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.
hi i havent been on here for a while i just wanted top let you guys know ,you have done awsome job with the mod.One thing i wanted to ask you guys will the mod work for the new sins intrenchment thats coming out soon next year and to ask you guys one other thing to is to everyone has anyone been able to play their sins on line i havent been able to ,i know this is not on the mod topic but i just thought i would through this out there thanx
Cant help you with your online woes. Sorry. I havnt had any trouble logging in and playing. Try the tech support forum, or PM one of the devs. Also try doing a clean re-install of the latest version of sins. Follow the directions like on the mods readme by deleting the Ironclad Games folder before you run it for the 1st time.
Right now we have plans to port the mod over to the future sins expansions, but being as i dont have Entrenchment yet (lack of cash), We are sticking with normal sins for now.
Guys we need opinions on the B'rels cloaking. She is the only cloakable ship right now, and we made it this way to test out the cloak effects, and the gameplay impact. Damn near every Romulan ship will be able to cloak once we get the ability/buff for each unit sorted out. It does suck that we have to make new abilitys for each unit that uses it, but there is no other way it will work. If we do one ability/buff for all then we have to make a cloak mesh the size of the largest ship, and use it for all of the ships.
Regardless we need your input, and opinions.
I think the cloak is amazing! It is cool. It works well. Sometimes it looks a little weird. It would also help if you could tell whether a ship was cloaked when zoomed out. Sometimes I had to zoom right in to an enemy ship to figure out why my ships wouldn't attack it.
A happy medium for combat speed is definitly what I would go with.
Also, I think maybe it is because the capital ship stats don't upgrade that they seem to die so easily. Killing a level one capital ship was somewhat easy even in Sins. THe mod looks, sounds and plays amazingly well.
Thanks guys for making this great mod and making it available to us!
I havent worked on Klingon yet. I noticed though that the map in galactic view will only zoom in on what you are targeting at the time. It doesn't allow for mouse scroll. Not sure if anyone else is having this issue but me and 2 others noticed it right away. if you want to zoom in to a planet you have to zoom in enough to double click it so you are targeting it. Love the ships and glad to see the weapons take those flak frigates and whatnot down fast! WTG! More soon.
Hey Major Stress
Great Mod!!! The opening video is super cool!!!
When seen the video of this mod on www.moddb.com. I thought I have got to buy this game and try this mod, and I'm SO glad I
did.
Niceone man keep up the great work, can I ask a question is it ok for me to do some personal fine tuning to your mod, also do you need any help with your mod, I would be willing to help if I can.
Personally the cloak adds even more depth to the Trek universe you guys have done an excellent job creating within the confines of the sins engine. Not sure what it'd do to the balance though. I've been picking off good sized fleets with just the B'rels because of the cloak. After fighting the romulan ships today (note to self: don't get hit by pirates again) they can really tear stuff up in a few shots. If most of their ships have the cloak then it could become very difficult to get kills in on their fleets. Even with the balance problems this could create, biggest I see is they won't need to build a new fleet after a shootout gone bad, I am all for the cloak. It really won't matter after awhile anyway, once they run out of anti-matter they are going to lose ships.
I love the cloak you guys have come up with, and won't mind seeing it on more ships you think should have it. If you just want to put it on a select few ships (sounds like a lot of work for each ship it goes on) that's fine with me too. No matter what you decide to do, I'm behind you guys 100%. Thanks again for the awesome mod.
Hello,
The Fek'lhr Class in your mod is a port of SFC3 model by Taldren Inc. And those textures are made by me.
http://starfleetcommand3.filefront.com/file/Feklhr_Class;89841
Please correct your credits on the readme and the dds texture. I would like to know why do you think it's made by "Cleeve aka C2Xtreme". Cleeve and C2Xtreme are two different person. As far as I know, Cleeve has quit game modding long time ago before I made those retextures and he never made a Fek'lhr. I'm not sure about C2Xtreme, though.
I'll get with stress and we'll correct this, sorry for the mix up
ive noticed 1 issue with the .03a2 release you may or may not be aware of, the romulan priate T-10 vessel seems to have no weapon sound effects when it fires its pulse disruptors/torpedoes, not sure if anyone else is experiencing this. As for my opinions on the balancing, i did some experimenting by doubling the shield/armor hitpoints on most ships with a few exceptions while leaving most of the weapon strengths alone, and i agree there should be a middle ground between slow drawn out battles and the mere second long fights that exist now, but on a sidenote, excellent models on the romulan ships, all in all excellent job thus far
You are correct. I got the model from Battleclinic not sfc3 files. Battleclinic sometimes post the wrong credits. I should have researched it some more. I thought cleeve made this model. Turns out its stock SFC3. I already corrected the credits, and they will be on the next update. Thank you for pointing this out to us. Cleeve retired huh? Ill have to get in touch with him soon. AFAIK Cleeve and c2extreme were one in the same person.
Can anyone else confirm the T-10 Bright One sound issue?
