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've been following this mod since the initial demo release, and this edition has been of huge enjoyment so far, I've honestly probably "wasted" about 30 hours on the previous demos, this is probably the most enjoyable game I have to play on the PC . A big thanks to Stress and Shimmer for all the work theyve put into this so far!
Was a bit disappointed not to see the Saber/Norway classes represented, but then again outside of First Contact they don't exactly have a high profile!
I really love the mod though, in the previous mods I would build up the federation with everyone set to easy then suddenly bump the Cardassians/Dominion/Breen to the highest difficulty and slug it out with some impressive fleet battles. I especially loved holding a federation fleet in a gravity well adjacent to a dominion planet, setting it as an ally attack target for the klingons and romulans and then timing my warp so we all arrived at the same time.
And just a minor note on the sound - I'm pretty sure one of the federation voices is saying "all sections report", which is why it sounds like sanctions. I guess peope are getting confused as they are expecting it to say "stations"?
phenominal game/mod - thank you so much
Hey, How come the capital ships won't upgrade when they level up?
Also i find the Federation cruisers to be kind of unbalanced. The Akira is by far the best. The Defiant costs too much, I would just get a capital ship. The Intrepid just isn't worth the cost, the Akira does more damage for less cost. The last cruiser doesn't have enough antimatter to make the repair ability useful and it doesn't have enough fighter/bomber squadrons to be useful either.
0.03a2 is up now, and it replaces the missing content from 0.03a1. Redownload the mod. Remove 0.03a1, and replace it with 0.03a2. Sorry for all the screw ups. Now we know how the sins devs felt
Balancing will be a continuing WIP throughout the whole demo process, but thank you for the input. We do need to know these things so we can better balance the mod.
Remember in 0.03a you are mainly fighting only Klingons until we can get the other two factions ready for 0.03b. Individual ship vs ship combat isnt really a good judge in sins because you are never fighting with only one ship. Try big mixed fleets. and Different types of battle groups. The Intrepid was never meant for front line combat. It is meant as a support ship, but we do not have ability's enabled yet.
There are no special ability's avalible yet. That is why the "elites" dont level up. This is intentional. Ability's will be worked on in update 0.04. Along with research, and structures.
We disabled the mods fighters, because the federation is the only faction with them right now. We did leave the antistrike craft weapons to fight the default sins fighters.
Again sorry for the shoddy releases. While you may think they arent shoddy, the fact i had to re-upload twice is unacceptable from my own point of view
In this update did you fix the ship raping weapons or did you install a chastity belt *shields* to the ships.
Or none of that yet?
none of that yet, they just made the download work
The download worked before...
i spend the better part of the day today working out alot of issues. I am happy to say at least that in a 4 hour game i didn't get 1 bug report in developer mode, or a single pirate crash in a FFA 10 man slugfest. I used the rommies as my test bed and now that you mention it there could be a few less torps flying around. I'll make another adjustment. The new look and feel of the rommies firing there disruptors and more fluid movements are definately getting better. Once all the changes are finalized they will filter down to feds and klingons.
i know the centaur may seem underpower, but it has more firepower per shot than the miranda. Its just the miranda fires alot more different weapons. Akira is just an issue and so is the defiant. i'll see what i can do to make those better. Most likely we'll have to make the defiant a cap ship and move the lakota or ambassador into its slot. The biggest changes to all the ships will be coming soon. They will be balanced to there slot role, so don't be surprised if the ships get moved around a bit. i am working on extending the battles, i'll be honest though after 4 hours of playing i was happy they were going fast, but i understand they do go a bit too fast.
