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.
yes it will stay a frigate, the keldon is really the cruiser but we made it an elite so the cards would have at least one.
please remember we had to make them equal in scale to the other races to make the game more enjoyable
This has not changed since 3a
Just a quick note managed to resolve the mini dump issue, did a fresh instal and everythings ok.
Seems an older version i had was conflicting so ive checked it again under a fresh instal, valdore is fine, not sure what happened but meh, resolved now.
Although i still dont understand the reason why the Dominions 2nd powerful/expensive ship only has 1800-2000 shield power, its a very expensive ship and only lasts a few seconds, to be 100% sure i checked the stats in the gameinfo folder and it states the same its around 1800-2000 shield power where as a galaxay for example has almost 4 times that. Dont know the exact value as i dont have access to my comp at the mo.
I re-downloaded the mod to make sure i didnt get an older version that went bad, but the stats are still the same.
Dont get me wrong im not nit picking just helping to pick out possible problems, and simply just dont understand why a 4000 credit ship is so weak. Oh and i do understand your still in beta, just responding to your last post of keeping them balanced to keep the game fun.
Plus i wanna make sure the version i downloaded hasnt got an error of some sort. Now not sure if its the game that doesnt display a ships firepower correctly but at the moment it looks like a frigate like the galor can do more damage than some of the elites, think galor does around 170 and some of the elites only do 40-80 damage acording to the average stats.
Please tell me its something wrong with my version lol, cause at the moment i cant even take a small fleet without one 3 times the size
Thanks for your responce, keep up the good work.
Dont go by what the info card says as "average" damage. It is not what the actual damage the weapons do are. The way Sins configured the weapons is kind of screwy. I went over this a few pages back. The beam weapons arent as powerful as the info cards say, because they do damage over time, and the info card just displays the total damage. While the torpedos display less damage. That is because the torpedos apply all of their damage at once on impact. Which is why a torpedo with say an average of 60 damage will instapop a vanilla sins ship, but it takes several beams with 150+ average shots to destroy a ship.
Another thing about the torpedos is we had to use only one hardpoint on many ships, but burst fire volleys out of that one point. That has a funky effect as well, because it applys all of the damage of say a 3 burst before the last torpedo impacts. In other words the damage is applied before the weapon effect even hits its target. We are not sure how to fix that. Putting more hardpoints on screws up the numbers badly (the old akira torpedo spam is a perfect example of multi torpedo hardpoints).
We are still trying to figure out how the dev's came up with the vanilla sins numbers, and what they were thinking with the beam, projectile, and missile mechanics. Especially the burst fire mechanics. Once we understand that we can better translate our stats into sins.
We had to come up with a middleground of what we saw on screen vs. what sins is capable of doing. Some ships veer way off of what was seen on screen so as not to be too overpowered. You also have to understand that ships stats in the show changed on a writers whim. Which is how an intrepid can face a fleet of borg cubes, and instapop them one week, but yet damn near lose a fight to an old ktinga the next week. NO we are not making a d-7 uber
I posted on the main topic that we are not porting anything over to entrenchment while it is still in beta. Read the main topic. it has all the info you need to know about the current mod status. If anything new happens we post it there.
I dont yell. I am too lazy to raise my voice. Im not a hard ass ether, I am just very specific on what i want in this mod. Just like any producer, or director knows exactly what they want.
I made progress on the stations. The orbital office complex is almost finished. I am building most of the stations myself. There will be very little 3rd party work there, because brutal honesty. Most of what i see i dont like. So the old saying if you want it done right, do it yourself applys here.
the Devistator is currently showing 8700 shield and 3045 hull base value. i dunno where your getting 2000 shield from. Can anyone else please confirm this.
Hey, Darkshimmer, just tested this and, it gets weirder. My Devastator was showing 2350 hull 1450 shields.
Also just to see if these are in the ranges they're supposed to be in, it's weapons were between 30 and 60 all of them. Can't remember which specifically right now, sorry. If those look good then great, but if they don't I'll get down exactly what they show.
To be honest though I thought all the dominion ships looked weaker than what I thought they would be. First time playing as them, looking through their stats my first thought was "I hope the AI is exceptionally dumb or I better start swarming". If you need the stats it's showing for others I'll get those to you asap.
Is it possible that an 3b was uploaded without darks balance update? Seems you have it but its possible it might not of been uploaded with the new version, ive tried downloading from both mod db and filefront, both the same stats, and it was 1400 shields sorry i was playing a game with shields researched lol
It seems half done, teh frigates are fine its the cruisers and elites that seems to be not finished, unless stress had an older version from your balancing i cant think of owt else tbh.
Best thing i can advise dark is downloaded from mod db and check them to confirm, glad im not going mad lol thought i was seeing things
I concur, i obtained the file from FileFront and the Devastator does not have 8700 shield.
All Dominion elite ships use 50 fleet supply slots, which may give you any easy idea of the versioning but problems seems to affect frigates and cruisers.
I also noticed that Dominion polaron beams seems to have a short range, this can be a problem as the other factions get an initilal salvo without taking damage, to devatating effect.
I also noticed that one of the dominion cruisers (the viscerion...or something like that) has the stats like a colony ship... only 800 total health (same slot as where the akira would be for the federation, i belive). Devastator looked weak in my game as well... but i cant remember the specs off hand.
