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’ve played a good dozen games (mid size, me as Fed wotj Rom, Dom, and Klinks) with 3b now and, contrary to my first whining about not getting a CAP to start, I have to say it plays MUCH better. I like it since it makes me work harder. Sure, having a Sov smash everything is nice, but there is no strategy there. Now I have to think where my resources will go, respond to moves by the Bad Guys, and allocate my ship building more realistically.
I typically only build Akiras, a few Intrepids, Constellations, and Sovs, and perhaps I’ll have to rethink this rote build list when the tech tree is activated. That will be a good thing. I don’t think repair is active yet (or it didn’t seem to be), so the Curry repair cruisers are a waste – for now. I will be very interested what abilities the various ships acquire, and how this adds spice to the Mod.
I continue to be impressed on how Trek-like the game is even without the new tech trees and voice-overs. I love the new images during game load! Very nice! Oh, and I make sure to activate the intro movie so I get to see it every time (if I don’t specifically check Show Opening Sequence the before closing the game it un-checks itself for some reason and doesn’t play next time).
My only request is to let the Feds keep the Miranda with asteroid miner ability! This is quite useful, and certainly fits the Feds ethos of ship versatility and economic orientation.
So, thanks again!! Lots of very hard work and a great amount of thought went into this Mod. And it shows.
HydroAC
Anyone out there playing the new sins mod wanna try and get a game of 3v3 together tonight 8 EST? I'm with Mav's team who just posted a couple posts earlier and we have one other friend that plays.
So anyone else out there who is tired of just playing comps (which is fun) ready to coordinate some human vs human games?
Post here and we'll check 10 min or so before 8 or if you cant make that let me know if you would be interested in setting something up in the future.
Hey Guys I would love to play multi-player. Unfortunately, I can't play tonight at 8 EST. I know this post is slightly past 8. I would definitly want to play later though. Just let me know when.
a sol map would awesome with this mod
I doubt they will include it untill entrenchment. That way they can make it into the starbase.
Here is an idea you might try out with the advant weapon plat forms, why not have they shoot qauntom torps use the same sound efect from the breen ship that bombs a planet,that and would it be possible when you guys put in the stations for the six races,would you be able to have where they can have defences put on the like torp launchers and so on
sorry for the typos brain isnt working and didnt have enough sleep
no need to be silent your suggestion was a good one, its just not what we want for the mod. Right now we want to get the mod rolling forward, however i'm sure we will go back and revisit the additional 4 slots availible for each class. the problem is the time it takes to put in a new ship and finding ships to put in. Remember while there is an abundance of ships for feds, its not the case for klingons, romulans, cards, and dominion. It would also force me to rebalance all the ships again on another scale. I would rather work on getting the AI to build more ships on a different scale that do that at this time.
have anyone played with dominion faction? It seems to me that they are underpowered. Seems that their balancing is not done yet or not finished. Their caps have much les hull and shield strength and weak wepons dmg. Enslaver and battlcruisers are repectevly much weaker then the galaxy and sov or neg var. So are other ships...
actually i'm liking the thought some of you are having on posting a get to gether of sorts to tryout the mod online. Anyone know of a public calender we can use to post such, i might even be inclined to join! would be a good way to spot issues or potiental issues as well.
i actually just thought of something else, i need about 8 Volunteers but you must also meet the following requirements:
Need to have a high end PC able to handle a 10 man multi system game.
Need to have windows live sync installed and running. (you also have to understand how it works)
Need to be online for scheduled sessions for multiplayer testing
Need to be on Windows Live Messenger
Need to be able to communicate via Ventrilo! this means you have a microphone you can use as well.
Need to able to work with others, no fighting, debating is allowed as long as it doesn;t escalate from there. Cooperate
I will pick one team leader who will be in charge of scheduling the matches, making sure everyone is informed, collecting issues from team member when i am not availible. and report in this forum the teams thoughts.
I know we might have some issues with time zones, i'm in EST so you have to be willing to be availible to meet that zone! if your unable to then don;t volunteer please. When you volunteer, please volunteer with your email address.
Is the Fed space station gonna be in this?
Also will the Federation fighters be in this too?
i would love to join what darkshimmer is proposing (meet all the requirments) but am to lazy to organise it
friday the 22nd ill be on. what time?
other than the windows live sync, i meet all the requirements
just do what i did, make them build the vanilla tec frigate/cap factories.
Other than Windows Live and not knowing what days I work until usually 1-2 days before...I would love to help Shimmer out. If anyone wants to play multiplayer though shoot me a line at Jaster7LID on AIM. I'd love to play someone other than AI
Friday the 22nd might be a good day... I'm good 7pm or later... i'll check with the other two guys i play with to see if this is a good day- try to get as many people as possible.
As for Darkshimmer's posting... I'd love to join in the multiplayer fun, but I dont have the following requirements...are those 3 requirements below necessary?
Need to have windows live sync installed and running. (you also have to understand how it works) - not sure what that is, but i have a great computer, just not a techincal guy
Need to be on Windows Live Messenger - I got AIM
Need to be able to communicate via Ventrilo! this means you have a microphone you can use as well. - No microphone but we could chat in the game through typing ?
No problem, it was kinda a last minute idea anyway. The three of us (me and 2 other people i play with) were just trying to see how much interest there would be out there for coordinating some big human v human games.
Shimmer and Major and the rest have done such a great job with this mod, we were curious how well this worked agianst other real people instead of the same old computer stuff. This way we could probably provide better feedback to the people actually making this mod to see how everything works in gameplay.
So what timezones are we all in (if we gonna play multiplayer) I'm central.
Let me just say first thanks for the interest second i want to say yes you need windows live sync, it a program used to relay files and file changes in a folder to all those connected at the same time. Very easy to use and setup. Sending the same file to 10 people one by one just sucks. Yes you need a mic, simply becuase when you get a minidump and you can't type in game you need to tell me what the dump is, and you need MSN simply so you can message me when i'm on or offline and....
i don't like AIM.
i got yahoo, ventrillo (warning, i do some harrassments from time to time ), Xfire, and ill do that windows live thing (Depends on if i have to pay for it....cause i dont have a credit card)
I have MSN, I don't like it but I'll use it just for you shimmer and the sake of this mod as I've had hours of my criminal justice degree go south for my entertainment lol. If sync is free I can get that as well. Like I said before....my only issue is I may not be around 100% of the time. So if you want Dark you can PM me your info and I'll add you to MSN.
yes ofc it is free and quite easy to set up
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