and to clear up the sound issue he is saying all sections report
just to clear something up that i hope you guys understand. I'm balancing something that in reality unbalanceable. Trek is nothing but a bunch of inconsistant variables for every ship. Prime examples Akira class, Defiant class, Sovereign class, Torps in general for all races. Think about this fact. Why is it that a ship like the Akira and Defiant have pulse torpedo tubes and yet don't fire like they are suppose to, soveriegn can fire alot more torp per burst but they only show it firing 3 bursts at a time. Dual quantum launcher but only shoots 3 at a time, then stops then fires again. If you guys don't understand let me explain. The pulse fire tubes can fire 4 torps with a 1 sec reload, you take the akira and essentially she will fire a constant stream of torps if she fires them 1 by one. The defiant only shoots 2 quantums at a time yet she can fire 4 but perfers to only shoot 2, usually in rapid succession. What you guys see now is the super nerfed version of trek data concerning torps. I used the original data and stress and i played 1 game and said no way its not happening. The stream of torps coming out was enough for me to instantly nerf it completely. the new specs will have it fire around every 8 secs. if i have to i'll make it 16 secs. Just remember this, trek stats are stats and should never be taken lightly. Not once did you see the soveriegn shoot 12 torps in rapid succession like its designed to do, never did you ever see the reman warbird fire all its 52 disruptors yet even fire 1 of its 25 torpedo tubes. And i would appreciate those of you sending me private messages that you think you can balance it better, remember this its a WIP, stop telling me you can make it canon, when canon itself don't work!
All i changed in 0.03a2 was to replace the mod content that was missing in 0.03a1. Some effects tweaks were also done.
Talk about the way a pendulum swings.. In 0.01, and 0.02 people were complaining about the battles lasting way way too long. That a galaxy class should kill anything with just 1 shot, and the defiant should be an invulnerable cloaking ubership. Basically the trek crowd "ubergeeked" on us trying to shape the mod to thier own image of what trek should be. Ok you guys so you got what you wanted, Quick battles, Overpowered weapons, and Instapopping ships. Now you want it all reverted back to the way it was?! Could it be?! Am i seeing this right?!
No, i am not trying to be mean, or sarcastic right now (ok maybe a little bit, but dont take it personnal), because i think this is all very funny. I personally think that Shimmer did an excellent job with the balancing. Could any of you have done any better? Would you have even tried? or would you all just sit there, and continue arguing about what should do what? or about whats canon, and whats not? All the people saying they could have balanced this better did not voulenteer to do so when i DID ask for help. So i hand all of you armchair quarterbacks a bag of STFU. Dont like the direction the mod is going or who i trust to make it right? Dont play the mod. Remember we are doing this for US. Not you. We just happen to be sharing it with you.
Does the balancing need more work? Of course it does. MUCH more work. We wouldnt be doing demo releases if we thought this was "perfect". If we thought it was then the mod would be done, and we would move on to better things.
In this mod remember this... There will be NO such thing as perfection! We can get it as close as possible within the limitations of sins, but it most certainly will NOT be perfect. In some cases not even close to perfect. We can only do the best we can do within the games limitations. Perhaps the whiners, and naysayers should learn to mod themselves, and see what a pain in the ass it was to get things to this point. But i guess that is asking too much.
DO NOT PM US bitching, complaining, or bragging how much of a better job you could have done with this mod!! I know better. I know the likes of people like this. They just sit around bitching, and complaining hoping that we will make the mod "Their way" just to shut them up. WRONG! This is MY hobby. I am doing this MY way.
If any of you whiners, and naysayers had any skills at all your mod wouldnt even be accepted into a 1st grade art competition. Let alone function without errors, or crashing. Again i hand out the bag of STFU. You think you can do better job? By all means do so (without ripping off others work). Consider that a challange. When i was playing Eve Online in Ascendant Frontier our rivals BoB had a saying "Proof, or STFU". You think you can do better? Proof, or STFU.
In the mean time DO NOT PM US we will not respond.
Shimmer, and I do hear what you guys posting on the boards are saying, and we have a plan to deal with the instapopping ships. However think about this... If 100 Excelsiors were firing on only 1 Ktinga, how long do you think that Ktinga would last? That is what Shimmer was trying to simulate here. He succeded IMO. However, I happen to agree with the crowd that the battles are way too fast, and the ships die way to easily. For gameplays sake we need to find a happy medium.
So i ask you guys now like i asked opinions on other things. Do you want the SoA 2 battles to be long slugfests like the vanilla sins battles? Do you want them over with in a few seconds like they are now? Or do you want something somewhere in the middle?