You will have to wait till pirate raids to do this because the romulan faction itself uses different ship entitys. The romulan pir8's are only temporary to fill the slots. We got other plans for the pirates for future updates.
Man the smell of the Maquis and Ferengi is just pervasive in here isn't it.
Yeah, I just had a go with the pirates, the T-10 doesn't seem to have sound effects for it's disruptors. Either that or they're very quiet, but there didn't seem to be any sounds matching up with it's firing.
It must be a glitch with the game because the romulan version and the "rogue" version both use the same sound file, and the romulan version is working. At least on my machine it is.
What you can do is enable the romulan faction to make it playable for your own personal use. I dont recommend it, because they arent finished yet, but you can do this to test the weapon sounds in the romulan faction. Open the "PlayerRomulan" entity file in wordpad, and look for the entry that says "IsSelectable" Change it from FALSE to TRUE. This will enable the Romulans as a playable faction. Do this at your own risk. Remember they are not close to finished yet. So dont post about any other problems with them. Just tell me if the sounds are working.
Hey just had a chance to play the latest version with my friends and have to say very impressed with the mod
I think the cost of ships definitely needs scaling down a touch mainly for the cap ships I only really had the free cap ship and couldn't get the resources fast enough to build anymore. I think the frigates are fine as is you can build them at a steady rate but 10,000 credits for the soverign, not going to see one till the game is almost over.
Anyway great mod keep up the good work look forwrad to trying out the romulans when their ready to go
i have done as you suggested and wound up testing all romulan ships for sound effects, what i found is that all pulse disruptor weapons on all romulan ship types have no sound to them, the only ship that does have any weapon sound effect at all is the sparrowhawk, and thats only when it fires the disruptor beam which i can hear clearly, but its the pulse disruptors that have no sound
Ok, thank you for pointing that out. We did the "rogue" faction before shimmer updated the romulan weapons. The new sound probably isnt in yet. In 0.03b that issue should be fixed.
Are you going to be adding some Star Trek shipyard?
The header says they will put Star Trek buildings in 0.04. Read It, it explains everything.
Major Stress, thanks for constantly updating the header, it is very handy.
love the new version, cant wait for the Romulans.
question about the B'rel cloak. is there a reason it has a duration? its not particularly cannon for cloak to be limited, nor do i think it would be a game breaker for it to be of unlimited duration (as long as it means no weapons usage). perhaps, to avoid mass cloaked fleets showing up in a system, make it so one cannot make a phase jump while cloaked?
just food for thunks
Thanks I must have mist that.
Hrm, I dunno if this is a Statrek Mod problem or a SINS problem, I was playing on a large scale map (102 planets or something), I was about mid-way in game, and desided to minidump on me.
I was playing as Federations, Was building ships etc, getting ready to attack the pirates (after the first round failed heh)...
I will test some more...
That is the problem. If we gave cloak unlimited duration it would become the ultimate game breaker. Half of the Klingon Empire, and the entire Romulan faction would literally be invulnerable.
The people preaching "Canon" need to stop. Canon doesnt work in a video game. We are not sticking to canon for the gameplay aspect of the mod. There is no way it will work. We have a choice make it perfect canon, and the game will be totally unplayable, and unenjoyable except for a very few fanatical fanboys. Or bend, break, and sometimes make up our own rules to have a balanced enjoyable game. I think the choice is clear. The only thing i can say is we will try to get it as close to canon as possible within the limits of the game engine, but remember game play in SoA 2 comes 1st. If that means something needs to be way left field from "canon" for it to work, then so be it. If people dont like that then they can learn to mod, and make their own "canon" version. Then they will see what we have been saying all this time.
Cloak should only be used for hit, and run, or to escape a very bad situation. You cant use it to sneak up on anyone, because thanks to Sins hard codes the unit icons will always be there for all to see, and there is no way to hide them. We tried.
The current cloak is basically similar to the armastice ability with a different effect. If it was unlimited imagine this scenario.. In vanilla sins all of the ships had an unlimited armastice ability. Would that be fun? Maybe funny for a while till the novelty wore off. The ships all sitting still staring at each other. Ignoring each other? Same thing will happen with unlimited cloak. Not my idea of a fun game.
We plan on making the cloak use antimatter, and lots of it. The Klingon cloak should use more AM than the Romulans, because the Romulan cloak should be more efficient. Regardless it is still a WIP.
For the 102 planet map crash. Sins has a nasty habit of dumping when you max out the 2 gig of ram hardcode limit.
Is it ok for me to modify some things in the GameInfo folder of your mod, I'm only because you said in your Readme file.
( Please do not modity any of the mod files without asking first. )
if you feel that it will enhance an aspect of the mod that we can all enjoy, then go ahead. If not i would leave things alone. Please note that changing anything in the Gameinfo folder will break your ability to play online with other people due to differences in the checksum value.
Have you seen the ultimate universe mod for star trek legacy that includes a lot of breen, cardassian and dominion units! the website is http://www.ultimateuniversemod.net/news.php ! enjoy
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