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I've not actually played vanilla Sins since the dlc came out. I'd played quite extensively before the game was even released, and spent thousands of hours modding it, so 10 years down the road there is a lot of burnout. :(
The rest of the DLC is integrated. The smuggling specialization, the new maps, and the multiple target pirate raids.
I would like to expand the crime aspect, but there's just no way to utilize the smuggling aspect to do more. Planet specialization isn't something you can play off, it's just there. We lack the mechanisms to really do much with rampant militia for the same reason. It's just a global application from the gameplay.constants file, not even planet specific. I found it very depressing, from the perspective of a modder. The random event system was a much, much more useful addition, as were the additional world types, in previous releases.
Yeah, they sorta just... appear...
There's no one marketing oriented at work. :)
SOA2 does not use them. There are attacks launched by minor factions that start with colonized worlds on random maps, as well as our own custom event system for X Class worlds. Outlaw sectors greatly increased CPU drain to make an immersion breaking fleet addition. There is no force we can possibly add that would be sensible for all five factions.
It doesn't even make sense in vanilla Sins. Two of the factions are going for the extermination of the TEC, they wouldn't let them build up fleets at their planets.
There's a Tarellian Plague Spoiler.txt file in with the mod, for those of you who'd rather not die horribly. Once the news page gets authorized, an explanation will be on the front page as well, but for now it's a nasty surprise. Read at your own discretion.
I've stopped being lazy.
So, barring unforeseen circumstances, like ice storms, super flares, or a failure of gravity, there should be an update here in the next day or two.
The mod works with v1.91. The only flaw is that you might crash entering the options menu from the main menu.
The pacts are prerequisites for hybrid research subjects. Once you research the technology it unlocks, you get the bonus.
As an example, the Starfleet Engineering pact:
Dominion get an extra two levels to the repair ability on the Barkus
Romulans get substantially improved shield restoration, and an extra level to the shield restore on the Black Wind.
Klingons get a minor boost to shield and hull restoration.
These pact locked research subjects should have icons that indicate their status, typically an emblem of the granting faction.
Yes, just avoid going into the options page from the main menu until I stop being lazy and patch the issue.
I really do...
Yes. There is something wrong with the options screen when you go direct from the main menu, but it works fine otherwise.
It's dead, dead I say!
Mostly dead, when I stop being lazy and spend a few days doing some heavy testing on what's been added since the last release, I'll do one more. Development has stopped though. Aside from compatibility to any future updates to Sins, don't expect anything further unless someone else decides to take up the project.
Because getting Bajoran ships on all your planets as the Borg makes so much sense...
Uhh... The AI sucks at multi-star maps, but they aren't prevented from leaving their home star.
Galaxy travel is allowed by RESEARCHSUBJECT_HYPERSPACE_GALAXYTRAVELXXX research subjects that contain the lines:
They all have one, but the different AI settings(agressive is the least WTF) result in wildly different behavior that is amplified by the AI's general lack of interest in traveling the stars until they've finished their own. I stopped playing on them a long time ago, even in vanilla Sins, a multi-star map is a massive handicap for the player.
Alas, I am a lazy bastard and numerous changes have been waiting about a year for me to get around and finalize things for a final content update. Since the 1.9 update causes SOA2 to dump out when you go into the options menu, I'll stop procrastinating and get it done soon.
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.