Gah shimmer beat me to the post
i think that way thig are now are really good dont see why anyone is complanig
Well I dunno about the volume of naysayers you're getting Shimmer, but I think you did a heck of a job. I actually have a college degree in video game design, so I know what it takes to do proper balance, the work, the math, the testing, the refining of your figures, and I certainly don't envy you the job. Too many games get lazy and just make one side, draw different art for it and call it a second side. This mod didn't do that, it has sides that are actually different, and that makes balance a herculean task. I know what the job entails, and I think your work has been exceptional.
Incidentally I think making the Defiant a cap ship and the Lakota a cruiser is a great idea. The Lakota always seems sort of 'last gen' to me, where as cap ships are otherwise next gen (Ambasador I know isn't, but a colonizing cap ship is a heck of a good thing, so I overlook the fact it's an older design). The Defiant is definatelly a current high end model for the Federation though.
So thank you Shimmer and Stress. I like the mod, and you know what, if there's parts I don't like, well, I go change them. That's the great things about mods, end users can customize them (not for re-release mind you, just a custom little thing for personal use.) So to people not happy, well, try less complaints and more tweaking. It's a much more produtive use of time.
If you're talking about the B'rel I actually found that it can shoot it out with whole vanilla sins defense fleets on it's own and win. Like the kind of fleets that defend terran planets. Just use th cloak when it looks like you'll lose it, move it away from the fleet, then when the cloak comes off, move in and shoot 'em up again.
I think it plays very well. I wouldn't mind seeing battles lasting a bit longer (I haven't played 0.03a2 yet, don't know if this was changed yet) but short battles don't bother me at all either. Lots of pretty explosions, lots of trek ships, great sounds, and getting to dominate with a Sovereign... doesn't get much better than this. I have a feeling though that Major Stress and Darkshimmer will find a way to make it better, so looking forward to whatever you guys put out next
Edit:My browser keeps doing this, last page of current forum not showing up, anyway read up on change for 0.03a2 and now know the stats haven't been changed.
Major Stress and Darkshimmer, I think you all are doing a great job. I am amazed anyone would complain about such a great product you all put out for free. And then to do so over PM is incredibly cowardly.
As to your question, I advocate for a happy median between the long slugfest of vanilla sins and the current demo. Vanilla Sins, in my opinion, is too slow. It can get boring, and as I said earlier, looks ridiculous for a cap ship to take minutes to destroy a frigate. I love how the Sovie can just brush aside with casual ease the light frigates of the opposition if they are few in number. Also, vanilla Sins' slow combat contributes to games lasting too long. How often can one find four hours to dedicate to a game? Or, by the time four hours rolls around, how much do you care about winning anymore? Finally, since this is suppose to be somewhat true to the source material, how many times did we see in TNG the Enterprise get hit only a few times and their shields down to 60%? Pretty much every other show. So combat shouldn't be too drawn out.
On the other side, if it's too fast than you can't enjoy the battle, have a chance at retreating with any kind of sucess, or rush reinforcements from adjacent systems. Also, it's enraging when you spend 10k on a Sovie, and be very careful with it throughout the game to level it up, just to have it killed in the opening volleys of the final, decisive battle of the game. In light of those observations, I believe a certain amount of slow down is in order. How much? I leave that to the experts.
I understand how difficult it is to balance a game based on Star Trek. That's why I am not doing it! The show often contridicts itself or some other choices just don't make sense. You all are doing a great job in light of all the difficulties, and I look forward to the future updates.
