hi i just wanted to say i really like your work thus far some suggestions i have:
-the vor'cha class seems a little bit small for it´s capabilities
-i would swap the emperor with the Bird of Death, since the emperor class seems kind of oldish from the design also it would better fit the description for the bird of death
-the basic turrets for the federation are a little bright maybe their textures could get a remake
-the jem'hadar oppressor (only gets spawned with resurgence researched) is really hard to find since it´s icon get's too fast replaced with the model which is rather small
-i guess you are already working on pirates dominion? (they are still vanilla)
Hey guy's, try and read the top of this page. It says:
Debugging site for posting and tracking bugs, errors and problems or enchancement requests. Help us make a better mod by reporting all bugs, no matter how small they are to us, this will help you have a better mod to enjoy.:
http://code.google.com/p/sinssoa2sacrificeofangels/
As far as I can tell none of these have been suggested, but check the entire list before submitting (I also agree with the Fed turret being too shiny). If it's already there than don't list it, otherwise list it so they can fix it (they're not going to do anything about it being posted in here).
You are close, but it is a paladin from Baldurs gate 2
I knew it was one of the D&D games, I own'em all (that was going to be my next guess
).
I have no such folder in program files/sins/Entrenchment. But there is a pipelineeffects in program files/sins. Should I copy that folder?
Yeah, that's the one. Try starting there.
Vulturev4, like Stress commented, it all has to do with AI being set to perform certain functions for certain ship types and factions. Remember a lot of this work is based on the original Sins engine's races (Fed is Psi, Klink is TEC), so the AI is currently following suite for those races standards, but the ships they have placed in here are usually formatted for different roles (some combat frigates are actually labelled as utility or colony). The best solution I can give you is the same as if any game gets too easy, try a harder difficulty.
Hey SOA2 Team, is the Lakota going to see any use again in this mod? I see all the folders for it in the gameinfo area and am just curious if it will see a resurgence (kinda liked the fact that you could get this combat variant upgrade for this ship). Also, I don't know when you guys are planning on reducing down mod size for the final product, but when you do, know that there are quite a few files that are either useless, or are older files that got changed but the originals were kept. I know it's like only 7-10 KB per file, but after several of them, that starts to add up.
Anyways, I have babbled enough for today
and I'll see you guys another time.