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.
Nice Christmas gift Major Thank you!
Awesome
Thanks Major
EDIT: lol Merry xmas all, we've had ours in Australia
uh will u guys soon be adding to star base fro the expansion
Well I just downloaded this mod and I must say it is awesome so far. The sounds, the models everything is just A+. It really has breathed new life into the game for me. Keep up the good work and if there is something you need from us community members just ask.
Keep up the good work and thanks for the great Christmas Gift.
I just finished 2 skirmishes. Here are my comments and constructive criticisms before I forget them.
The Federation voice sounds like it is saying "all hands on sanctions."
The K'vort (big bird of prey) has a few moddeling issues (see-through).
The ships move really slowly.
Not all the Cap Ships have abilities.
The Star Wars Mod (I think) has many more ship slots, with many more ships.
The 'normal' tech has things missing from it. Weird.
Other than those points you did a great job and I eagerly await the next instalment.
quit your belley acking, its not even done yet.
BTW, would anyone like to begin discussing MP.
Will the game data files be available in user friendly standard form, not converted to binary, for everyone who wants to modify the mod to their own preference?
Hey Guys
Are there any precautions with uninstalling the mod?
Not that I plan on deleting it any time soon, I just wanted to double check
Sorry for not responding any sooner. I could not log into the forums because of database errors.
First off i regret releasing this version in such a shoddy format. We thought we had all of the problems fixed before i uploaded the mod, but apparently the version i had did not sync correctly with shimmers version. We are still working on a hotfix for the pirate faction crash issue, and some other issues, but we need developer help with it. Both Shimmer, and i worked all day on it yesterday, and cannot find the reason why it crashes when a large pirate raid occurs.
In the mean time DO NOT ENABLE THE PIRATES. Everything else runs fine. The crash issue is only when pirates are enabled. The pirate base has no issues, so go ahead and invade it if you dare. Once we have a hotfix ready it will fix that, and the other minor issues.
Herbert, If you are "happy the hobo", then yes the faction icons are yours. They are placeholders for now. Since you released them for download with no readme saying that you needed permission to use them i thought it was ok, but its obvious you have an issue with it so ill remove them for the 0.03b release.
No, we are from this version 0.03a and all future updates releasing the mod only in binary format. It reduces the file size, and it helps the mod load much faster.
You should have no issues deleting the SoA 2 mod folder if you need to uninstall it.
We already know about the Kvort, and other model issues. We are focusing on getting the ships in the mod, and working properly before we add the final spit, and polish to them.
I have said many times that each faction will use only 15 ship slots, because that is all there is room for on the UI textures. Which is absolutly ridiculous. However there is no way around it without making the mod a major resource hog, and that is why Eviljedi wont do icons for his Star Wars mod. I cant say i blame him. Doing the UI, and the icons was a nightmare.
The current Ability's are temporary. There were not supposed to be any at all in this version. Again my version did not sync properly. We did not work on ability's yet. In 0.04 that is when we will work on proper research trees, abilities and structures. When we release the hotfix all abilitys except for what is needed for the sins AI to function properly will be disabled.
There is a reason why the ships move like they do.
The only bugs we want to hear about right now are balancing issues. If any. We are aware of most of the other problems. Post balance bugs on the WIP topic please.
Again sorry for the shoddy release. Its my fault, and we are working to get it fixed.
Again, just pointing out some very minor flaws that I noticed to try to help the mod out. It is my way of trying to help. I am glad that they are being taken care of.
Thank You.
I could care less if you use the race sysmbols, its no big deal at all.
Really Really FUN!!!!
Shoddy is a bit harsh, it's a great mod.
ok 0.03a1 is up, delete the old mod and put the new one in its place. Now that the pirate crash issue is fixed i can move on to 0.03b
Whiskey Omega Omega Tango! (WooT!)
OK!
You definetly need to rebalance the weapons. Any ship is destroyed in seconds even caps.
I suggest you either downsize the weapons or add MUCH more hull and shield points.
Thanks Major, downloading now, will test
Post balance issues on the WIP topic.
I agree that ships go down way too fast. Shimmer is working on increasing shields for the next update.
i believe i figured out the problem, somehow the stagger values got messed up and shadowed the old burst values, this was repeating the volley without first finishing the previous one, the ships should be pausing between volley's
btw any ship that is outnumbered is usually detroyed in secs! not mins! but yes i am working on it.
I dont freaking belive this! Dont download the new update its screwed up again! now the sounds aint working right. I think we are just gonna pull it, and go straight to 0.03b. This is why we took our time with the mod before, and this is the end result of rushing 0.03a out the door.
Ok the mod is coming down for now until i get this files updated, hopefully i'll get them all done by tomorrow. We did fix the pirate errors that were causing some people to crash with pirates enabled. we're working on this as quickly as we can.
That stange i sytem didnt crash when there was a huge pirets raid and i put the bounty up to 100000 just fro the fun of it
................ps i dont really think u need to rebalace the weapons or hull and shield i mean didnt u see the the epesode sacrifice of angel from star trek ship went donw quick this mod is like the really epesido really great job on the mod really i look froward on seeing more races and hopefully some starbases fro the expansion
That would make sense as the Constellation class has torp's in spades.
Ok 0.03a2 is up. Its not in binary this time since convertdata is what screwed up 0.03a1, or i should say the "user" of convertdata screwed it up.. (whistles to himself)...
There are some extra tweaks in it, but it mainly replaces the the files that were missing from 0.03a1. Again, sorry guys for all these screw ups. Hopefully i got it right this time.
Redownload the mod. Remove 0.03a1, and replace it with 0.03a2.
Well downloaded and tried it an EXCELLENT MOD really enjoying it. The only main thing is my poor capital ships die pretty fast
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