Darkshimmer - the Centaur's cost and defense stats make it seem comically weak. It costs 183/6/17 for 550 shields 211 hull. The Miranda, by comparison, costs 433/15/39 for 1300 shields, 499 hull - double the cost, 3x the durability. That doesn't really make sense given that the Centaur is basically a 24th century version of the Miranda, based on a more modern hull. There's a similar disparity, by the way, between the Klingon D-4 and D-7 - the D-4 is supposed to be older and smaller, but is dramatically more durable and more expensive. D-4: costs 633/22/57, 1900 shilds, 730 hull vs D-7: costs 267/17/45, 1500 shields/576 hull. It seems like these stats should be transposed to make the more modern ships more powerful and the older ships more like the fodder they were in the show. Also, the super-short build times are kind of annoying... they make me feel like these ships aren't worth anything, and also make defending a grav well with a shipyard a matter of pumping out ships faster than they can be destroyed, which doesn't feel like Star Trek at all.
If I were you, I wouldn't worry for a moment about following the technical specs and trying to work those into the balance. No one wants to play the tech manual, we want to play the shows - and the shows hardly ever followed the tech manuals. Just do what looks and plays right, and no one will care how many burst torpedo tubes the Sovereign has.
Stress - I am now and always have been in the more drawn out battle camp - not because I've got nothing better to do, but because it's a little frustrating to spend so long to accumulate the resources for a large fleet, only to see it ripped to pieces in a single minute, wiped out before you can retreat surviving ships. As with vanilla Sins, I'd like to see both small and large-scale engagements play in an interesting way, so that every ship matters in the beginning of the game.
Oh, and having now played with the Klingons, major props to whomever provided those Klingon vocals! Amazing work - I was not expecting anything nearly that good.
First off you guys are doing a great job and I am glad to see you get milage out of this engine than what became of Nexus, even though what you guys did was still top notch. (you knew I had to throw that game in ) I, unfortunately, haven't had time to check the new update since the wife took over my computer with the Christmas gift I got her. damn, that King's Bounty
Since I haven't gotten teh new mod yet I really can't comment 100% but I would say that the battles should not be short. As far as the complainers, I really wouldn't worry about them although I can understand them being annoying. Most are not prob Trek fans anyway.
what we are doing now is baselining the ships to there sister counterparts in the opposing race. From the tech tree will come the difference. Doing it in the balance baseline there's too many figures to add in, modify and remove. This way we can give each race the advantage it needs to have based on trek facts. But as you said the baseline is the hardest part, and i'm pretty close to having that done.
I'd like to know when people like something they have done to make it more enjoyable. Never had a problem with adding something someone else did so everyone can enjoy if we do
Working on this as well, Next release you will find the cruisers and the caps will cost less. the metal and crystal have not changed.
I believe i did fix this in the next balance i'll double check, The miranda i'm using is based off the refit thats in the modern TNG fleet, but we couldn't find the model so we used the older one. There was also an issue of the ships not being in the right order, also been fixed. You should be able to build frigs and cruisers in order of resources from left to right and caps from right to left. D-4 was also a refit model but we found out it was actually the older model but not a refit, so the change on this was already made for the next round.
see i rather here this than the PM's i got, i can work with this! keep it coming guys.
First let me say good work guys did great on the texturing.
I have one complaint: Why can't there be a Picard, or Janeway pic?
All I see are Sisko *which is fine* and two guys I don't know.
The sounds are from Armada 1/2 I believe? I never played as the Klingons in either of those so I don't know about those, but was pleasantly surprised with the Federation sounds .
Still absolutely loving this, haven't had this much fun since I got my first PC with Birth of the Federation on it . I have a quick question about one of the ships though (and this isn't meant to be a detraction; the curry class model seems a bit off, the "Engineering" hull seems to be protruding a bit further than I thought it would?
Again though, I suppose that is all down to where you source the model from, it does look a bit off compared to the DS9 TM or the "corrected" images that are floating around, but I noticed it looks alot like the model from the Nexus mod, so I guess they are related?
Because i wanted to leave the cheese out of the mod Sisko is there only because i couldnt find another decent admirals pic. I would have prefered unknowns. SoA 2 is about the ships, and the battles not the characters. Remember there is no campaign. so there is no point in character building. Otherwise we would have done it a little different.
Thank you guys for the support. I have no issues at all with the posters on the board. Some of you have very legitimate arguments, and we need this information.
