Featured (by a small mention) in the October edition of PC Gamer magazine
Candidate for Mod Database's 2008 Mod of the Year
This is the OLD "Work in Progress" thread for the Star Trek: Sacrifice of Angels 2 mod.
The new WIP topic is here https://forums.sinsofasolarempire.com/342747
The "Release" topic can be found here https://forums.sinsofasolarempire.com/322473
The mod is intended to be a hommage, and tribute to the original Sacrifice of Angels mod for Homeworld. It will use many of the same models, and effects created for that mod by the Trekmods team. Like the original SoA mod SoA2 is set during the Dominion War era of Star Trek. Using both canon, and non-canon units to recreate those battles with Sins "empire building" mechanic added. Like in SoA you can fight battles in SoA2 using hundreds of starships. Sometimes thousands if your computer can handle it While the mod was not intended as a "Total Conversion". That is exactly what it is winding up being. There is much about the Sins engine, and mechanics that we still need to learn. There are some hard coded stumbling blocks we have to overcome.The factions will be the Federation, Klingons, Romulan, and the Dominion (with Breen, and Cardassian ally units). The main factions seen in the Dominion War. With a "Surprise" as the Pirate faction.
Factions like the Borg "may" be added in the future. LokiGodofMischief is working on a very good 3rd party Borg add on for SoA 2. It is very possible his add on may be merged with SoA 2 at a much later time.
The current version of SoA 2 is 0.03b "The Second Dominion War". Look for it here https://forums.sinsofasolarempire.com/322473
0.03b only works with Sins versions 1.1, 1.11, and 1.12.
All previous versions of SoA 2 are obsolete, and will not be supported, or hosted anymore. All older version downloads will be removed.
We will NOT port SoA 2 over to Entrenchment until after Entrenchment is out of beta, and released. Along with proper forge tool updates.
I am working on the models mostly ALONE so it may take a while for any new ship model updates.
Darkshimmer is the Balancing guru, Code monkey, and Master at arms. We do have other contributers, and the best 3rd party work from the finest artists in the trek mod community to help make SoA 2 the best it can be.
Status of Demo 0.04 "The actors are in place"
Will update when i have news.
General Changes:
Manshooters Volumetric Explosions mod will be included as of 0.03a
May include Sins Plus (planets), but ill need to see how much that mod needs changing to incorporate into SoA 2.
SoA 2 0.03 and above is now patch 1.1, and better compatable. Sins patches 1.11, and 1.12 only address balancing, and online exploits, and have no effect on the mod.
Ships will have some anti stike craft weaponry.
Ships are still being added and balanced accordingly.
More re-balancing so that one faction is not overpowered over the other.
The Federation:
Faction is complete. Only structures left
The Klingon Empire
Faction is complete. Only structures left.
The Romulan Star Empire:
The Dominion:
Faction is complete. Still needs balancing work.
Pirates:
They were going to be the Borg, but that idea failed. So we are looking into Random multirace ship spawns.
Planetary Defenders
Basically "Ships of the week" like the Maquis, Sona, Ferrengi, Tammarian battle cruisers and the like.
Balancing: Darkshimmer has the Federation, Romulan, and Klingon Empire, and Unified Dominion balanced.
Gameplay: We now have a working Cloaking Device! Check the ModDB page for the WIP video. Cloaking will not be fully implemented in the mod until version 0.04
Art: We are working on an LCARS style UI, adding proper icons, and pictures for all of the new units. The UI is going to take a while to do, because of all of the redundancy of the Sins UI. SoA 2 uses 2 sets of UI textures. Instead of the standard 4 textures for buttons, and 2 textures for icons. SoA 2 uses 8 textures for buttons, and 4 textures for icons which IMO is a major waste of resources, because sins loads all these textures at startup. Unfortunetly i dont see any other way to do it. What is kind of cool is that we dont have to use the same HUD for each faction. It is possible to have unique HUDs, but again the perfomance hit, because of the extra drain on resources could be big, and not worth it.
In Planning: (No promises, or guarentees, but we will try to add these if possible.)
Troop Transport effects.
Planetary invasion animations
Tractor beams. (need a code monkey for this)
Whatever else we can think of and are capable of doing.
Future Updates:
SoA 2 0.04 is now in planning, and will be focused primarily on Proper research trees, Ability's, and adding proper Structures. More than likely demo 0.04 will be the last demo. After that then the full mod should be ready.
SoA 2 0.05 will be the final spit, and polish of the mod. It will focus mainly on re-balancing if needed. Also final artwork changes will be made here. Which will include some ship model re-builds, and re-texturing.
