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.
So will there be any federation fighters in this game?
They had them in a previous version, but decided to remove them until the fighters/bombers for each faction were complete.
https://forums.sinsofasolarempire.com/322473/page/19/#2037073
new update for testing
Um yea i messed up so maybe you can type me each step along the way so i know if i didnt mess up...
Sure.
1)Locate your SoA2 Folder in the mods folder. Then look inside the GameInfo folder within that.
2)All the entities are in alphabetical order but to search through them easily select view and list all the items. You should then be able to quickly find the PlayerKlingon entity.
3)Right click on the entity and open using notepad (essential as other word programs tend to complicate things when you want to save the changes).
4)You will then be presented with a list of defined enitity names split into their respective areas i.e. PlanetModuleInfo, CapitalShipInfo, FrigateInfo etc. nicely indented for easy reading and the items which will show up in the game for that faction (buildable ships, planet modules and research conducted), so if you messed about and deleted some items or added some in then this would show when playing the game as that faction. The only area you need to look for is the researchInfo which should have a count no. of around 89 or so which corresponds to the number of research entities for that faction, and a long list of researchsubjects underneath it.
5)All you need do then is copy and paste that line quoted in the earlier post onto that list and add 1 to the count, since you've now increased the research list by 1. Then save. When you play the game the research for the Tech Cannon should be back enabling you to build the cannon once researched.
Just a note when playing multiplayer games, all your friends need to have the exact same changes made to their games as well, so you just need to email them your edited PlayerKlingon entity for them to save in their GameInfo folders.
Wow, thanks Shimmer for the update, you guys are great. This should make things interesting.
o it makes things very interesting, i was able to take on an AI team of 6 or 7 on Unfair aggressor, now i can't take 5!
Razor, he might have difficulty opening the file since it might be in binary. I'll be sure to update it so its there next time. They will be changed in the future just FYI for eveyone
Just some more FYI Already started on the Military Tree for Feds. I have already disabled the Sovereign as a buildable starting ship. You will basically have the options to build any TMP frigate, 1 TMP Cruiser and 1 TMP Capital ship. The rest you will unlock through research. Same will go for all other ships in the other races. It will completely change gameplay which has been the plan from the beginning. This should keep both players and AI's to come at you with 18 sovy's and tons of Akira, and defiants. Soon its going to cost you to have these ships!
if anyone is able to help me out a bit i need to get rid of this error.
Assert @ c:\gs\gamma\09\CodeSource\GS/Entity/Interfaces/IResearchSubject.cpp(109) m_Tier == researchWindowLocation.pos.m_X
i know it deals with research but i don't know what it means, thinking its something to do with a window size for the research, here is the codeout of the player file as well.
researchScreenData Combat blockCount 2 block area [ 50 , 80 , 690 , 235 ] backdrop "ResearchScreenBlockBackdropCombat0Psi" tierIndicatorBackdrop "ResearchScreenBlockTierIndicatorCombat0Psi" title "IDSResearchScreenBlockTitleCombat0Fed" picture "ResearchScreenBlockPictureCombat0Psi" block area [ 50 , 350 , 690 , 192 ] backdrop "ResearchScreenBlockBackdropCombat1Psi" tierIndicatorBackdrop "ResearchScreenBlockTierIndicatorCombat1Psi" title "IDSResearchScreenBlockTitleCombat1Fed" picture "ResearchScreenBlockPictureCombat1Psi"
researchScreenData
Combat
blockCount 2
block
area [ 50 , 80 , 690 , 235 ]
backdrop "ResearchScreenBlockBackdropCombat0Psi"
tierIndicatorBackdrop "ResearchScreenBlockTierIndicatorCombat0Psi"
title "IDSResearchScreenBlockTitleCombat0Fed"
picture "ResearchScreenBlockPictureCombat0Psi"
area [ 50 , 350 , 690 , 192 ]
backdrop "ResearchScreenBlockBackdropCombat1Psi"
tierIndicatorBackdrop "ResearchScreenBlockTierIndicatorCombat1Psi"
title "IDSResearchScreenBlockTitleCombat1Fed"
picture "ResearchScreenBlockPictureCombat1Psi"
not that i don't like it, but the federation ships are pretty flat, there is not enough texture on them
NICE WORK though, Reason why I play sins
I think i got a idea for the tractor beam, remember the kol battleship with a beam of light that focuses on ships? you can use it
Just some more FYI Already started on the Military Tree for Feds. I have already disabled the Sovereign as a buildable starting ship. You will basically have the options to build any TMP frigate, 1 TMP Cruiser and 1 TMP Capital ship. The rest you will unlock through research. Same will go for all other ships in the other races. It will completely change gameplay which has been the plan from the beginning. This should keep both players and AI's to come at you with 18 sovy's and tons of Akira, and defiants. Soon its going to cost you to have these ships![/quote]
Will there be any change to the amount of supply the lesser frigates take up? I think that is my only real compaint on the current version, with miranda taking up 8 and excelsiors taking up 21 (with the others all in the teens) it makes diversifying your fleet with lesser frigates uneccesary. I enjoyed an earlier version where the lesser frigates ranged from a supply pop of 3-8 i think the heavy cruisers going from i think 14-20 seems pretty good.
I agree. I keep finding myself out of supply when I only have 2 planets. Then I have to go on a rampage just so I can use some supply for better ships.
You realize you can scuttle ships to get back the supply as well as a good portion of their build costs?
you sure your running the correct version? the excelsior only takes 9 slots! i think you need to recheck your slots, please provide a screenshot if possible.
is there a way to increase cap ship rate from 1 to 10
is that before or after research, which you should get 16 if you do all the research.
i mean start with 10 instead of 1
I'm running 0.03b, and my excelsior also takes 21 slots.
Edit: working on getting the screenshot in now, been awhile lol.
i run a star wars mod .75 and it starts with 10 cap ships before research
I know, but ask yourself, Which one is more fun?
wrong version, newest version 3c
this is not star wars its star trek, you get 1
Wow, I feel stupid now... I don't know how I missed that. Sorry Shimmer.
Can anyone help me install this?
I followed the instructions in the readme file, but when im in sins, SoA 2 0.03b doesn't show up under mods. I been over my folders several times, and I can't get it to show up in game.
Help me?
The header still says 3b.
I just missed updating the game info folder at the same time as the other 2 folders, don't ask me how.
Did you put the containing folder in your mods folder?
If not just have it show hidden files, can be found at the top in options under tools > folder options, in the view tab, for XP, not sure where it is for vista. Then go to your main drive and follow the folders, My computer > C: > Documents and Settings > user name > local settings > Application data > Ironclad games > Sins of a solar empire > Mods, just put the containing folder for SoA in there, should now show up in your options menu under mods in sins. That is only the path for XP, not sure what it is for vista.
Hey Shimmer, just checking but, is the Suq'Jagh supposed to have less armor than everything else in the Klingon lineup? It's got 14 right now, but I've been applying upgrades this game (just now noticed it has less than the Predator), if it's supposed to then cool, if not, do you need it's base armor? And yes I am running on version 0.03c now lol.
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