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 like what you have done with the mod! I do have a question however, I could not help but notice the hull and shield numbers for the Neghvar. It has 10,000 sheilds and only a little over 4,000 hull. It seems like those numbers should be reversed. Klingons are well known for their hull plating and I thought it interesting that it was so high when the federation has been ahead in shield technology. I assume there was a reason that the mechanics were done this way or that it is already being addressed in some type of update later will counter that but thought I'd make mention of it.
No it has always been the other way around according to trek lore. Shields have always been tougher than armour. There were many scenes especially yesterdays enterprise. Once the klingon shields went down the ship was instapopped. However thats according to the show. Following canon stats in the mod doesnt work as 0.03a2 proved. In 0.03a3, and 0.03b we are bending some of the rules to make the game more enjoyable.
You have to remember as i have mentioned in the past that we havent got to the research yet. It will be covered in 0.04, and more race specific research buff/debuffs will be dealt with there. Along with ship ability's so the elites can level.
Im going to go over a basic research list with Shimmer, but he will be the primary one to perform this as i may be out of the picture a while due to a temporary internet blackout.
i have an idea to your mod ,if you guys are ether making say the star bases for the racese why not try this for the federation is there a way to change the tech staions in to the federation star bases do the same with the klingons,romulans,but i guess for the cardassians i guess you could use their type of space staion like ds9.could you guys be able to do that if so it would look good
I trust your words when you said you corrected the credits, and they will be on the next update. But apparently you didn't take it serious. The Feklhr-cl.dds in 0.03a3 still remains incorrect credit.
When things comes regarding to credits and permissions, I thought you should be more careful about that.
This is a difficult decision, as I was honored when I saw my works been used in other mod. But now I only feel ignored. Please REMOVE MY RETEXTURE from your mod. You may keep the stock SFC3 model. The usage of my Fek'lhr Class retexture by SOA2 is NOT ALLOWED anymore.
So anyway...
Wow... so much to say,
First off, the majority of people are right, THIS IS AN INCREDIBLE MOD & we are all lucky to be playing it.
I'd like to take the time to thank Major Stress & Darkshimmer for the endless hours spent refining, tweaking and perfecting this mod out of a love of for Star Trek and Sins. When i think of the sheer amount of time they have invested bringing the mod this far, it only cements my opinion that its people like them who should be making the licensed ST games and getting paid for it.
I would also like to say that I really enjoyed the Sovies new "burst fire" torps., I thought they really completed the sovies weapon profile.
In short, I love every direction this mod is taking and with such a staggering list of accomplishments so far, its hard to imagine how great the future updates are going to be.
KUDOS!
You-Cheng i did correct the texture, and the credits in 0.03a3 it should have a texture with your name on it, and the readme should say so. Ill double check it to make sure an old readme didnt slip by me, and if its not there ill redo it yet again. The readme for 0.03a2 on Solar Empire Files has you listed, but if you dont have the patience then thats no problem ether. You can also pull all of my models you are using for your SFC/BC mods if its going to be that way. We can easily replace the texture with the stock taldren texture. The only reason i used that texture is because it had the proper red glows on it. Instead of blue like the original (why its blue i have no clue).
There is no need to get upset over this. People that know me from the SFC mod community know I do give gredit where it is due, because I know what its like when others use my work, and claim it as thier own. Its happened many times to me in the past. People here know the fek'lhr textures are yours, and the credits will be fixed, or the texture replaced. Give it time is all we ask.
On another note i now have Entrenchment, and i am going to see about making a port of the mod for entrenchment.
Hey guys how do I edit these files? I tried to open a capital ship file to edit some parts of it but a message came up asking what program created the file. So I said notepad and the file came up as giberish. How can I proberly edit it?
Also I have an idea for Borg pirates.
How about you guys make it so that the Borg *say a light ship like a sphere or two* go on a raid but only if the bounty is like 10000? Or they will become a race you can make their ships cost a lot of supply points so you can only have a few of each like make a cube cost so much you can only get one of them.
