to the function of the frigates. Instead, they blow them up all the time and end up building half a dozen Keldon's. We've given some boosts to various factions to help, but making them smarter is a lost cause without source access.
There are 5 factions in the mod, yes, but there's nothing missing. All three major powers, the Dominion, and the Borg are all there. If you're after separate Cardassians, they're a footnote in galactic history, nowhere near a match even for the Romulans, and this mod sticks as close to canon as possible, which makes their complete lack of a fleet to pick ships from a bit of a problem.
Yes, but I don't expect any more major changes will happen.