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.
Ok so I was trying this out earlier on and I have to say it's quite nice. However, one complaint I have is the speed at which ships are destroyed. I think the destruction should be slowed down a bit.
Still, good work guys.
Hey Stress and Shimmer. I've been playing the mod since .2 and all I gotta say is you guys keep adding to this experience more and more. Ignore the guys who are goin crazy because of it's not exactly canon. You guys are doing a great job keep it up. I remember back a couple pages you guys saying the feds were the only ones with strike craft. Now I hate the guys who suggest stuff, but if you guys need something for the Rommies why not go with the Scorpian fighters from Nemesis. I'm sure you guys have stuff lined up but I figured I'd throw it out there in case you needed something. Guys once again great work. This mod is the reason I forked out the money to buy Sins.
Just got the new release, first I've grabbed since the Federation vs Klingon version. Been looking forward to playing the Romulans and they didn't disapoint. Their ships really do have some nice style to the designs. Haven't played enough yet to give too detailed a critique, just a few initial things.
I know a while back I'd read that eventually the Cardasians would be split off from the Dominion to be their own playable side in a future release, that still the plan?
Also curious if somewhere there's a nice little text file that has the stats on the ships. I know I can play each side and kinda remember, but it'd be easier to digest the difference between sides if there was just a plain text listing I could look at to see what the stats on each ship are, and compare it to its contemporaries in the other races.
Last things is, well, I know I've said this before, but I still feel the Lakota is out of place as a cap ship. I know it's not my mod, not trying to claim otherwise, but it just feels wrong to see AIs cruising around with an excelsior class as their flag ship. I'm sorry, but it's a TMP era ship, get a TNG ride! Come on, AIs! I know you can do it. I just wish there was some TNG era ship cannon or otherwise that would actually look cool and be convncing as a cap ship. (sorry, know I've said this before and Stress responded to me, feel free to ignore this venting.)
Anyway, art snop-ish rant about ships aside, gotta say how much I'm enjoying the work you all are doing. Every release has deslivered. I remember having some little lead models when I was oh, in high school I guess. Guess they were the FASA stuff Stress spoke of (I didn't remember who made the lead models) and it's just so cool seeing these ships I wish I'd seen on screen all those years ago, now on, well, my screen. Thanks guys. It's great work you're doing.
Nova class for the Romulans is also TNG, but we will mostly likely move some ships around, right now we are just going to finish up the ships and fix the balancing issues
we've already slowed the battles down, please wait for the .04 version to be released
they use Advent not Vesari
yep i'm working on this, will be resolved soon
i will look into it it should say 4067
am i the only one whom was asking for the New Orleans class since the beginning? If (and it's a very big IF) dark and/or Stress decide to take the lakota out of it's Cap Ship Slot, this is what i would want to replace it.
it's TNG era and its a good counterpart to the ambassador in returns....But i doubt that Stress will decide to do that
trekmania is a bit crazy. Do u reckon they even own any of the star trek images? Are they paying royalties to the movie company?
Anyways.... I spent 2hrs on hard tonight after beating the enemy trying to defeat the pirates. All I got with all planets and tech fully decked out was a stalemate. It would have taken me another 2hrs to keep jumping full fleets in and have them pulverised to beat the pirates homeworld WOW! lol
i'm guessing i'm the only one that noticed that your building frigates at cruiser speeds?
Trekmania don't like you too much?
On a final note before i go into my hiatius..
The ship lists are set in stone. The ONLY ship getting replaced is the SuqJagh, and thats when i can build something better. Hell she just might stay and ill just work the existing model over.
The only ship list changes may be that we will be moving some ships from one slot to another. But the ships that are in the mod right now except for maybe the SuqJagh are staying in the mod. You can always make your own mod if you want a New Orleans, Olympic, Prometheus, NX, Dauntless, Kelvin, or some other ridiculous fanboy ship in it. The ship list is NOT changing. End of discussion on the ship list.
Darkshimmer is going to handle all of the balance related issues. He is also going to work on the military research trees
Ill be working on the structures during my absense. I already have all the federation models i need. The rest of the factions ill need to get creative with. Especially the Dominion. They will more than likely use mostly Cardassian structures. Regardless im NOT going to use anything from Armada so dont post pics, or suggest anything from Armada, SFC3, or Legacy, because the artwork sucks, and thier station designs are stupid. Im probably going to be building the Romulan, Klingon, and Dominion structures myself, because there really isnt anything good out there.