Because all the Borg attacks I've seen in the show are single ships like a cube taking on an entire fleet.
Feedback: Amazing job on this latest version. Everything is balanced perfectly the battles are seem to be very similar to the shows battles, fast but not rediculously fast. The Romulans are amazing. Defiant is still weaker then I would prefer it be . The Akira kicks ass but not too much ass which makes it perfect.
So does that mean we need entrenchment for the next version of the mod? If the answer is yes then I won't be able to play my favorite mod as I don't have entrenchment and don't have plans on getting it anytime soon.
I’ve played my first game of the SoA and WOW!!
The intro is First Class, the ships are beautiful, and the setup has LOTS of ST flavor. VERY NICELY DONE!! I intend on playing this quite a bit more. This game is like Birth of the Federation 10 years later!
Based on my limited experience I have a few observations:
* The ships are lethal. My Sovereign (my freebee ship) simply wiped out the rebel defenders, and killed the roaming Klink Cap. My slightly superior fleet of Feds eliminated a somewhat smaller Klink fleet with no difficulty. Lesson: numbers and fleets are everything, and fleets and ships die fast.
* Ships take up lots of slots, so you absolutely have to get your numbers up ASAP. My first impression is that the little frigs are kind of pointless in battle – one shot and they pop.
* All ships are very expensive, but the mins and crystal are not proportional. I had lots of surplus mins and cryst. The AI and I ended up selling so much that the crystal and min market was constantly crashing. As soon as the market rose I’d sell again. So, my mineral and crystal mines were my main cash generators, especially while my planets were developing. Also, mines were a fairly low priority.
* I think its cool that the Miranda can set up mines in areas with no planets! I found this out by accident, and it makes the ships very useful explorers. They can even make a shot at taking out lightly defended rebel locations.
* I had a harder time getting my economy going since the Feds use the Vesari tech tree. I'm used to TEC. Kind of strange - I always thought of the Feds as more like the TEC.
* It is easy to expand too quickly. The Caps take out the rebels very quickly (one shot per ship), so I’ll have more planets before they generate money. I could have easily cleared half the map, colonized, and then have my economy implode.
* Pirates are dangerous since they are made up of real ships (most of mine were a mixture of Feds and Klinks), and in enough numbers that you have to have a fleet of equal size or you’re dead. Likewise, they deal out so much damage that static defenses are pointless. They damage stuff so fast that repair bays, turrets, and fighters simply cannot keep up. If you don’t have a fleet of equivalent size then just run away. Most of the pirates I saw didn’t have siege ships so all they did is whack orbitals.
So, now for more fun…
HydroAC
The research we plan in 0.04 will limit you (and your enemys) to mostly TMP era ships, or frigates in the early game. That way they will become be more useful. Abilitys are planned to be put back as well.
We have no research pre-reqs, or abilitys right now, and this is intentional to test all of the ships with thier basic pre-buff combat stats without having to research them all. 0.03b will be the same except the Dominion faction will be added. 0.03b will be the last release without research pre-req's, or abilitys.
Planetary Defenders will eventually be replaced with appropirate trek "ships of the week" (maquis, ferengi, sona, etc. etc.)
We wont be using "insurgency" in 0.04 so you wont have to worry about random defenders jumping in.
You dont understand the massive IMBA we had with the Borg. Even a small scout sphere was more than a match for a big fleet. Thats the way its supposed to be. While the player can probably handle a single sphere borg incursion, The AI can not. It will get wiped out, and that just wont work for the gameplay. If we nerf them the Borg will just look stupid. Like they do in every other trek game.
I plan on having 2 versions of the mod. One for normal sins, and one for entrenchment. If the majority of players switch over to entrenchment then ill make it for entrenchment only. I would rather have a mod for only one version of the game, because having two opens up the chances of more errors.
I've been playing for a while today and wondered if you knew that some of the frigates required more supply than some cruisers(excelsior=21 steamrunner=18 while defiant= 19 and akira= 17). Is this how it is supposed to be? I find frigates aren't used really at all in the mid to late game.