The Full SoA 2 1.0 mod will be released "When it is Finished". We are doing this on our own free time. We aren't getting paid to do this. We have no set schedule. We have no time limit. I want this one to be good. So it wont go online until we feel it is ready.
*NOTE: Much about Sins as we are all now realizing is hardcoded. SoA 2 is going to be far from a perfect "trek" mod due to these hardcoded issues. However we will try to do the best we can with workarounds, and compromises to get it as close as possible. Like i said some things wont be perfect. Some things cannot be done at all. Enjoy the mod for what it is, and try not to be too "nit picky".SoA2 will be hosted on Mod Database once it is ready http://www.moddb.com/mods/star-trek-sacrifice-of-angels-2This main header will be updated when i have news to post.
I agree completly, I would not think fleet sizes should be too much smaller. But I understand some ships (Galaxy etc) should be more limited.
I actually agree with this,
First thing I did for my own personal play version was to do whatever possible to restrict the "Fast re-build and spam" factor that sins has. In the shows, you cant just pump out 10 mirandas in 20 mins and begin a new offensive. But I also noticed if I up-ed the supply or costs of the ships the AI wouldnt build the way they should.
So my solution was to keep their cost but sky rocket their build times. Which meant in my own personal version, that a ship, any ship had to be used wisely. Not because it cost alot to replace, but because it took a healthy amount of time to make another. Which also meant that you couldnt own an enemy just by having more planets. Because if your fleet was destroyed by the enemy they could walk through your empire in the time it took you to rebuild.
What this method did was to force players (And even the AI) to treat their ships as an extremely valuable resource (more like the shows) instead of just throwing them away on small assaults & to focus on protecting planets without pushing forward to fast, So that you actually spend sometime looking at your ships instead of seeing 20 of them flying around at any given time.
Now I realize tht in DS9 their were fleets upwards of 1200, but they also had most of those ships constructed when the war began, it wasnt like they were spitting out ships left and right, otherwise the war probably would have went very differently.
Again, that was just my approach to that issue and it is a decent one to consider, but I have the utmost faith in Major & his team and I believe this is going to be a very merry christmas.... =P
Adm. Cobbs
I must agree that by reducing the ability to spam you must take into account the value of your fleet when deciding if you should engage. I don't like the idea of just "sky rocketing" build times, because then you have a ton of resources because you can't spend them fast enough. What I like to do instead is increase the value of larger ships and stations, making them require far more time and resources. For example if the capital ship factory required 4 times the resources and build time, then the few that you will build will have a much higher value to you, because they are your only means to build capitalships and you will only be able to build a few. The same goes for the Battleships/Elites, they should be the biggest strongest things in your fleet and their cost and build time should reflect this by making them very hard to build up their numbers. The cruisers could also use some boost to build time and cost, so they also are more difficult to produce in vast numbers. The frigates should be by far the most cost effective for building up fleet strength, they really shouldn't be changed that much, so you can build up a fleet of these ships faster than the rest, but maybe a slight increase to build times to help reduce the ability to spam these vessels. The main idea is that only wealthier plays could afford to build fleets that contained more than a few cruisers and more than one battleship, but plenty of frigates.
I love the idea that the battleships/elite can dominate in a fight, so even if sometime it goes away from canon, it would be nice if every battleships/elite present a real threat to several frigates or a few cruisers.
Quick note: the defiant is smaller than all of the existing federation frigates. I always envisioned it in the frigates section, because it is physically the smallest federation vessels not classified as shuttle. I could see it as a frigate that acted as an anti-frigate; The B'Rel, dominion bugship, and the defiant could all be frigates that are have a large damage bonus versus other frigates.
Please don't ever try and limit the number of each ship type you can build, maybe do it for the AI so they build different ships, but not for the player. I hate the idea that once my shipyard creates four galaxies they just forget how to build more.
to answer all of your questions, you are all right in one way or another. I have in fact take the ability away from the AI to spam a bunch of cruisers and elites. I'm still working on the frigate side of the house. Cruisers will be your main workhorse while frigate bring torpedo power to the mix, but are considerably weaker. The defiant is still getting nerfed little by little, its too powerful to be in the friagte class so its in the cruiser class. I've given it speed and agility with good firepower, but weak hull with good armor.
i actually had it before where you could colonize the systems and then build your ships, but the AI would never have enough resources to come after you, even on the hardest setting.
ok ok so i have some ideas for some structures. IF you have thought of some of these already then i am sorry.k?