The "this mod just plain sucks without any reasonable explanation at all crowd" dont bother me, because i've "been there, done that, got the t-shirt" many times. What set me off was the fact they bombarded Shimmer, and not myself with these idiotic PM's dissing the mod. Whining in so many words.. "Waaaaah! you guys ruined my own egotistical version of what my trek fantasy is". Funny that they went after one of my team members, but not the project leader himself. Maybe they thought they could get to Shimmer, because i wouldn't hesitate to rip em a new one then get thier sorry ass's banned if they tried it with me. Who knows. TBH who cares. You are right it was a cowardly act. Dont matter, we have a list of names. However enough of this.
If you read the readmes, and the main topics i said that we have planned updates. 0.03b will include the Romulans and Dominion as playable factions. Plus whatever tweaks, and improvements we can conjur up in the mean time. We will try to implement new balancing formulas in that update. Like i said i agree with the majority that the battles are too short. However i also agree with how shimmer sees the stats. so we will work on that happy medium.
0.04 will focus on research, abilitys, structures, UI, and whatever improvements over the 0.03 series.
0.05 will be the last of the demos. It will focus on fixing any problems, rebalancing if needed, adding any art that wasnt added in the previous demos. Refining the art that already is in (model retextures, model error fix's).
Right now our focus is on 0.03b. The Romulans are ready to go. Just need to get the unified Dominion faction ready.
I built the shelly/curry model. I used schematics from ex astris so blame them if it is "off". Besides that is a minor nit picky issue. I like the model as it is.
Why are you posting fleet charts? I already said the ship list's are set in stone. The only changes if any are going to be maybe swapping the defiant with the lakota.
After Playing a full game as the Klingons (huge multi) and a full games as fedys (Same map) I can say that It was indeed more balanced than It had first appeared (sorry ). That Said, I still advocate slowing down the battles. I saw my Sovy take on a Galaxy, 2 Akiras, and a Defient with 3 Exelsiors. To sum it up, two of my Exels blew up, both the Akiras spun out of control and died, the Defient ran right up infront of my Sovy and blew up into tiny peices (it was rather comical as it looked as if it had rammed it), my last Exel flew out past the Galaxy and blew up, and finally the Galaxy started sinking slowely down and exploded with all the glory that the enterprise did. After all of this happened, My Sovy was killed by the fighters. Yeah, that didn't seem right to me. In less than a minute, a total of 24k creds and thousands of metal and crystal got blown to bits with no winner at all. thats kindof rediculas. Though, I must admit, It did feel like an episode of trek: The USS Ikea (my sovy) takes on an enemy fleet with a small under powered task force, manages to defeat the enemy but suffers a warp core breach. Just felt to fast forwarded.
Another little humurous thing I found, The AI doesn't seem to target Scout ships unless they are the only type of ship left. This doesn't help the feds all that much, The Miranda is in no way comparable to the Exel, but it did help the klinks out a lot. I found that after I could support whole fleets of Cruisers, supporting them with BoPs changed the pace of quite a few battles. The BoP proved nimble enough to hit the enemy where it hurt, and the cloak made it often the only kind of ship that would be able to retreat if the battle went bad. I kidof like this, it feels a little like the BoP felt in the show, but I just wanted to let you guys know.
Overall, the only flaw I can find is the fast forward battles, and that can be trumped up to a matter of opinion. It also would technically be easy to fix, just scale defenses up, or weapons down. (I think, this is bassed on my opinion that the balance is good otherwise).
Again guys, Great Work!!!! Don't let the whiners get to you. If they want something else they can make there own mod. I would like to ask you to make the quantum torpedoes brighter though if it's possible.
Size comparisons/for the hell of it
Theres one with the Dominion, Romulans and Klingons.
Wow, Major Stress those Romulan warbirds look freaken sweet. I was minding my own business taking planets when the pirates come after me and in warps Romulan warbirds. I gotta say the pirates are a serious threat now lol, love what you did with them.
While talking about the B'rel, i've had a lot of fun with them using hit and run tactics to complete diplomatic objectives.
Combined with the Martok voice over i can't wait to start hitting Dominion targets.
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