Other than that everythings great.
Fleet supply is being looked at again. I think shimmer did the FS by the ships volume, or according to how much crew it was "supposed" to have. I am not sure, but it is odd the Excelsior needs more FS than the Akira. Akira should have more volume than an Excelsior, and the Steamrunner. We will look into this.
Alright Fun Facts about fighting the Pirate base and the Borg.
1st Attempt: Alright so i finished off the computer i was playing against, just so i could focus on taking out the pirate base. I maxed out my pop, built roughly 30 intrepids, 30 akiras, and 30 defiants... 12 soverigns...3 galaxy's...and 1 nebula for fun
What i was up against: When i finally got around to attacking the pirate base they had amassed a fleet of around 80+ ships (35 akiras, 25 vorchas, and then a mixed variety of the rest) plus the borg cube of course.
So I jump in... my fleet crushes the poor pirates that happen to be sitting on the edge, but in my game the majority of the pirate fleet is on the right (from my perspective) while the borg come in from the left. Quickly any ships that came in with the borg die, leaving the borg to hold the left flank...while the 60 other ships take my the right flank of my fleet.
After a few minutes the pirate fleet shrinks while the borg cube holds strong (their regeneration is crazy!). But, with most of the pirate fleet most likely attacking cap ships, my fleet can hold strong long enough to decimate the right. Once their right flank falls (with surprisingly most of my fleet still in tact) only the cube remains. Only then with the full might of my fleet am i able to begin working down the cube. The cube attempts to regenerate...but it simply shoots to slow to survive against 70+ ships including 12 sovies still left alive (1 a level 10) and so it falls.
Overall in my battle i lost 1 galaxy, my nebula... and roughly 10-15 of my starting 90 mix... turns out to be pretty easy.... so i think to myself...how big a difference do the sovies make???
Sooo, i replay the game (saved right before i go in) and send in the 90 ships only leaving the cap ships and the fleet engages as it did before. This time with no juggernauts to take the punishment my fleet amasses heavy casualities and doesnt hold as well on the left flank (the borg)... Despite this they are still able to take out the pirate fleet with roughly 50-60% of the fleet still remaining (at least 15 of each still left to go against the borg: Intrepids, akiras, defiants). But once they engage I quickly realize its a lost cause, they cause a good amount of damage but against the regneration and the close to 2000 damage their numbers soon drop to the point where the borg have adapated.
With my fleet of 90 ships gone and only the borg remaining, i decide to send in the 16 cap ships (12 sovies... 1 lvl 10 the rest lvl 4, 3 galaxies, 1 lvl 7, and 1 lvl 7 nebula). They engage the borg. After a minute or so i notice that even all their combined fire power cant overcome that armor and regeneration...but its not all lost as the sovies and galaxies shields hold....for now. So noticing I would have time (and the built up money) i decide to build the backup fleet to save the cap ships. I manage to get to a point (where a run out of money) that there are 38 defiants with 15 or so akiras that join the fight with now remaining 6 sovies. Over the course of the next few minutes a vicious battle ensues as i think I finally have enough to take down the borg threat. I get their hull down around 5500, when i notice the sovies have mostly gone, and the borg has moved to taking out the less armored akiras and defiants.... One by one my fleet begins to dimish while the borg regeneration starts to take over and make the 30 ships or so still left irrelevant.
So that was my fun fact about the borg... all together you might do extremely well...but dont be fooled they are quite powerful, I'm not sure what stress and shimmer will do with them but this at least was fun... i think you should just throw in some more cubes/spheres into the pirate mix (just as guardians of the base) to make attacking the base more and more interesting, espcially when you have other humans to play with (i play with 2 other people) just thinking about how cool it would be to fly in from 3 different warp points with maxed out fleets against the borg/pirate armada.
Anyway fun mod, keep up the good work guys!
crap double posted... whoops... anyway you get the jist.
More like triple posted Glad you enjoyed it
Hey I was wondering if the cost for the Melek class ship was a mistake. It is only about 2000 credits, which does not make sense compared to the cost of all the other ships.
