SOA2 0.6D.1 Patch
May 5, 2013 Patch 2 commentsThis is an update for SOA2 0.6D for Diplomacy 1.37
0 comments by myfist0 on May 6th, 2013


This is the latest release for Diplomacy 1.37. Don't forget to get the latest patch 0.6D.1 and please do not release any spoilers.
Here is the current WIP soundtrack for SOA2 for SOASE. the file is archived with 7zip and the music files are in mp3 format. You will need either winrar...
Highest Rated (4 agree) 10/10
Great mod, great Star Trek feeling. Cant stop playing.
Feb 29 2012, 3:39am by PhoenixMW
hey guys! first of all awesome mod! i love it! Secondly i play the rebellion version and in the research tree some things i cant find how to research them! sory for bad english i hope to understand! anyone can help me? keep up the great work guys!
I so with the many modders of all the great mods for rebellion would PLEASE let us players know what "victory conditions" work with their mods... like the capital, flagship, research...
Those items are integral to the rebellion game. why they ctd most mods is beyond me. But it happens way too much.
But, your first attempt at porting over SOA2 for rebellion looks so friggin fantastic!!!
I can't wait for it to NOT ctd upon starting a map. SO thanks go much guys!!
Yeah, it's a beta.
If the normal version runs, we're doing good. The other game modes will take a bit of effort still.
If anyone is interested, I would like to set up a weekly game, for about an hour or two. My idea is to use one of the largest sins maps, random or player created and save the state of the game after the session for the following week. Maybe we could have a 'dm' type player as the borg, or just a really hard AI borg. Each of the factions would be controlled by a player, or we could have more than one person playing a fairly allied faction. I say fairly because i think a civil war between factions would be interesting.
If anyone is interested in this type of game, lets talk it out here. Maybe we could make a map just for this kind of game, where certain resources are more available in different regions of the universe so one faction could trade a common resource for something they don't have much of. ie metal rich faction trades with a crystal rich faction.
I've also changed a few things in the mod.
Essentially, I slowed down income rates and increased the time to create structures and ships and changed some of the NPC's so that they will still present a challenge without overwhelming players.--this way pirates and such don't send giant fleets every few minutes when it takes a few minutes just to make an excelsior. I created it with the last version of the mod and have just finished editing this release.
For me, having the ships cost more and take longer to produce makes each ship that much more important. In the TV series, losing a ship always seemed to be a huge deal and with these adjustments it creates the same feeling the games I've played. There are still giant fights between massive fleets, but when a fleet is lost it is a MAJOR set back. Of course you could invest in ship manufacturing, but it will take of valuable logistics slots, creating an interesting condition of having lots of ships quickly reproduced, but little research upgrades.
let me know what you guys think.
sure, when r u avaialable?
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Why do so many of the planet types always have underdevelopment credit/latinum penalties?
This is to make bombing more of a penalty and increase the deterrent to rampant expansion. Choose wisely when colonizing less than habitable planets and protect your population.
There is over 100 planet bonuses now, lots are bad, lots are good, these are mostly random so every map may be different. Also lots of new planet types, lots are bad, lots are good. A good tactician will deal with it and still win.
you should be able to click on the column of icons on the far left side and that should change who u get to play as the human player.