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.
There probably is, somewhere some file has to tell the AI what name to pick for themselves, right? I honestly don't know where it would be though, I'm not a modder.
If this double posts, sorry, first one not showing up.
There probably is, some file somwhere has to have all the AI names and has to tell it which one to choose, right? I wouldn't know where to find it though or how to change it, I'm not a modder.
Edit: Go figure, of course it did.
thanks dragoon for all your help but i got the mod in and it says its running but ill i see is cobalt frigates when i build one? and if its normal to see the three races how do change to the other factions theres more then just 3 right? cause i looked in the mesh file and found borg kilngon, all the people you would see in star trek so how do i be those people? all i see is sins ships and what is this enabledmodchecksum? do i have to type it in to turn it on?
In the mod all the vanilla stuff is disabled. I'm honestly not sure what is going on. In the game's main options menu you found the mods button right? Then you selected SoA2 and enabled it? After you do the music should instantly change to the deep space 9 theme song, also the main banner before you even select anything (singleplayer, ICO, options, ect) should now read Sacrifice of Angels 2 instead of Sins of a Solar Empire.
yes i did find the mod button but it says x6 not soa2 and when i hit enable it pauses and then goes back to sins music
Hmm... I guess that could be it. You could try creating an icon for sins on the desktop and tell it to run as admin.
wait a sec i dled the demo.... but its not working anyways why is there a demo for a mod?/?
its working!!!!!!!!!!!!!!!!but its the demo? oh well
ill dled full version later
ty so much for your help
oh that is so badass the batman music for the battles!!!!!!!!!!
Lol yw, glad to be able to help.
so i wonder when there gonna finish the whole mod. Oh uh, Dragoon? Do you play this mod online?
I don't, but that's only because I haven't found anyone to play with. You interested in some 1 vs 1 or comp stomp sometime?
Stress said it'll be finished when they feel it's finished lol. Next they're working on research and adding structures, after that could be a pre-finish release to make sure they didn't miss anything and to make sure it's all working well. Not totally sure on that, but that's what I gather from the WIP header and from what Stress and Shimmer have said.
Oh hey, when you say you downloaded the demo... well they're kinda calling them all demos till they finish it completely. Also wondering, you got 0.03b right? The full one I mean, 0.03c is showing up as 0.03b (last I looked anyway) but only has 3 files in it to upgrade 0.03b with. You'll need them both to run it in it's newest version.
Great mod!
I was also getting the minidump...then I realized I needed to install 2 0.03b before installing "c". all was fine then.
Music rocks. Great job.
Sound FX for the weapons rock. Again, great job.
Ship models and iconsa all show a great attention to detail. As do the interface modifications.
Great job all around.
Issues I noticed/thoughts:
Other than those things, this is the most competent mod I've seen. Love it. Looking forward to some of the issues addressed. Thank you for all your work.
The abilities will be added in a later release.
Easiest way to kill the cube is wipe out everything else in pirate base first, then with a maxed fleet focus fire on it and keep replacing ships as need. Building factories next door helps a lot.
The healing ships will get that ability in a later release.
They are working on Trek structures next. The defences will be worthwhile once the vanilla structures are replaced. They will be replacing the neutral ships with trek ships at a later point also.
sure dragoon id love to play online with you what time are you usually on?
I kinda liked having the sins ships for the local defenders because it made think of them more as locals in the system. All they need is some boast in power and they would be fine.
where do i dl the newest version c, all i see is b
As you can see from the ship menu on the left, the pirate base is dead. I had 16 cap ships and a few regular ships all hacking away. all concentrated on the Cube. the Cube's health NEVER dropped below 8300 before healing itself back to 9,000. Not once. Did I do something wrong?
or do you mean having a ton of little ships to go along with the firepower of the 16 cap ships? for some reason, I feel like 15 or 16 cap ships probably represent a max amount of firepower, relatively speaking. Yet they barely make a scratch.
Ya, I just had to keep hitting it, I edit the mod so that I had unlimited ship, I ended using 100+ ships, losing probably 200 at least, and max number of capital, but when u killed it, all of the cap ship goes to level 9
What type of capital ships do you build when you are playing the federation?
Because I like "The Next Generation" I usually build Galaxy-class ship.
And since I know the names of all of the known Galaxy-class ship in any Star Trek, I usually named it.
Is it me, or is the federation class ships a bit weak in both shielding and weapons?!
Edit: Well, it is not like the feds are weak in shield in the showss
Edit 2: shows
lol, wow. 100 ships! sweet jesus. I might try it at some point...then again, that sounds like a lot of committed effort.
thanks for the insight.
and I like the Galaxy Class style as well. But I built more of the Soverign Class because I was trying to not get molested at the Pirate planet.
And even with my 16 cap ships, I had to defeat that area through Al Qaeda-style guerrilla tactics. jump in. Stay 20 seconds, jump out before I lose a cap ship. I rinced and repeated for a good hour before finishing off the defenses. when it was just me and the cube, I was like, "man...I spent all this life time to face this cube and I can't even get his damage to go down below 8,000? WTF?"
oh well. still a fantastic mod.
lol how are we suppose to kill the cube?
http://files.filefront.com/SoA+2+003czip/;13111521 that's the link for c. Still need b to play though. Just patch the corresponding file with those in c.
I can pretty much be on any time. What time zone are you in? I'm on PST. My gamertag for ICO is ¥Dragoon¥.
For the cube completely max your fleet points and throw at it everything you can. I reccomend a mix of Soverign, Defiant and Akiras. The fleet I used to whack it actually had some of everything in it.
Build support fire ships. B'rels, K'tingas, and Predators make excellent support fire ships early game.
Why can’t I post in this topic any more!!!!!!!!!!!
Finally! Wth that took like 5 posts to finally register my post. I'm in mountain time. How do I make the symbol at the end and begging of your name?
¥ is made by holding alt then on your numpad enter 6301. You gonna be on in the evening today? Say around... 6, 7, maybe 8? Can't get a clearer time than that till later. Today is the one day I've actually got something going on, around 3-5 my time lol. This morning is also good for me if you want to start a game soon instead of waiting till this evening.
¥¥¥....thats cool
Mass period.
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