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.
we are actually finalizing what we can and touching up a few things. i do expect to release a patch or two after the release as needed to fix any issues.
I just recieved word that the 2008 mod of the year competition has started at ModDB. SoA 2 has a very real chance of winning that competition. Go Vote...NOW
I am waiting on the finalizations from shimmer so i can convertdata everything, and get 0.03a uploaded. Its comming guys, and boy are you gonna get it!
Dang, when you said 0.3 was "right around the corner", I didn't imagine that it was going to smack me in the face when I wasn't looking!
Awesome end to an awesome Christmas, thanks guys!
happy christmas everyone
Guys if there are any balancing bugs with 0.03a post them here. Not on the release topic.
We already know about the pirate crash issue, and other issues.We are working as i type to fix those.
We just need to know what you think of Shimmers balancing
hi, nice initial release in terms of ships, detail and substance, excellent job. As far as the balancing goes in my opinion, it seems that the weapons seem a little overpowered and the combat goes much too quickly to focus on any ship tactics. Especially in massed battles that feature anywhere from 50-100 ships, i find that even the capital ships are destroyed within seconds of approaching the enemy, it could be that the weapons are either firing too quickly from each ship, they are overpowered, or the shields/armor of each vessel is underpowered, thats just my opinion, but other than that, love the work youve done and the detail you put into it.
I have fixed the pirate faction crash issue, but it required me redoing the pirates from scratch. I am just waiting on shimmer to send him the files for a final look over then we can release the hotfix.
Stress i've looked over the file and i'm not sure what you changed but i did change the overall points allowed for the pirate fleet, we just need to do more testing.
Hey guys awesome balancing job. At first when I saw the damage on some of the ships (Sovereign comes to mind) I thought no way. It actually doesn't take a whole lot to take them out though. They can stand up to other ships like they should be able to, but you can still outgun them without too large a fleet. So all in all, awesome job and an enjoyable mod.
Hey guys, THIS MOD IS AMAZING! I would have to agree with Ryan though. Sometimes the combat seems to go by too fast. My capital ships just seemed to die quickly. Also there aren't enough special abilities, especially for the capital ships. The Galaxy class has no special abilities until Level 6. Also when any of my capital ships leveled up they didn't gain more hitpoints or shield points. It made leveling up pointless.
It seemed like shield recharge rates and planet population growth rates were much slower than normal. I'm not sure if it was just me, but they felt a lot slower. The ships seem to flicker when in warp and the cloak sometimes looks a little funny. The way the cloak works though is great. It is actually pretty effective.
Thank you guys soooo much for bringing this out for Christmas! It looks amazing, the music is awsome, the game is just fun. Great job!
The readme says no special abilities in this version. They will come out in 0.04 I believe. The ones that are in there now are just temporary.
I think that there needs to be a big extention on how long it takes to build ships, while making them all tougher in a fight.
I also noticed that the fedys seem to expand faster than the Klingons, you may want to make some adjustmants on that so that the klingons can keep up with them.
Really like the mod, played it through several times and have a few comments to make besides the really liking it part.
Feels like capital ships die too fast. Frigates and small ships to die fast ok, they're frigates, that's just par for the course, but for a battle cruiser or battleship to die in seconds is less so.
I sort of wonder about the Lakota varriant Excellsior too. I like the Excellsior design, but with only 15 slots total, two for Excellsior class ships seems a bit odd. I know it figured prominently in a DS9 ep, but I still can't shake the feeling that there could have been a different model in that slot and Lakota upgrades could be an ability you'd get with more levels (assuming an Excellsior was kept as a cap ship) or just buff all Excellsiors a bit and keep it as a regular ship and then something else could be added to that free slot, a Cheyanne or New Orleans or Niagra or Springfield maybe?
Also, am I an idiot or is the Constitution class ship not able to put crews on resource extractors around gas giants and such? I thought colony ships generally could do that?
There are many fed ships that i like. However there are a great many more that i do NOT like.
I wanted to keep the feds all canon without having to use the ridiculous looking ships of the week. Like the cheyanne, or new orleans. The lakota was the lesser of two evils in this case. the main reason i chose her is because she is almost equal to the defiant, and shes supposed to be quantum armed.
Miranda is the "science ship" so she is the one that captures the roids.
hi, i just installed the .03a1 fix and im having a few issues with it, namely it seems both the weapon effect/dialogue sounds for both races dont work now. Also another thing i noticed is that the starting frigate factory yard at the start has disappeared which is no big deal to me, i was just curious if this was intended or not. I reinstalled the .03a file thats without the fix to make sure i didnt install the .03a1 file incorrectly, and it the weapon/dialogue sounds work fine, just curious as to wether my install was flawed somehow or if this is something that has to do with the .03a1 fix file, thx
Ok the mod is coming down for now until i get this files updated, hopefully i'll get them all done by tomorrow. We did fix the pirate errors that were causing some people to crash with pirates enabled. we're working on this as quickly as we can.
Ok thank you for point this out. We are batting 1000 with this update :/ This update is missing files as well. 0.03a2 will be up soon after we go through it with a fine tooth comb to make sure nothing is missing.
hura for holiday anti-miracles
Major Stress:
First, I want to say how great the mod is and how grateful my friends and I are for you and others taking the time to put this together. I realize it required a great deal of time and effort. It shows. We have spent many hours playing this mod and have more fun with this than vanilla sins. And some of my friends don't even like Star Trek. Thank you.
