This is the "Release" topic for the SoA 2 mod. Candidate for Mod Database's 2008 Mod of the Year.
SoA 2 0.03b adds the unified Dominion (with Cardassian, and Breen units) as a playable faction. It is the second part of the 0.03 series. You do not need 0.03a3 to play it. The 0.03b is complete. Delete any previous version of the mod and replace with the new version. This is still a "Ships Only" Release. Structures, Defenses, Research, and Ability's are schedualed for the 0.04 update.
The SoA 2 "Work in progress" topic is here https://forums.sinsofasolarempire.com/173883 All News, and updates will be posted there. Any non known issue bugs post over there.
Here is the Mod Database page. You can download the mod from here. http://www.moddb.com/mods/star-trek-sacrifice-of-angels-2 If the download is not there yet. It is still processing. Keep checking. It takes a while for ModDB to process new files
Here is an alternate download link for 0.03b. The link will be removed when ModDB has the file up. http://files.filefront.com/SoA+2+003bzip/;12933985;/fileinfo.html
SoA 2 0.03b "The Second Dominion War" is the second of a two part release of 0.03. All four main factions are playable. We merged Manshooters Volumetric Explosions mod into SoA 2. While still a demo we are no longer going to use the term, because SoA 2 is starting to shape up into a full blown total conversion.
You MUST be running Sins version 1.1, 1.11, or 1.12 to play the mod. It will NOT WORK ON ENTRENCHMENT! or any other Sins beta. It also will not work on any versions of Sins before version 1.1
Read the Readme file for important installation instructions.
If you have an older version of SoA 2 just delete it from your mods folder, and replace it with the new version.
For best results install the SoA 2 mod on a clean install of latest update of Sins of a Solar Empire (version 1.12 as of this release).
Before you run the game for the first time after a clean install of Sins. Delete the "Ironclad Games" folder in c:\documents and settings\"your user name"\local settings\application data\. For Vista users its C:\Users\"your user name"\AppData\Local\. BACK UP any other mods, and screenshots BEFORE you do this. This will ensure there are no stray older version, and/or beta files are in your sins installation.
Disable "Ship Mesh Highlight Filter" in your options\effects Otherwise you will see some wierd lighting problems with modded ships. We have not had time to adapt the modded ships to use this feature yet.
Disable any and all Team Color settings. There is a bug in how Sins renders team color in 1.1. It affects both the mod, and the default sins models. The Team Colors bleed through on the entire mesh. Both vanilla game ships, and modded ships are affected by this. Ironclad switched the specular, and team color shaders with the 1.1+ updates, but it seems like they failed to implement the code to render them correctly. Turn team color on and off to see for yourself. The mod doesnt use team colors anyway so you do not need this feature enabled. Ill post a bug report about this later.
The mod has been tested only on the US English version of sins. Other languages may, or may not work. If you are using a language other than English rename the "English.str" file in the mods strings folder to whatever language you are useing. Example: "German.str" if you are using the German language version.
Future planned updates:
SoA 2 0.04 will concentraite on adding all of the factions proper Research trees, Ability's, Structures, Defenses, and balance tweaks if needed.
SoA 2 0.05 will be the final spit, and polish of the mod before going into the final version. Anything that we couldnt get to do in the previous versions will be done here. Model, and texture tweaks, effects, sounds, more balancing, etc. will be all be refined if needed.
Enjoy the latest release of SoA 2
Major Stress,
Darkshimmer,
Trekmods,
Digital Underground.
Wrong topic for that question. However ill answer it anyways. It seems that you forgot about, or were unaware of "planet under-development" which is a vanilla sins feature. What it does is when you colonize a planet it is in an undeveloped state, and it costs you credits to maintain the colony until you "develop" the world. On the planet development menu on the top left you will need to add at least two levels of development before the world stops being a drain on your economy.
The AI is notorious for "not" developing its worlds. It just goes on colonization sprees without regard to cost. Which has crippled it in a few of my games. Though it has been better about that over the last few patches. The AI still overcolonizes on occasion, and ignores the upkeep cost. That is why you see the decline in yours and the AI infrastructure.
Thnks alot..
but the feature is abit irritatin.. coz its kind of forceing u too upgrade ur planet.. tht problem isnt there in 7DS mod...
a rapid rush too colonise planets and then upgrade them aftr uv set up ur initial domain is a betr tactic, but this puts everythin out of balance
As far as I know the AI's behavior that way is adjustable, or at least it was for me.
In the Gameplay file located in the mods GameInfo folder there are lines of text at the bottom that look like this:
playerAISharedDef table-Aggressive BuildShip 10 BuildModuleTactical 2 BuildModuleCivilian 1 BuildModuleResearch 2 UpgradeResearch 3 UpgradePlanetArtifactLevel 1 UpgradePlanetPopulation 1 UpgradePlanetInfastructure 1 MaxBountyBidCount 5
Changing to a higher number on planet infastructure will cause them to focus on that instead. As you can see I have my aggressive AI's Ship build at the highest & believe me when you play that is their focus...
It helped my games, hope it helps yours.....
Adm. Cobbs
umm yes, it's there also......
quick, back to SoA2 before 7DS hijacks this thread
LOL! No there be no hijacking today. Unless someone post that something is broken on 7DS here.