I will be designing, and building the other factions strike craft as well. The Feds have theirs finished already they use the perregrine and venture and thier bomber/fighter. The Dominion use the Horda from SoA1 as thier strike craft. The klinks, and romulans ill need to get creative with. The Romulans arent supposed to use any strike craft at all except for a plasma torpedo drone which the Nova carries. Strike craft arent going to be spammed like in vanilla sins. The mods strike craft sole purpose is to draw fire away from the fleets.
Like i said i dont know when ill get net access again, but until then Darkshimmer will be in charge.
Geez, I'm sorry about the ships. Relax already, I like the mod, you don't need to yell. Next time I'll keep my comments to myself.
SILENCE
Let the man work in peace. There is to be no more discusion on how fast or slow the battles are until abilities and tech trees come out. Obey
(hope stress doesn't mind me filling in for resident hard***
I have yet to play the 0.03b demo, but I am desperately looking forward to it!
I do not think that the battles need to be slowed down any more, it is perfect the way it is. Also I definitly look forward to the Cardassians becoming their own team. Great job guys, I haven't played a game this much in a while.
I've spent much of the weekend to play almost a dozen games as Feds with a few one-on-one vs Klinks and a three way with the Roms and Klinks (easy, then normal). It's a LOT OF FUN to see the terrific ships fly around in fleets. The Klinks are nasty looking, as they should be. Roms are sleek, and quite a few of the ships look similar to those I recall from Star Fleet Battles.
I had more than a few restarts and surprises. The first nasty surprise is that my Sov got pasted by a lone Romulan Cap. It had 10K shields and the same hull, but I guess its weapons were better (I don't quite understand how the wave, beam, and torps compare so I have no way to compare). It was game over since that was my only warship and I didn't have the economy up yet to replace it. **sigh**
In my last game I had a touch-and-go series of battles with the Roms and a very fluid boarder as we struggled for position. I barely won, with my Sov squeeking by with only a quarter of its hull left (I found the repair ships don't work, sadly). Then I had a HUGE battle with my Klink allies, who (predictably) backstabed me in the back as soon as the Roms were put down. My fleet heavy cruisers (Akira?) duked it out with his 2 Caps and cruisers. They held the line, killed a Cap and a few cruisers, and died to the man until reinforcements arrived. They finished the job. It was a great battle!
So again, this is a classy mod and it will be so much better as more pieces come into place!
HydroAC
Has the Entrenchment mod shown any actual promise for making the ship movement similar to fighter movement since that was briefly mentioned in passing a few pages ago?
won't know until its out of beta, from what i understand its not in yet.... i've got my fingers crossed hoping it will be.
Been following this mod for sometime, im really impressed, most enjoyable mod ive played for sometime.
Just recently tried 3b, was looking forward to the dominion going back in. all in all everything looks great. there are one or two issues ive noticed so though id try and help out and give a little feedback.
Some dominion vessels seems underpowered when it comes to firepower or shields, mainly seems to be cruisers and the elite vessels. Elites seem to have very low shield and the enslaver is not very powerful for the price you have to pay. The devistaor seems to have very weak shieldsand firepower.
One thing i notice is that the romulan valdore seems to be very powerful now, took out a small dominion fleet on its own vs a few galors, bug fighters and an enslaver. i was like
Not sure if this is final but is the galor remaining as a frigate? I would of thought it would be more of a cruiser rather than a frigate. But thats just my opinion.
Not sure if this is common but since installing 3b i have been getting mini dumps around 15 - 20 min play time, seems to be if i ever have a enslaver and start attacking something it happens.
Hope the feedback helps, keep up the good work.
I think that the federation was underpower in both shield and weapons, and that the pirates were too many and overpower... come on a kligon pirate has more than 3000 in shield points, and more than 140 demage per shot, and that the sheer number of pirates
Well thankfully you can disable the pirates if you wish. I have no been getting minidumps and I've played for a couple hours straight. Check your system how is your VM handing the game?
Initial cap ships are disabled in 03b (as was intended, according to the documentation). Well, that kind of sucks. I'll have to adapt.
i think this is pretty funny, especially since those pirate ships are unmodified ships from feds, roms and klingons. They are just as you would play them...
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