Here are my (and my friends') two cents: We like the battles being faster than vanilla sins because those battles are ridiculous how long they are. For example, it just looks silly for a cap ship to be pounding away at a light frigate one-on-one for a minute or so. However, in the mod the battles may be a little (just a little) too fast. I found myself not even bothering to zoom in for the battles many times because I felt they would be over before I could really implement any tactics. Also, I realize that cap ships are not suppose to be overwhelmingly strong, but i find myself not wanting to bother wasting the money on a ship that will be targeted and destroyed in the first 20 seconds in the battle. I am not sure if there is any way to balance that out, but that's my observation.
A sidenote: I hope there are not tons of special abilities. Some would be apprioprate, but what I didn't like about Star Trek Armada (among many things) is that they had so many crazy abilities that were far away from anything seen in the show. I am not one of these hardcore canon adheriants, but I think you have to stick to the source material to a certain degree or it be a Star Trek. Rather, a new universe with Star Trek skins.
Again, just my two cents. Please don't take them as complaints or me being negative. As I said, I really enjoyed the mod. I am just trying to be helpful. Hopefully you find them useful.
HM This mod would be really great to play online with other ppl
i would be up fro any game so with this mod so if u ever see me in the looby we should try to set up a game fro the mod with atleast 4 to 6 ppl that would be great or just a 1v1
.........ps i fo by the name cp KENPACHI or my clan name [UO] king ken thxs
thanks for the input, i'm actually working on the phase 4 part of the balancing already that will address this issue. Cap's should last alittle longer in battles but not be the driving force behind them. There was a post i made where i mentioned cruisers would be your main driving force becuase they have good defense, offense, and speed. Now that i have seen alots on input and some have pointed out a few mistakes, i can streamline the balance much better. its going to be a give and take, i'm just hoping you will all be alittle patient and give feedback, i'll take that and update it.
Hmmm last i checked there was no such thing as "tactics" in sins. Except for point, click, and pray that it works. This is for the vanilla game BTW Sins is more about grand stratagy than low level tactics. A huge game of chess. 99% of my battles i dont even bother to control because there is no point. 2 fleets face each other, stand still, and slug it out untill only 1 is left standing. What kid of tactics could you possibly use except to outnumber the other?
Anyways i left the download up for now. Its broken but we are working on a another fix. This is also the last time i mass convert to binary. This is why we have the missing files. I mass converted but didnt realize there were files that wont convert, and arent carried over. Live, and learn i suppose.
We are adding a few more tweaks, and effects to 0.03a2 so it will be a bit, but hopefully later today will get it up for ya, and COMPLETE this time.
Hi, first just want to say thanks, this really is a great mod and look forward to future updates.
Now, I seem to have a problem with ship weapon sounds and voices with 0.03a1, they worked with 0.03a but after deleting it and copying over 0.03a1 they no longer work. Using version 1.12
On the matter of ships in general, I feel like it would be apropriat to ramp up their toughness while doing something to make them a big investment. Perhaps making build times much longer would help (tell me how to do this and I will test it out myself). I felt that the cap ships worked farely well, though they do need some special abilities. Alot of the TEC and Advent ones look like they would work well, just put different names and explanasions on them.
Additionally, after playing a few as the Klinks and a few as the Fedys, I noticed that the fedys definetly expand faster than the Klingons. The Constitution is much to powerful against standard enemies, it allows the feds to build one or to Constitutions and send them out with their scouts, not needing a real fleet for the early expansion period of the game. On the other hand, the Klingon BoP seems like it could stand to have more power, perhaps extend the time that it can cloak and give it a more powerful disrupter attack. This would help as well in early expansion. The final option is to scale the militias or replace them with ST cannon ships. I was thinking that the various generic ships seen throught the series would fit well in this role.
Just afew thoughts for you, otherwise good job, I greatly enjoyed some of the very trek moments, such as luring a Klingon Neg'Var into a trap and catching it between a Sovy and a Galaxy and watching the cruisers running around between them.
My initial feedback after playing a couple of quick half-games as the Feds:
1: Everything looks and sounds outstanding! (Though I agree that it does sound a lot like "all hands on sanctions.") Wonderful work, guys.
2: I agree that battles are too quick - though in my personal opinon, far too quick. A small fleet of an Excelsior, a Miranda, and a Constellation were able to destroy nearly any Klingon ship (except a cap) that jumped into their system in about five seconds. While explosions look great, I'd like to delay that gratification a little longer...as it is, there's no point to retreating, 'cause you'll never make it out of the system. I'd reduce firepower across the board by as much as 50% to be more in line with the fiction.
3: There are FAR too many torpedoes in play - it seems like even the slower-firing ships have launched a second torpedo before the first one has reached its target. It makes things look a little messy, and the sound effects are playing constantly.
4: How come the Centaur is so underpowered compared to the Miranda? It's based on the Excelsior rather than the Constitution hull, so you'd think it would be more powerful. As it is, it's so weak it's almost completely useless.
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