Weapons lab (i picked Juipiter Station because it was and still is a Canon weapons lab)
I am guessing that Stress is gonna use the typical shipyards (i.e. Utopia Orbital Shipyards) so that's already taken care of.
My idea for a Civic Reaserch Station
ok ok so mabey the MIDAS array will be in the mod using sort of an advanced "Clairvoyance" ability. Purely speculation at this point.
i do not know what role the Particle Fountain will play but at least it looks cool.
Let me know what you think. ok?
I have imported the Jupitor station from STC 3, and that orbital office from ST 1 is nothing more than the Regula 1 from ST 2, but they flipped it upside down when they reused it. I imported the Regula 1 looking station from stock bridge commander, so that could be used for the civic research station. It's all up to Stress what stations are used, but I have already created a good number for the federation already.
is there a way to code to have a station chosen randomly from a predefined set? That way you could have multiple stations for one use and it would make every planet look a little different. So I suppose first you'll have to choose which stations belonged 2 which set.....
Love this mod, and eagerly awaiting for it to be patched to 1.1. Will the Reman Scimitar be making an appearance in the Romulan armada? Capital shipyard only type thing perhaps. I haven't read this suggested yet but then I could have easily glazed over it all. Anyhoo just a thought to increase the romulan ship count.
Why did the Cardassians get mixed in with the Dominions?
The Cardassians deserve their own team!
They turn on the Dominion in DS9. With the Cardassians on their own team, the Cardassian-Federation war could be refought. It sucks having to put the Dominion in the mix. If the problem is not enough types of ships, why not just create some similar looking Cardassian Ships that just have different abilities, or stats.
Is there any way to get the Cardassians back on there own team? I was looking forward to it.
I believe this was already raised a while back, and Stress reacted very negatively to the idea of including that ridiculous pos in his mod. It's not even a Romulan ship.
My guess is because it's a lot of work to create a whole faction with its own structures and tech tree.
I must admit that I am shocked that the Cardassians went to the chopping block. It might be just a 3rd party addon, but if no one else I will see about creating a Cardassian side. Between Armada 2 to all of the concept stuff done for all of the games, there should be enough stuff to do it.
Quoting Ultimate_Trekkie, reply 9why not just create some similar looking Cardassian Ships that just have different abilities, or stats. Quoting NowhereDanMy guess is because it's a lot of work to create a whole faction with its own structures and tech tree.[/quote]
Yes, but the Cardassians are a huge team in the DS9 series and in some Next Gen Espisodes. They deserve to have their own team, just as the Romulans do.
So nyx the Scimitar, what does that leave the Romulans? Also I would point out that though not being Romulan, the Remans are part of the Empire and the Dominion is composed of 3 different political entities. If the decision against it's inclusion, even without that ridiculous cloak, has been decided upon so be it.
Any case, with only 2 types of warbirds and a scout that is more or less armed with a spitball launcher, the Romulans are somewhat top heavy. Then again maybe I am unaware of smaller ships at their disposal. Any case this is a wonderfully fun mod so far and I am eager to see what improvements have been made.
I'm not happy about the cardies beings axed either. DS9: Dominion wars http://www.youtube.com/watch?v=crD2-laiQV8 had a few more ship designs that could be used for inspiration (just ignore the uber-twinkish fed vessel).
That being said, I really can't fathom how big an undertaking this whole project is, so I really can't/won't complain. Jist hoping for more Cardassian love though.
Ok the Cardies did NOT get the axe. So get that idea out of your heads. The Jem hadar, Breen, and Cardiasians were all ONE single faction during the dominion wars. In fact the cardassians made up the bulk of the dominion forces in the alpha quadrant. They were the canon fodder.
Shimmer, and myself both agreed that it will be next to impossible to create a full cardassian faction with what little "good" material we have available. IMO 99% of the 3rd party cardassian work is utter crap, and i dont want crap in my mod. I want the best from myself, or the best 3rd party work available. Not some idiotic design that looks like it belongs on some 1st graders moms refridgerator, or a stretched out, and twisted Galor kitbash that we are "supposed" to believe is a different class of ship. NO! It aint gonna happen. Some 3rd party kitbashers have absolutely no imagination, or creativity at all. The armada models fall into the crap catagory as well. YES, i am extremely picky. Thats why i stopped posting on dynaverse. Most of what the experienced modders are putting out there is crap. Sorry to be so harsh about it, but that is just my opinion, and this is MY mod. I want it to have the best.
The Cardie merger is only temporary until we can make our own cardassian designs. Dont start posting pictures of 3rd party cardie ships to "consider", because i can guarentee those designs you post are exactly what i am talking about that are utter crap.
