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.
Sins has a RAM hardcode limit? How stupid is that, is it possible for developers to remove such as stupid thing?
Your right it is stupid. Just like all of the redundant UI textures, but i didnt design the game, and the devs are well aware of this so maybe they will do something about it.
No offense to Chris Jones, or anyone in the Ultimate Universe mod, but they are using the very same Cardassian, and other 3rd party fan designs people wanted to see in this mod that make me cringe, and want to hurl anytime i look at them. They are good enough for them, and thats cool for them. I want a higher standard for SoA 2. Some say i am being over nit picky, and its true. I am being picky about the art in the mod. I dont want ugly, and stupid fan designs in it. I dont want 20 different versions of the same ship. Which is what happens when kitbashers stretch cardassian galors way out of proportion, and try to pass em off as a new class of ship. The Suqjagh is an ugly fan design, but it serves a purpose as the klinks main carrier. Which is the only reason why i am tolerating it right now. It will be replaced when i find something, or make something better.
I want to keep the cheese, and absurdity out of the mod as much as possible. Which means absolutely NOTHING from legacy goes in this mod. I want to steer clear of armada, and armada 2 as well. Funny they are all made by the same company.
His Favorite
LOL! Everyones a comedian.
I seem to recall A type of carrier used by another race from KA. One of their designs was quite similar to klingon desings if I remember corectly. I would use that.
...I want to keep the cheese, and absurdity out of the mod as much as possible. Which means absolutely NOTHING from legacy goes in this mod. I want to steer clear of armada, and armada 2 as well. Funny they are all made by the same company.
Amen. Nothing fouls up Trek like fan-made "super ships" where they tack on seven extra warp engines to a Sovereign and call it a new class. Personally I count the Prometheus in this category - "It can separate into more peices than the Galaxy and has SIX warp engines and it can destroy a Warbird or an Akira in one shot!" Bullshit. I think they let a seven year old come up with that.
PS - I think that fine Cardassian cheese would go well with some kanar.
one thing i wanted to bring up on your mod the question i wanted to bring up is that when i have a fleet of ships in one system say a mix of fed shps i want them all the travel to another planet so like anyone else you would srcoll all over all the ships... the one thing i did seem to notice is that when doing and having the ship then go to warp speed everyone of them do that excetp one ship kirks old ship, is this a glitch or did you make that way so they dont go with the other ships?
The colony slots are another hard coded annoyance. Unfortunetly if we dont have them then the sins AI has a stroke, and will not build anything at all, or expand. Same with scout slots. Pretty much all of the sins roletypes must be duplicated in the mod. There must be at least one of each original sins roletype ship in the mod, or the AI wont function correctly. However the mod ship does not have to behave like the roletype it is filling. Only exceptions are the siege frigate roletypes which make a mad dash for a planet before anything else, and the colony frigates which will colonize before doing anything else. If there is no planet to bomb, or planet to colonize then they behave like normal warships.
You really dont want to use the old connie for front line combat. She is the weakest fed ship in the mod next to the upcoming civilian ships. She is a last resort ship for cannon fodder when you dont have the resources to build anything better.
What I don't understand is why you didn't make the ship that 7 of 9s parrents used be the colony ship. I know you wanted to 'steer clear of the cheese', but it seems to me like that would have made a more apropriate colony vessel than the old Conny.
Okay, I just finished downloading 0.03a2 and the exelsior still has the original voice from the advent lady (who scares the crap out of me). Is anyone else having that problem?
Just a suggestion, but is it possible to create unique Trekish load screens? I hate seeing the same boring vanilla sins pictures over and over again.
Out of curiosity, what was the thinking behind using the Constitution as the colony ship, given more period- and functionality-appropriate designs like the Olympic? I'm guessing it's because the Constitution is too great a ship not to use...but it kind of stings to see her get kicked around so much.
Hey Major Stress, I tried the romulan ships to check for sound glitches and it's all working fine for me. Went back to a pirate brawl and then the T-10's sounds were working too. Then disabled the romulans tried the pirates again and the T-10's sounds are still working. So, whatever glitched the first time seems to be just fine now.
the romulan sounds still arent working for me, did you change any files at all dragoon?
aaa ok that makes sence on that,also i have been playing a long war with the ai and i found out the cpatial ships cant shoot out any fighters anymore has anyone els seen this?.I also tryed the klingons first to see what they were like one thing about the bird of preys cloak when the ship cloak's it looks like a water bubble in space have ever tryed to make the ship transparent like see through i think seeing a water bubble in space the other guy is going to notice it >.> floating by a planet.. or are you the only one able to see it?
Nope, didn't change a thing. Just made the faction playable for a game then turned them back off.
They removed the strike craft in 0.03a2 since the federation were the only ones with the new models in. As for the cloak, farther back in the thread there's a lot of stuff on how tough it was to get anything like what they wanted so my guess is with hardcoded limitations that was the best they could come up with. An excellent job IMO but, that's just me.
we are still working on this, i've actually found a few different ways of doing it other than the bubble, but the enemy player can see the ship, but the ships will not attack becuase they do not see it at all. We are most likely going to leave this the way it is for now and come back to it at another time.
Because i wanted the connie in "my" mod. The Olympic, Raven, and damn near anything else thats from Voyager fit my idea of cheese. Besides how could i say no to the old girl shes a classic. She wouldnt get kicked around if she is used for the purpose she is meant for
I have no clue whats going on with your sounds. The sounds are working fine for me, and we havnt changed a thing with sounds since the release. Check the ship entitys and make sure there is an entry for the weapon sounds. I already checked mine, and the backup of the mod, and they are all good. What fix you did dragoon seems to be some sins wierdness. I am wondering if what hardware people are using is having something to do with this. I use crappy built in realtec sound.
The cloak is a WIP. The current effect is temporary. We are working on a better effect. There is no way to make it totaly invisible, or invisable to the other player. Even the sins phase out hull is visable to all players. Much about this is hard coded, and there is nothing we can do about it. Even if we could make the ship totally invisible we cant hide the UI icons. Again another hard coded annoyance. The cloak is more cosmetic than anything else. Which is more than we had a few months ago when the lack of cloak almost shut down the mod.
just done a bit of editing and changed the cap ship limit and the fleet supply to something huge(like 10000 with no need for research) so i can have massive battles, and changes build times i am not one for waiting! This has got to the best sins mod. ps voyager was mint, i like janeway's funny smiles where she only smiles with one side of her face and looks like she should have a cigar in the other side!
That's what I was thinking, which doesn't make a whole lot of sense but is probably the best explanation for what happened. Unless like you said, it is something to do with the hardware.
Anyway, I seriously can't tell you guys how much I love this mod, so I'm off to blow some more ships away.
I bet your puter grinded to a screeching halt when you have 10000 units on the map. Post a screen of this. This should be amusing.
Of course the younger generation like voyager. Me i prefer thinking mans trek.
Yep I'm getting the same too, I thought it was just me.
that one slipped by, it will be corrected in next patch!
Great niceone
General Mod Question.
When you've converted a .txt file into a .entity file can it be coverted back to a .txt file? I'm only asking because I've tried a few way and it doesn't work.
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