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.
totally forgot about xfire, we can do xfire as well if people perfer. would show server info and game status and would also allow to chat while in game with others who have not joined yet. now that i'm thinking about it xfire is a better choice. sync is free btw. loki uses it with us and he's seen first hand how valuable it is for us.
The two people i play with and myself are all on EST.
If we need live sync/xfire or something like that we could probably get it ...since its free....
Perhaps a newb question but what is wrong with just connecting through the ironclad online server, they thankfully have fixed the bugs when it comes to dropping from games randomly? That way we could chat in the game... none of us have a mic...
As for a good time, if anyone is up for trying to get something going i think sunday afternoon would probably be best for us at least
hey so should i take that u guys dont want me to post my version anywhere? I fixed it to where the borg are the pirates, a few have expressed interest in my version. I am not trying to step on ur guys toes or anything but it is balanced and at least i can tell u how to replace the pirate ships so its the borg so u dont have to have multi race pirate outings.
Is there a workaround for the crashing in the current version?
so far i have not had an crashing, what map are u using? what is happening in the game when it crashes?
I hope the SoA2-specific structures have lots of hull and shields. SoA2 ships do so much damage that they wipe out orbital infrastructure. In fact, if a few cruisers get behind the lines the AI is effectively hosed – every orbital goes down before the AI has any hope of making a comeback. One of my favorite gambits is to send a small squad of Akiras on a suicide mission to an enemy home planet. At a minimum they can do a smash and flee. If they get lucky it’s likely Game Over for the AI.
For pirates this means that unless you have a very large nearby fleet you’re planet is toast (just hope they have no bombardment ships). Many times a later game pirate fleet is so powerful I’ll have to let them take and even wipe out a planet so I don’t scrap a fleet - e.g. it is less expensive to sacrifice a planet then the fleet and losses necessary to defend it.
Likewise, orbital defenses will have to be super tough. One shot with a cruiser seems to wipe out a vanilla orbital turret. I don’t bother to build any orbitals since they are even more of a waste of money in SoA2 than regular Sins. Mobile defense/offense rules.
My next SoA2 game will be with multiple star systems. I’ve done a bunch of Mediums, so that will be fun!
HydroAC
this is changing on next release. i have already got a semi working platform defense up and running. Just need to change the models and tweak out some things.
Also coming are another round of updates to the ships. Armor and shield midigations are in place, still tweaking out some of the numbers.
capital upgrades are coming as well. most likely will follow the following updates.
Federation - Max Shields increase, slight shield recharge increase
Klingon - Max Hull Increase and slight armor recharge
Romulan - Shield Recharge rate increase, slight weapon damage increase
Dominion - Shield Midigation Increase, slight weapon Recharge increase
Also coming to the pirate base will be a special tribute to Ricardo Montalban. There will only be 1 Miranda that will be difficult to take on.
wasn't aware you were crashing, please give us a few more details, like when, what error, etc
if you get a minidump on startup, tell me how you would get to ironclad online, while i fix the issue and have to wait for you to sign in and out and in and out and in and out til its fixed
other than the borg defending the pirate base we will not include any other borg roles. loki has a borg mod he's working on, you should get with him.
I also balanced the damage and added vanilla abilitys to the caps, posted more info on the moddb, this was just to give people a sample of a game when balanced that would not see ships dieing like crazy fast, i really think u guys should at least give it a try and see how u like it, may suprise u
I would love to join you for multiplayer beta runs but no mic. If/when I do get one, I'll be glad to join if you still need people for testing.
Overthrow as said earlier all borg stuff goes here not in the SoA 2 thread https://forums.sinsofasolarempire.com/329130
i also do NOT want you releasing any of my borg models or textures, IF you want me to look at what you have done i will and if need be add it to the 3rd party addon and give you credit but contact me and send me what you have done
I will be releasing part of it next week so please be patient
Mini dump after around 10 minutes of play, using version 1.12 and 0.03b, game itself and other mods including previous versions all working fine.
Seen at least one other user on the release thread report simalar problem.
cool i will just keep it for personnal use. have fun guys
a question about balancing: I have played with every faction and they are more or less similar in strength (hull, shield, weapon power) but the dominion is much weaker. Their capital ships have very low hull and shield strength, and weapon damage is under 50 or so. Also the "cruiser section" ships are much weaker, except breen mwpg. It seems that only the ships from a "figate section" are balanced.
are those the finall stats or the domonion is going to be rebalanced?
Hey darkshimmer, you should swap the research bonuses for the Klingons and the Romulans. The romulans had kickass armor cause cloak took down sheilds.
Not really vp21ct
The Romulans armour kinda sucked compared to the Klingons. Besides, only the klinkswould use that armour for RAMMING SPEED!
this is a known issue. The last release did not have the proper stats applied. the next update will included the proper updates along with the new updates to armor, shield midigation, and cap lvl bonuses. Not to forget Khan's Miranda.
i actually already considered it, twice, but giving the romulans more armor over the klingons would be a mistake. klingon ships have always been known to have double to triple hulls and armor plating thicker than federation ships.
change of plans on this. Every cap will get a bonus per lvl of 2% in every department, however the races will specialize in there own departments above to 6% and 3%. Also testing to see if its possible to add the bonuses to frigates and cruisers.
Hey you guys/Girls me and my firends been playing this mod since it first started and we been wondering why have the Canons for everyone but the klingons are working? if possible could you tell me how to turn the nova canon back on so all the super weapons are workin so we do have the one who plays klingons can have a super weapon to fight back
Congrats to making it to the mod database's top 100 mods, in the running for mod of the year!
This mod, even at this stage is brilliant. The details on the ships are something to behold, well done, and keep up the superb work.
I second that LordFlashheart. I especially like the designs chosen for the romulan frigates and cruisers. Major Stress has a good eye for ship models.
Yeah it's really easy. just go into the Gameinfo folder and look for the "PlayerKlingon" entity. Open it up and look at the Research info data check if it contains the line
entityDefName "RESEARCHSUBJECT_PLANETMODULEACCESS_CANNONTECH"
Sorry can't remeber if the original did or not cause I changed mine quite a while back, but this should be the problem. Add this in (anywhere in the list will do). Then update the count number by 1 and save.You should now have access to the Tech Cannon.
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