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It's in with the other defense stations, it's the "Will of the Founders" structure.
They don't. None of the sides gain hull or shields on level up.
There are a few(and I do mean few) reports of people getting consistent crashes playing vanilla Rebellion with the DLC, it's possible there's a glitch in unmodded Sins right now to go with our corrupted download problems.
Are you enabling it from within the game and then letting it sit?
It's possible there's a glitch somewhere, it might even be vanilla Sins that's doing it, but you shouldn't be crashing repeatedly or everyone would.
Did you download the full .6.6R release, or did you copy over the older version?
Yes, it's an overwrite. If you don't get asked to overwrite the files, you borked it.
Well, this is released, and STA3 isn't, so really you'd have to ask them that.
We have a functional AI friendly cloaking system, a random event system for X class worlds(not the DLC addition), neutral factions that cause you grief, and five factions with unique design that all play entirely different from each other. The abilities are custom made, including AI friendly cloak countermeasures and other combination abilities that lead to differing results based on the circumstances. I can promise a deeper experience that doesn't play at all like vanilla Sins.
Unless you're one of their testers, you still have a month plus to wait before you can even try STA3. If you want a Trek mod, this is it.
You've started a fight in the domain of a portal.
Take care in the approach of X class worlds, they come with nasty surprises. At some point, hopefully, this surprise will be more visually apparent.
The Sona/Pirate ships have never been done.
Wait for christmas, then you can have cheese ball titan's in the competition. :)
Zero interest in adding super ships to SOA2. The titan mechanics are hardcoded, they must be super ships to work, not just be "a little better" ships.
First thing. Borg is the only side with a starbase powerful enough in single target damage to be killing off a Galaxy Class unsupported. Starbases do massive damage to multiple targets, not so much to any single target.
Second, the Dominion are particularly good at the multiple target damage. Skip the weapon damage and get the abilities upgraded on your starbase instead. You should find it an altogether different beast with regenerative shields and a torpedo salvo ability.
Third, and most important in your particular situation, your turrets don't have the 2500 shields because you didn't build a Will Of The Founders. You need two of them in range of your turrets to get to 2500 shields. They also provide a massive range and damage boost. One turret per Akira would have been sufficient to turn your scenario into a rout.
Same way you find it in the previous versions of Sins.
Options/Mods/Show Mod Path.
The path may or may not be a hidden folder depending on your system settings. If so, do a folder and search options on documents, hit the view tab, and select show hidden files, folders and drives.
It used to be hard was non-cheating AI, but they added cheats there too. I'm not certain there is an optimal non-cheating AI level anymore. If there is, it's normal.
Cheats include extra resources, production, research subjects finished at random on game start.
Edit: AI hax for SOA2 over Rebellion are minor tweaks to compensate for suicidal behavior or return ability functions they can't use normally, not extra income or anything like that.
There is nothing wrong with these abilities. Download the update(again) and overwrite. The only thing I can think of that would cause this is a corrupted file. Those two abilities, along with a couple others, share a common file, BuffDecloakExtended. If it's corrupted, a fresh download should get you a working version and solve the issue.
Someone wasn't happy about you having a little war for their planet.
Look at the research itself. The Borg are massively more powerful than the other sides. Their research stations take 12 points because they vastly more powerful per research tier than the other sides. It's a balancing mechanic to keep them from being impossibly powerful on small maps, while being able to scale up to near invincible on large ones.
Did you guys install just the patch? You need 0.6.2 and the 0.6.3 overwrite patch.
I suck, fixed for next version.
The turn bonus is restricted to ships with the Improved Jem'Hadar Genes ability.
The second stage of the Miranda Refit unlocks the Phaser Burst ability.
The current and final factions are:
Dominion(Breen and Cardassian allies in the lineup)
Borg(very powerful, designed to require an alliance to defeat without being absurdly good at the game)
Compatible yes, uses, no. We will never use their planets. As it's a partially redundant listing. At some point, the industry/social upgrades will probably be utilized for dlc owners, but it's not a high priority to add it in.
SD was nice enough to allow use of the research additions without locking it to DLC owners. The extended research is because of the DLC, in that it allowed us to have planet specific research for more types, but we have our own research trees and planet list that are not related to the official content.
Unfortunately, the game doesn't support "scenario" design. You can't set up maps with particular sides, you'd need to do a different version of the map for every faction, and set them in the right order. As a result, there's not a lot of enthusiasm for making scenario maps.
They have a 4 second construction time, for rapid replacement.
When they take damage twice in a short period of time(typically this means they're nearly dead) they go into kamikaze mode.
It works like the cruise missile setup on the Borg. They magnetize their target and ram it for a couple hundred damage, along with a short term disable.
They do less than 4 damage a second, so the 200 on impact is a significant jump in typical damage dealt. The leveled ability on the Leviathan increases to twice the disable time and damage.
Investigated. It looks like the second torpedo placement was oopsed.
The series shows the Vor'cha firing pulses, beams, and torpedoes, all from the same point. The decision made was to stick with torpedoes, and keep the disruptor beams to wing positions shown at other times.
Of course, some idiot(me) forgot to set the weapon effects up as a beam anyway...
There are ships(in this case, the starting capital) with a fleet decloak ability for Romulans and Klingons.
The cloak abilities are set to trigger when set to autocast for the frigates, select them all, flip it to autocast, wait for them to all switch over, then take it off autocast. Use the fleet decloak to pull them back out.
The boost will not apply to a ship that was already in range before the research was finished. It's a matter of efficiency, the next time the ships move to a new well the issue will correct itself.
All of these abilities are functioning normally in the current releases. Are you posting this for the Entrenchment version or something?
Domestic Intelligence only affects Cardassian frigates.
The turn rate and chance to hit boosts from Enforced loyalty are Jem'Hadar only, locked by the Jem'Hadar research.
Founder Command Ship boosts Jem'Hadar twice as much, but nearby Jem'Hadar suicide if the ship dies.
Glory To The Founders only affects Jem'Hadar, as does Victory Is Life, which also comes with a suicide.
SOA2 is much more complicated than vanilla Sins. There are numerous interlocking functions and special circumstances built into the ability system. Most of them deal with either the Borg, or Jem'Hadar.
This view of balance is predicated on the wish for an even footing. The Borg are not supposed to have an even footing. They are balanced to go against the rest of the map. Start from there.
Wrong version too, Rebellion is on 1.52.
Desura stuck it in the wrong folder. We don't manage that stuff, Moddb stuck us with it anyway. It's probably in the 1.1 or 1.51 folder. Click show mod path and go there. Up one directory from there and you can look through the older version folders till you find it. Then just move it to the current one.
You have Rebellion 1.1, that's the problem.