When i said 'Vanilla' game feature i meant it is unmodded sins feature. I didnt touch the AI at all, or Any of the Sins game mechanics. Except for the modded units, and factions themselves. Which i only changed enough to make them work without getting any developer.exe errors.
I dont screw around with the AI, because i dont know what i am doing, or what does what. LOL perhaps you can find the line that turns the AI ships into "the brave sir robin", and stop them from yelling 'run away!!" at the first sign of a fair fight.
The thing is, you can't mess around with AI because its hardcoded. Though I bet its weird seeing a Klingon fleet hightailing it because the odds are stacked against them. What happened to "RAMMING SPEED!"...
Too bad the AI doesn't have editable values like Armada I did. I think the Feds retreat once their shields are down and their firepower is just a bit low...good for Sins AI.
Yeh wish the AI wud react like the tv series... imagine the Klingons ramming into othr ships in game to destroy them.. i played with the klingons and i found tht their ships hull and sheilds were much lower than wat i wud expect.. as i remember in the series the klingon ships were though nuts to crack... hopefully someone cud come up with a ramming power to activate..
hey i was wonderin bout the look of the console stuff(options around the playing screen)... normal sins wud hav tht metalic look but this mod had a transparent and some yellow and blue in it.. sure i saw it first and was like "cool transparent" but then it gets old real fast.. was it made to look like tht or is this a a glitch??? u shud look into tht, coz the sins orginal look looks cool on its own.....
Prostrate at the feet of a demigod!
Excellent Work! Many thanks! Keep it up!
Yes!! I cant wait for this mod to be finished. Major Stress you are awesome.
I just wanted to let you all know the MOD is not dead, please don't take a lack of updates or posts as a sign of that. Major Stress has been busy with Real Life on top of waiting for the 1.1 patch.
Please continue to stay tuned for future updates on this mod!
We will...........
are you kidding? This is the only REAL star trek game ive been looking foward to! just to see either the Galaxy Class blowing up a Galor class Warship is enough of a High! This Mod Is Like Crack, only Legal!
LOL!
You know what would be amazing, an intermediate release of the work in progess, mostly because the sovereign class is still beyond my grasp, but still as long as it works I think alot of people would be happy. Hell just say there is no tech support for it and download at own risk, so people have no room to complain about any problems, but at the same time it could be a chance to find some bugs you may have missed. So yes I am just trying to get my hands on the soveriegn, hell if you just released just the files for the sovereign it would make at least a few poeple happy, but most those that can mod.
Guys you have developed what i think is the best mod for any game ever and i am hooked on it big time so thank you for that although dont think my girlfriend will but who cares lol, just a quick question tho, were you thinking of adding the excalibur class, i know its not cannon but as you were adding a lot of non cannon ships now i thought it would be great to add this one as its an epic ship and on of my favourates and iamsure a lot of people on here would love to see it in game as well. Once again thanks for this great mod guys
After playing it a while, I can say that it is deceptively balanced, for instance the dominion only has 3 ships but has them in the right power and expensiveness to balance it out. There still needs to be more Breen ships, and a better selection of in between ships as well.
You might also want to look into one other problem I found, When the empires start rolling in the cash, the cardassians start having alot of pushing power because the Galor is cheep. I would recomend cheepening some other ships, maybe the K'vort and the Valdore with making the Ambassador or Intrepid available as a cheap cruiser as well.
Also, It may just be me, but the fed start ships seem just a wee bit overpowered. A K'tinga should pwn a Miranda and a Centuar. You may want to look at this site http://www.treknology.org/alien1.htm for inspiration for new ships, as well as the infamous http://www.shipschematics.net/
You may also wan't to think about doing 'variants' of each class for races with limited selections. Its kind of anoying having to have a legendary ship bomb a planet for you when you have 30 other ships of the same type.
EDIT: Aside from all of that, Id say that your damn near moving on to stations and such. A quick note on the Fed cruisers though, The Galaxy was in and of itself a legendary class of ship, only a handful of keals were ever laid, and No mention has been made of more. With only 12 cannon Galaxy class ships, I get really angry at seeing fleets of 20 or more. This would free up space for moving something like the Exelsior in to that spot and making it more powerful. (It should be at least 2/3 the length of the Galaxy and maybe up its power just a bit and make it 1/3rd more expensive.) Replace it in the frigate category with the Stargazer.
...
The demo isn't balanced. It's not even an attempt at balance. It's a partial implementation of the sides to get everyone to stop bugging him about releasing ships.
Hey, I know the mod isn't done yet, but I would like to start a thread for organizing games with it, if you don't mind.
Ok never plyed the demo but as far as there being a special ability for “ramming Speed”
There is one the advent scout has a special ability runs in to something casing damage to it of coarse the scout dies any way hope that the info is heplfull
That's a kamikaze. He wants RAMMING, not 9/11 in space.
It's called FinalAttack, and the ingame tooltip is called Marthyrdom. I gave it to the klingon capital ship, the Vor'cha, and upped the damage to be more realistic. Really fun
Why would the Klingons suicide ram? Just because its a good day to die doesn't mean its a good day to commit suicide.
When klingons are about to loose a battle, rather than bear the stain of defeat they are known to sacrifice themselves so they can die glorious in battle, taking as many enemies with them as they can.
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