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.
Major, yr mod will work with 1.14 without a map folder.I try it and works for me
Even still I would just like to have a renew version of this
i'm working on a revision, but i'm having other issues i have to work out as well.
just curious, what issues?
and If you don't mind, I would like to help you
theres a stargate races mod (asgard, wraith, and ancients its really fun)
this is star trek no star gate
I've almost got it solved, Suddenly the mod is missing some sounds, strings, and a few other things like that. Remember my version is unreleased so not likely you can help me with it but i do appreciate the offer. Plus i want to make sure i finish the rest of the balancing before i release the next update. Problem is lately too i'm putting in extra hours at work so the process is a bit slow.
just a heads up for anybody who is having a similar problem i did - when you unpdate to the latest patch, and enable a mod, no maps show up to start a game.
this is solved by entering the MOD** directory for SOA 2 and deleting the GALAXY folder (which contains scenarios that are not compatible with v1.15).
do not delete the GALAXY folder in your sins directory, or you will have no maps.
Thanks for info....mod finaly loaded
One of 3 Massive Fleets I have
Also, I can see why the quality of the texture on the ships is so low, lol with all 3 fleets it lagsssssss
That's insane!
insane eh, I lagged so hard that it crashed on, lagging 4gb of ram
beside that was at my max fleet researched, I went on to having more than 150,000 supply points after what I have here. I'll post my newest fleet pictures, after I can make sure that it would run if I launched. Just got to find ways to squzze more ram.
As of now I have the following:
200+ of each frigate and cruisers
10+ of each capital ships
OFF TOPIC
i think its time Major Stress gets a new avatar
" alt="the enforcer" />
(sorry if this double posts)
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hey who would be interested in playing this online we should get a SOA 2 online group together.
finally got my hands on the developer, i'll be working on the mod all weekend, if wife is permitting!
so after much trying to make the mod work last night i ran into an issue where the models we are using that work fine for vanilla sins do not work in entrenchment. i have reached out to support on this issue and until this is solved, work on the mod is suspended.
If it is so much work to move the mod over to Entrenchment, why not just leave it in regular sins, something which more people have anyways.
Entrenchment will be able to add a whole new level of gameplay to the mod. Not only will defensive structures be more readily changeable, but add in the multi-bank targetting system, and strike craft movement for normal ships and this should be pretty amazing.
Throw in a proper cloak thanks to the mines, among other things like being able to give strike craft abilities if we so choose, and the switch to entrenchment seems only natural.
Query: Are you guys running any sort of newsletter for those of us who want to keep up, but never remember to 'check in'?
guys we should get a star trek online game group together!!
not running any newsletter but if you know of a program i could use i wouldn't mind using it
http://www.hitrss.com/
I believe it is free, or just use word, and post to filefont, and delete the old ones
Update:
-Work is currently underway on getting the mod over to Entrenchment. The work on getting the Federation over is almost completely finished.
-Ships are currently being refitted with fighter style movement, seriously awesome. Looks like real trek style battles now. Some tweaking on this still needs to be done but it's really looking good.
-Darkshimmer and LokiGodOfMischeif are currently merging files. The Borg are being assimilated into SoA 2. Resistance is futile. Lol joking aside, this will speed up both mods, and hopefully we'll be able to blow some borg away soon and do some assimilating of our own.
-Darkshimmer will soon be creating a new WIP thread for SoA 2. The reason for this is twofold. First this thread was created by Major Stress, and with him currently in an internet handi-capped area we have no way of updating the header to the thread. The second, which wouldn't exist without the above, is this next part of the mod is like a completely new version. Hence the need for the ability to update the header.
Lastly, Darkshimmer and LokiGodOfMischeif have been hard at work to update everything to Entrenchment and to continue the top quality work this mod is known for, IMO. So, all thanks go to them for their hardwork.
it works in sins 1.15
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