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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.
I didn't get the question, must sleep more!
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.
Upkeep is based on research, not your actual fleet. Sadly, the method to get around this and have a good upkeep mechanic melts cpu's so we're stuck with the **** mechanic.
As you're Borg, who walk through open space without a suite on, you don't have terraforming research.
There were no enemy planets in the same systems as a unicomplex, so I built a new one in one of the enemy controlled systems, that functioned as expected as well. Ships will warp in shortly after the planet becomes visible.
The ability will spawn between 112 and 130 fleet points in ships.
If you're expecting resource gains, as opposed to an upgraded planet, that is not the expected behavior.
On finish, you should have a different planet. Toxics become Forests, Barrens become Deserts, Dead Asteroids become regular Asteroids.
For the ship spawning, are you at full fleet points? We can decide whether some things happen regardless of available space, but SpawnShipsAtPlanet is not one of the functions that gives an option. They'll only come if there's room.
Delta Quadrant Reserves targets enemy planets, which is likely the problem if you're attempting to use it somewhere and it does nothing.
Terraforming works. Assuming you have the research, and the planet says it terraforms.
Replacer only, there are multiple reasons Sins hasn't the room to add them all in as individual ships.
Flocks, they're birds after all.
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