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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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Theoretically, it's the quantum singularity, the D'Verix was designed on this assumption. As is typical with Trek, we get conflicting information across different episodes. It's possible it's just a light. At one point it even fires a disruptor, so the reactor being inside for the episode Timescape could be a similar flub.
Sorry, short of neutral threats it's going to take a change in teams to end up with them.
If it feels like playing Diplomacy, then we haven't done a very good job. It should feel like playing SOA2.
The benefit of moving to Rebellion was improved function. Pure and simple. AI cloaking, proper countermeasure usage, vast improvements in utilization of resources thanks to the expanded capabilities reducing the overhead from my work-arounds to features that didn't exist. The Rebellion version both works better, and does far more.
Best guess, you're playing after enabling the mod. The in game mod enabler doesn't work properly. Primary theories are that it either doesn't properly unload assets, and thus breaks the memory limit, or loads assets improperly, resulting in dumps.
Always start the game with your mod of choice enabled before playing.
If not, we'll need to get together on specifics.
If they're actually shown to be weak, yes.
So far, the observations on their weakness relate purely to how poor the AI is at keeping important ships alive, or people that don't understand how they work.
The tutorial page for the Dominion explains it, they have extremely powerful combined boosts from their Elites.
We've tweaked the AI bonuses to compensate for functions they can't handle. Previous complaints have been retracted by individuals that discovered the unholy cheese and no longer think they're a problem.
It is. The Romulan elites will drain antimatter based on nearby enemy ships, when it works at least. Currently it's buggered.