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 use to play a game called starfleet command three,what i have seen with alot of the kilngon ships say kavort feklar,and a few othewrs alot of them have aft weapon's but your klingon;s ships you have no after weapon slot on them i dunno if you noticed this with them on your mod,if you have left them thats fine just thought i would say somthing about it. Its still a great mod playing against the ai kilngon's giving me hard time lol
I played the entire SFC series, Klingon Academy, and Bridge commander. SFC1 is what got me started in modding.
The SFC series, and this mod are 2 completely different things. We are using some ships from SFC here, but we had to configure them differently. Our balancing depends on how we have weapons configured, and its not going to match what you are used to seeing in the shows, or other games. We had to bend, and in some cases break some rules just to make it work. We are more interested in how it plays than how it looks right now.
BTW patch 0.03a3 is up since this got bumped to a new page.
The patch gives minidumps when you activate the mod
i have the same problem
first off love the mod guys!
second i get the dump too i think it may be that you forgot some meshes and entity and player entitys.
i wont say wich cuse you seem to want it a supprise.
cant wait for SoA 2 v0.03a4!!!!
ds
whoa!! sorry bro!! wasn't suggesting you change the ship line up!!! was just curious!!!
OH! btw i merged your mod with sins plus and quadupled the size of the planets and stars, also enlared the gravity wells!
needless to say it rocks, i highly recomend it to any who wish to spice up any mod.
To all of you getting the mini dumps..... sorry stress should have removed the file PlayerDominion.entity
please do so!
It still dumps. Im gonna try reinstalling.
I deleted PlayerDominion.entity it still dumps though.
Pirates still make the game dump, turn them off.
I can't get that far the game dumps when I enable the mod.
I found the problem. A Fix will be uploaded soon
Thank you.
The problem is fixed and the patch re-uploaded. Just re-download the patch, and overwrite existing files.
Or delete the mod, and re-install 0.03a2, and patch with 0.03a3. Make sure there is no "PlayerDominion.entity". That file slipped by me, and shouldnt have been there.
The problem once again was with the pirates. Mainly the pirate spawns. One little error will cause it all to crash, and give no reason why in dev.exe. No minidump no nothing. It was misspells in the gameplay constants, and playerpirate that cause the issue. Its fixed, enjoy the update.
Attack the Pirate base dammit! i got my camera ready to see your faces when u do.
THERE WAS A "Big Thing" IN THE PIRATE BASE!!!!!!!!!!!!!!!!!!!!! I was completly and utterly murdered.
Sorry I missed that darkshimmer.
obviously you don't know how to read
i posted this last night
OK guys a new full version of 0.03a3 is up and any crash issues should be fixed. Replace any prior version you have with this new version. Pirates were tweaked again, and more balance, and effects tweaks were added.
I entered the Pirate base, and my jaw hit the floor. Before I could pick it up, or react otherwise, my fleet was in serious disrepair, and then it was gone. I then sat there just staring at the screen, and my crumpled fleed, just before it went dark.
LOL! Hey guys I absolutely love this! The romulans seem to be fairly well balanced, work well, and all the sounds as far as I can tell are working perfectly. Several times shooting it out with 2 nebulas I thought my D'deridex was toast but that ship can take a real beating before dropping dead, (mine never did).
At least now we know why the pirates have every ship in the book lol. I haven't tried taking pirates with romulans or klingons but with the federation... 3 fleets later the base was mine lol. The last fleet though had to have 2500 ships worth of fleet supply in it to win lol. Maybe could've done it with a smaller fleet but was tired of losing ships and wanted to see if that thing could be killed. Very nice work on that. By the way, does the pirate "cut-throat" ever go on raids? Just curious before I turn those on lol. Also never saw it firing it's phase missile weapon, of course it could've been and I just didn't see it.
Very good balancing between short/long fights Shimmer, you seem to have a touch for tweaking to perfection.
Personally I wouldn't mind seeing a balance between the torps, ships that use those as a primary weapon aren't firing enough to be really effective. Of course I understand that too many and someone could walk from ship to ship on them lol. So maybe a slight increase on torpedo fire rates? Either way I'm happy, this mod has gone beyond all I expected from it, so Thanks Stress and Shimmer for this excellent piece of work, and whatever you decide on for balancing I'm good with.
It's also nice to actually see the quantum torpedoes the sovereign throws into the mix. They used to blend right in with the photons so was rare to see them even with it using them.
So thanks again for all the hard work guys, I absolutely love this mod.
Now you guys see why having the borg as a playable faction would never work. If you have that much trouble with just one standard cube (that we NERFED for use as a base defender), Imagine a fleet of them. Along with the various spheres, diamonds etc. etc. In order for it to work we would have to nerf them to nothing, and that just wouldnt be right.
I told you guys many times they would break the game There is our proof.
Lol yeah. Still gonna use them as pirate base defenders? Just curious because I love the challenge they pose. Great job on them, that's what fighting the borg should be like. None of that "We ran out of ideas for this, so let's spam the biggest threat in the galaxy but gimp them so the ship in this series has a chance at all" borg. What's the hull regen on that thing? Something like 500 a tic? Just wondering because I thought I had them with a fleet supported by sovereigns, when their hull jumped back to full. Had to go with quantity over quality to beat them lol.
I just had my own personal Wolf 359.
it use to, but now you see why it was removed.
The results should be the same
I'll have to make the image larger thanks for pointing that out
Yea i tried that already and people kept complaining that there were too many, but there is a varible. Some ships fire every 16 secs, others every 32. I can tweak the damage a bit more but it forces the varibles to change, so i'll have to re-write the varibles
thanks
yes
450/tic but the plan is to work it out even more to force you to team up with multiple players in order to take it out.
have you guys gone out and vote for us over at Moddb yet? http://www.moddb.com/mods/star-trek-sacrifice-of-angels-2
Yeah I remember reading all those, that's why i didn't really want to suggest it, but some ships like the Akira just aren't quite shining like they used to. Sorry for asking you to do more work, but thanks for the time and effort you've put into this and are continuing to put in.
Yep, already did.
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