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[MOD WIP] Star Trek: Sacrifice of Angels 2 (updated 01/10/09)

[MOD WIP] Star Trek: Sacrifice of Angels 2 (updated 01/10/09)

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:

Faction is complete. Only structures left

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-2

This main header will be updated when i have news to post.





4,105,581 views 1,754 replies
Reply #1651 Top

yep... it double posted

Reply #1652 Top

Wow... if this double posts, sorry, first one not showing up.

Quoting kelany, reply 24
i reinstalled sins and put the 1.13 patch on but now i got all the time minidumps. can it be that 3b and 3c is not compatible with 1.13?

SoA2 0.03c is compatible with 1.13.

Quoting kelany, reply 24
and when yes how can i get 1.12 back?

Can't, 1.12 was only available through impulse, and now 1.13 is the only version available through impulse.

Quoting kelany, reply 24
but can u make the galor to a cruiser and stronger in the next patches? ^^

The galor has to be balanced according to the ships across all the factions, meaning if it goes up in strength another one in the dominion line-up has to be weakened. Meaning extra work just to move an already balanced ship.

Quoting dchan1936, reply 25
I for one don't know if I want to get entrenchment, but can't you just add the moddel to the base sins anyways? since you are bascially using gameinfo, and meshes, you could make 1.13 have starbases?

Entrenchment with all it adds is like a whole new game using sins as a template. Not a typical expansion like 3 new units per faction. With the new way things work in entrenchment, things have to be modded differently from normal sins to the expansion. Take for example the multi-bank targetting system, would have to have separate targetting capabilities and stats for both, meaning new balancing required. That's like working on two mods at once. Shimmer is good but personally that's asking a little much.

Quoting dchan1936, reply 25
Also for the pirate base, you could use unicomplex from Voyager to create it

Loki's work will be replacing the borg so they're being removed anyway. Also Stress and Shimmer have other plans for the pirates I believe.

Reply #1653 Top

ok thx 4 answer but why i get minidumps after 2 minutes in game

Reply #1654 Top

Quoting kelany, reply 3
ok thx 4 answer but why i get minidumps after 2 minutes in game

Other people were getting this too. I think it was, at least for some of them, improperly patched 0.03b to 0.03c. How exactly did you patch b to c?

Reply #1655 Top

thx 4 help thats great. i put the version b normally into the mod folder. then i copied the files into gaminfo folder from c into b. so i just refreshed it with the new files.

and particle and sound ordners i did overwrite

is this wrong?

Reply #1656 Top

Hmm, ok so.. did you completely replace any of those files or just add the new c stuff into them? If you did replace any of those files that might be it.

Reply #1657 Top

Quoting dchan1936, reply 25



Quoting darkshimmer,
reply 23

Quoting dchan1936, reply 22I am not sure if this has been suggested for the Fed, since they too have fighter craft, I believe, there is a federation fighter, there are pretty clear modles of them on http://memory-alpha.org/en/wiki/Federation_attack_fighter so, this is my suggestion for an improvements

Also for the next version, even though you are making it for entrenchment, not all of us will have entrenchment so do you mind, making a seperate version for those of us who don't have it?

problem there will be i have to do double the work. It would really hold back progress. And for $10 its worth spending the money honestly

 


I for one don't know if I want to get entrenchment, but can't you just add the moddel to the base sins anyways? since you are bascially using gameinfo, and meshes, you could make 1.13 have starbases?

 

Also for the pirate base, you could use unicomplex from Voyager to create it
they have made alot of updates in the ships files which would not be compatiable with vanilla sins. they have also changed alot of other game files as well. I have already tried to run the mod in entrenchment and it won't work, so i'm going with entrenchment. sorry i'm not willing to do double the work, i'm going to have to do alot of upgrading as it is.

Reply #1658 Top

Quoting kelany, reply 5
thx 4 help thats great. i put the version b normally into the mod folder. then i copied the files into gaminfo folder from c into b. so i just refreshed it with the new files.

and particle and sound ordners i did overwrite

is this wrong?

you are suppose to overwrite the folders in version b with the folders of version c except the gameinfo folder. You copy the contents of that folder into the gameinfo folder of b

Reply #1659 Top

its going now

i dont know why i did exactly the same in my view...

but anythink i had to made false... really dont know

Reply #1660 Top

Update:

-Borg Cube has been removed. Looking forward to Loki's work.

-Constitution has been put in the steamrunner's slot, steamrunner moved to curry's slot, curry is now colony ship. Working well so far.