I would like to know if you guys are going to allow the cardasians to fire photon torpedeos? In the TV shows they could, I realize that there was a discussion of it before, are you going to add that to them later?
I really love this mod and was just curious.
Just redownloaded to make sure, so here's a snippit of the Devastator entity file:
mainViewIcon "MAINVIEWICON_ELITE_DomDevastator" basePrice credits 4000.000000 metal 400.000000 crystal 250.000000 slotCount 50.000000 BuildTime 75.000000 MaxHullPoints StartValue 2350.000000 ValueIncreasePerLevel 70.000000 MaxShieldPoints StartValue 1450.000000 ValueIncreasePerLevel 175.000000 HullPointRestoreRate StartValue 1.500000 ValueIncreasePerLevel 0.100000 ShieldPointRestoreRate StartValue 3.000000 ValueIncreasePerLevel 0.200000 ArmorPointsFromExperience StartValue 3.000000 ValueIncreasePerLevel 0.37500
mainViewIcon "MAINVIEWICON_ELITE_DomDevastator"
basePrice credits 4000.000000
metal 400.000000
crystal 250.000000
slotCount 50.000000
BuildTime 75.000000
MaxHullPoints
StartValue 2350.000000
ValueIncreasePerLevel 70.000000
MaxShieldPoints
StartValue 1450.000000
ValueIncreasePerLevel 175.000000
HullPointRestoreRate StartValue 1.500000
ValueIncreasePerLevel 0.100000
ShieldPointRestoreRate
StartValue 3.000000
ValueIncreasePerLevel 0.200000
ArmorPointsFromExperience
ValueIncreasePerLevel 0.37500
really?
BTW, what is people's favorite faction and what ship?
For me would have to be the feds, and the Defiant Class and the Galaxy class ship...Named my Galaxy capital ship Enterprise... HEHE
I dont want to mess w/ an ALMOST PERFECT MOD, but do you guys have any way to make the ships bigger, i mean they are SO small, maybe its the new updates, etc, but I havent played this game in about 3+ months, and ONLY reinstalled it to play this mod....LOVE it...so i was just wonderign if there was a way to make them look bigger, if i had to mod anyhitng which probly would be good, or if its in the options.... Thanks guys, please email or message me
I agree, the ships is kinda small but still the floors are small as well
Also, why is the federation varsari? i would have though it would be Tech
i think stress didn't catch the update before he left i'll see what i can do to add them over the weekend.
we going to stick with beamsits extremely rare you ever see them shoot torps, but its mentioned from time to time, dunno why galor and keldons have no torp bays....lol
Federation, Dominion are both Advent... dunno why you guys keep keeping they are vasari. Roms are vasari, klingons are tech, but thats not going to mean much in .04
its not the ships that are small its the planets that are small. i think they are fixing that in the mini expansion, or at least i hope someone does.
I'm sure this was covered, but I missed it. Surveillancemike was mentioning bigger looking ships, which got me to thinking---when a frigate dies, it explodes, when a capital ship dies it explodes bigger. When the borg cube dies.....its a very relatively small anti climatic explosion compaired to the size of the cube. Are the explosions sized according to the type of ship exploding, or just a "generic" explosion attatched to a ship? Is it possible to manipulate the size of the explosion according to "some factor"? (size or type of ship) or is this already done and I'm just a noob?
Explosions are animations that the ship creater simply puts into the .entity file. Loki will probably put in bigger explotions but all of the actual SOA ships seem good for now.
Stress didn't get that update either
a quick question...
What if I just replace/add the files from the mod into v1.0 will it work?
is there a way to make things a little cheaper too, i mean, i maybe asking too much, but the frigates, just get owned, and then i am sure you guys are workign on it, but put what each frigate is good for, ie the OLD enterprise, constitution class, takes over the role of populating the planets, but it took me forever to figure out that you guys didnt mess w/ the placement of the old original ships. Also, why isnt there more, specail abilities for the Capital ships? This is purely a question
On your point of captial ships and their abilities, I am not sure that you have ever watched any of the Star Trek, Galaxy class ship don't really have special abilities. To be honest Consitiution Class ship doesn't even colonize Planets, that ship is the NCC 1701-A which is captianed by Kirk, and mainly a exploration ship
However, I do agree with you on the part making the cost a lot cheaper
Oh ya, where is the Ferangi race?!?! Vulcans?!?! I am pretty sure that Vulcans have their own ships!
I think Surveillancemike was referring to the game, where the Constitution class colonises worlds. The Miranda-class is the scout.
It makes sense for the capital-class vessels not to have special abilities - I reckon they're a bit of a gimmick to be perfectly honest.
In the mod, the only special ability I've noticed is that for the Galaxy-class ship, and I assume it's there in order to mimick the events of "The Best of Both Worlds" where Captain Baldy is kidnapped by the Borg and the Enterprise crew modify the deflector array to emit a powerful energy beam.
They said if they add abilities they'll add them in a later release of the mod. The reason they only have certain races in is because of the era, place, war, that this mod is focusing on. Stress said in the header for this thread that more might be added later but right now, juts focusing on the 6 main races. They put the constitution as the colonizer because otherwise it wouldn't be in the mod. The rest of the line-up was in the fight with the dominion.
LOL Baldy = Picard...did the Enterprise also have phasers?
I really miss the red photon torpedo... and also when the ship is warping (jumping)...the ships glow, where as in the show, the ship doesn't even glow
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