Between what we have as far as Jem hadar, Cardassian and Breen ships we do have a full 15 ship lineup.
We can go on quoting canon forever. I dismiss Nemesis like i dismiss Galactica 1980. The movie was THAT bad. You in the younger generation may not agree, but us old school trekkies are all in agreement. It never happened as far as i am concerned. We will not use any reman designs. The Valdore warbird, and the Soveriegn shipyard are the ONLY Nemesis units worthy of using.
The romulans (or rihansu if you read the books) have almost a 15 ship lineup now without any reman nonsense. I am still working on some very good non-canon designs
Do not discuss stations until after the 0.03 release please. We are not adding stations until after we start work on 0.04. I already have a complete station lineup planned for the feds. It does include jupiter station, the office complex, regula 1, the subspace relay station, and 2 shipyards.
see, told you
until the code is released we won't know.
yes stress and i talked about this one, we elected not to have it in the romulan fleet.
Although Stress commented on this let me expand on it a bit more. The problem is not giving the cardassians there own fleet. The problem was we don't have the time to convert every ship we need and go from there. Also there were not enough dominion and breen ships for there own fleets as well. The first decision to merge was actually the breen and dominion, We later figured that if we add the Cardassians in there it would temporary fix the ship count issues and we could go back to expand on it again in a later release.
This old school trekkie has to agree Nemesis was a great disappointment - as far as I'm concerned it never happened and Data is very much alive in the Trek universe
The writers could have killed Troi or Crusher or any other character but NO they chose the coolest one ever! As far as I'm concerned that put the whole movie in the trash! So it never happened imo
I am looking forward to seeing the end result...thanks guys for your hard work!
I agree with nemesis being utter crap. I had such high hopes for a movie focussed on the romulans (my favorite Star Trek race) but it was a great dissapointment. I'm happy for no reman ships in the mod.
About the cardassian merge: if it bothers you enough, just copy the cardassian files from his initial beta release into the new release and you will have your stand-alone cardassian race. Thats what I will do anyway, but I tend to customize mods intensively to my liking anyway.
The cardassian /dominion merger is only temporary until they can in secret build enough units to break off from dominion rule
Man you guys are tough on nemesis. I thought it was pretty good. The only part that didnt make sense was when a reman became preator. They didnt really kill data as he dl'ed his entire memory into b-4. The remans made sense to be a part of the rom empire cause they conquer all the time. I admit I would have rather seen something more involved with romulans. To me the most dissapointing thing about the movie is it kinda brought everything to an end. Everybody kina split up. I grew up on tng and the original is prob my second fave series. Altho alot of you seem to like ds9 I couldnt stand it with all that prophet nonsense and the fact they sat at a base. I dont hear much about the enterprise series but i really liked that one as well. To bad it got cut short. All in all it was a bit depressing lol but not horrible like you guys make it out.imo
Maybe on fleet size there ciuld be a change made where the max fleet research size coincides with the exact amount of supply u would need to field the max number of capital ships, this way the idea of there being a tradeoff between capital ships and smaller ships would b upheld.
ooooo! A full 15 ship lineup for the Romulans? yowza. Now I'm really anticipating it.
And tis true, that I am only 24 and thus a youngin' by trekkie standards and was raised on the movies and the later TV series- not TOS, which is my loss. Still, I did look up some of the background stuff on Nemesis and having realized what could have been vs. what was... I too find some disappointment. Having been referenced to a few books "related" to the movie, I remembered why I don't read ST novels: about 1/3 of them are lousy Kirk fanboy tributes.
Still, 15 ships for the Romulans is very very cool and I respect the integrity that you're holding your mod to.
eta on the mod?
you definately have to blame one of the writers, it was brent spinner himself that wrote that in!
this is already planned for a later release
YEA, what he said!
there were some nice ships from BC, Armada, SFC games that were hard to turn down, there were alot more but there is a cap on frigates and cruisers so we retained 15 even with the new increase, we'll fill those slots in on a later date.
klingons also have ships from KA and the above mentioned. ! ship in particular will be modified later to make it more deadly.
right now Stress is concentrating on the ships, i'm working out the balancing, sfx, fx and info as needed. WE're a bit behind since stress has some R/L issues to work out, but most likely it won't be this year, however, i would like to get with stress and talk about a few things before i can give you any more issues. I do expect another section 31 report tomorrow, in case you guys were wondering who was sending those communications
i wouldn't do that, you'll instantly make the cards the weakest faction!
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