-Research for the federation has been added, only tmp ships available at start now. Actually have to work for your wins now. Not all reasearch has been added, still being worked on. Ships will no longer move at about warp 15 when phase jumping. Better get those upgrades to beat the opposition warping lol. Appropriate weapons upgrades being moved in for corresponding weapons, such as federation now have upgrades for plasma=tmp era phasers, beams=tng era phasers, missiles=torpedoes and other such upgrades.

-Phaser and Photon defences have been added, hangar defences for the federation now have federation fighters. The defences work well, and can be taken out without too much trouble.

-Klingon and Romulan fighters being worked on.

-All ships will have a shield regeneration ability; only works outside of combat, will power down weapons systems temporarily.

-Constitution weapons points re-worked.

-Intrepid weapons updated. She really shines now, no longer waiting for her to do something against the opposition between her volleys.

-All ships that need it are getting an overhaul and/or update of their weapons systems. This is basically another balance update.

Reply #1661 Top

perhaps adding clocking devices to defiant classes also?

Reply #1662 Top

Only the USS Defiant had a cloaking device which was on loan from the Romulan Empire in order to gather intelligence in the Gamma Quadrant, and was only to be used there, at least until the war broke out. The other ships of the class, such as the Valient and the Sao Paulo, did not.

Reply #1663 Top

The Defiant will have a cloaking device in Entrenchment.

Reply #1664 Top

Any chance of allowing us to name ships that aren't cap's.

Reply #1665 Top

Quoting vp21ct, reply 14
Any chance of allowing us to name ships that aren't cap's.

I have looked into that, but there seems to be no mechanisms for us to do that.

Perhaps making an 10,000 cap ship ability and allowing us to create all ships as cap ships will help, but I think it will be possible but do you want to really name 200 different ships?

 

Also, to the developers of this mod, can we rename the starbases :D

Reply #1666 Top

Quoting vp21ct, reply 14
Any chance of allowing us to name ships that aren't cap's.

This isn't a priority right now. I don't know if this is something that will be added at some point or not but right now, we're trying to rebalance, and get in proper research, among other things.

Quoting dchan1936, reply 15
Also, to the developers of this mod, can we rename the starbases

This also isn't a priority right now. We're currently working on another release before the switch to entrenchment.

Reply #1667 Top

you can already rename ships after they are created, or is this not what your looking to do? can you be more specific

Reply #1668 Top

To the creators of this mod, I love it yes, but I want to edit the ships a bit to improve it, I am wondering if you don't mind posting maybe just one or two xsi files of the models, it would give us fans a clue on how to work the programs and probably create a mod that one day you might use?

Reply #1669 Top

Quoting Dragoon4ever, reply 16

Quoting vp21ct, reply 14Any chance of allowing us to name ships that aren't cap's.
This isn't a priority right now. I don't know if this is something that will be added at some point or not but right now, we're trying to rebalance, and get in proper research, among other things.


Quoting dchan1936, reply 15Also, to the developers of this mod, can we rename the starbases
This also isn't a priority right now. We're currently working on another release before the switch to entrenchment.

 

Yeah, understood that, I was just wondering if you guys knew wheather or not it was possible.

Reply #1670 Top

Quoting dchan1936, reply 15

Quoting vp21ct, reply 14Any chance of allowing us to name ships that aren't cap's.
I have looked into that, but there seems to be no mechanisms for us to do that.

Perhaps making an 10,000 cap ship ability and allowing us to create all ships as cap ships will help, but I think it will be possible but do you want to really name 200 different ships?

 

Also, to the developers of this mod, can we rename the starbases

If you looked at my post above, I am currently looking into that, I am not with the developer team, but so far no luck

 

Also, I managed to put a cloak on the defiants :D

Reply #1671 Top

Pl3as3 updat3 for v1.14

Reply #1672 Top

Dchan1936! I'm gonna take a look at it and try to rectify whatever is causing the error!

Reply #1673 Top

Dchan..I got it to work!!!

Its exactly what I said it would be...just needed to change the two window files and delete all maps (SINCE THEIR STILL V1.13 IN THE MOD <======Cause of the dump)!!! Simply update them to V1.14 and VOILA!

The mod worked fine for me once I took out those maps and added my V1.14 compatible ones!

Reply #1674 Top

i am currently trying to get the mod to work properly for vanilla sins, i'm also trying to get the mod to work for entrenchment beta 3, no luck at all there. The mod is simply not loaded at all with a new race file, and updates already done. Thanks shadow on that show errors tip in another post.