I was also wondering why the D'deridex capital ship and other Romulan capital ships don't have beam weapons. I thought at least the D'deridex did.
Have to agree with Ultimate, I think I do remember the D'deridex having a dorsal disrupter beam array.
That said, Since ships seldom attack from above or below, I don't think its necessary.
i to was playing against the ai and had some spots where the pirate bases in the game i was play, i had sent a fleet of ships to fight the cube in each of the pirate bases,one thing i did notice is this the first cube i hit i lost about 18 to 20 ships no big shocker there since the borg cube hits back.Then after i killed that cub i had gone after another this time it was different, i had a mixture of ships mix in with the capital ships like i did with the first one.This caught my eye when you kill the bog ship your cap ships gain the exp from that kill so after the second kill i lost about 8 ships since alot of the ships i had their fire power had changed that was a big change,Then as i hit the third borg placement.. i lost 3 ship with the amount of fire power my fleet had it looked like the borg cube just gave up and didnt bother doing anything .. so with every borg cube i hit their regeneration just didnt hold even with with other ships in the pirate base i still came out smiling.The ships that i did was one sov,three nebulas,3 galaxiy,1ambassador,4 lakota class,30 defiants,18 akria's 12 interpid's and a few others i cant remeber.Also when the pirates go out to do a bounty call on an ai sending a borg cube or a sphere, to attack wouldnt be a big deal the one i was play they send a bunch of ships to just one system they hit that one system and go back to the pirate base the ai woundlt lose much anyways they dont keep ships around alot of their planets what the ships would do is hit the structures around the planet then leave i guess the borg ship could do the same thing.. i dunno but anyways still a great mod i think it fits with this game alot! keep up the good work guys dont stop
Even if Borg ships don't totally kill the AI, since pirates seem to hit one planet most of the time then leave, there is still a problem with having Borg in the strike fleets.
Say it takes you 1 hour 20 min or so to get around to dealing with the pirates. That's 5 raids, 1 borg ship per raid + interest (akiras, vorchas, or whatever). So about 50+ ships to deal with + 6 borg ships, even if you do manage to knock off the 50+ or so, you still have 6 Borg ships to deal with. After fighting the cube with a maxed fleet of 2500 fleet supply worth of ships, it takes about 4-7 min to kill the cube for me. Throw in the regen rate on their hull, and their weapon damage, I would guess at 3:30 or so mins you would no longer have the firepower necessary to keep their hull from healing for more than you are doing to them. Now imagine a fight with them after... 4 hours... that's one pirate base with more firepower than the death star lol.
I suppose you could possibly take it with help from your allies, but I only play with the AI for this mod (so far). The first time I asked them to help attack the pirate base, they said "We cannot help right now" what they meant " Ha ha ha... uh no." 2nd time they sent a Vorcha... I think you've scared the AI with your cubes Stress and Shimmer lol.
Sorry for raining on that parade because I thought it would be awesome to have borg come hit you every once in awhile but it could potentially turn the pirate base into an untakeable deathtrap.
Great mod! Finaly a good star trek game....
ps.Where are the stats for the Borg cube?(entity file)
D'deridex class ships have disruptors - they are seen firing in several episodes in The Next Generation and Deep Space 9 (such as The Die is Cast - one of my favourite episodes).
With the DDeridex we had a choice to put ether beams, or the pulse disruptors in. We went with what was seen more often. We can only have 3 weapon types. We may put a beam in later, but for right now for balance sake shes staying the way she is.
0.03b is up on the release topic.
I will be unavailable for a while due to an internet blackout. Where i am moving to has no internet access. Not even wireless, or dial up. This will be temporary, but i dont know how long ill be without internet. While im away Darkshimmer will be in charge of the mod until i return.
During my net blackout ill be working on 0.04.
Do not post anything about the Borg here. LokiGodOfMischief is working on the Borg for his add on. Post any, and all Borg questions on his topic.
Enjoy 0.03b it will be the last update of the mod for a while.
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