Major Stress Major Stress

[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 #151 Top
I dunno - the developers have said they toyed with having larger ships maneuver in combat but discarded it because it made things confusing and difficult to manage. If nothing else, maybe they can tell you how to re-enable it for mods.
Reply #152 Top
One thing that would be cool is if all ships were to get at least one special ability. This would obviously be more of a challenge when it comes to the other races, but just like the leveling up it would make individual ships much more valuable.


I suggested this in this thread over a week ago (just automatic special abilities for less micro managments) focuse mostly on the Fed ships. Over all they wont be as strong combat wise as say klingon ships, but would have more special abilities allowing for more stratigic play. Romulan could have hit and run and stealth style of abilities (more than the Klingon ships, but less than the Fed ships). Dominion ships would be similar to the Klingon, strong ships spartan abilities. Federation, and Romulan would be "high specials, weaker ships" with the Breen and Cards in the middle. (lots of room for argument there).

So far covered in this thread.
1) No Borg - Reason: To powerful and unfair to whom they randomly attack, or gimped and balanced and well... not BORG. Off the table for a while.
2) Ship lists - The ships lists could/will change but for the most part all are done, they know what ships they want in (and what models from a previous mod they have readily available).
3) Planetary Invasions - The Current plan is to try to mod the Coloney ship into a Troop Transport. The Vanilla Colony ship sends out 3 landing craft when it takes an uncontested planet. Thematicaly easy to change it to "troop landing craft" or shuttles. Pt. 2 Using the animation from the colonise ability, mod a planet bombard weapon to this animation so when it "shoots" 3 shuttles come out and land on the planet (like coloniseing a unowned planet. - Why troops for uncontested planets? still need men with guns/phasors around when your on a new planet, still animal preditors and just to make the colonists feel safe having law and order). Instead of a bomb going off when the shuttles land, they may try to changing it to look like a web of weapons fire (simulating an orbital view of a large land battle) Com chatter has also been popped around. This is i suggested on the first page and yet i am still shut out! Which brings me to my next point.
4) Behind Closed Doors - The mod team already has their plan on what they want to do, and how they are going to do it. Right now they are just getting all the different ships into the game (and waiting for Major Stress). Gameplay balance and features are not on their immediate to do list, and have enough on their list to last them awhile. Most mod teams do not like being overly chastised or told what to do by others on a Forum. (Personal experiance with previous mod work). Most of their posts recently have been "Yep, dont worry about it, we all ready know what we are going to do" Thus why the post count has dropped. Pretty much just sit back for the next month or two and eventually something Star Trek will come out for Sins.

Two-Cents on the Defiant Issue. Size - Frigate Fire power - Cruiser (DS9 Episode cant rememeber the name but at one point some covert shit what going on and the Defiant was racing to earth and almost (or did it???) fight another Starfleet ship - An updated/upgraded Excelsior class or something of the like) and they werent sure if they would win one on one. Excelsior is probebly the weakest of the projected Fed Cap ships. I dont think it could win out right against a Galaxy, or a Sovriegn or an a Akira. Factor its small. Frigate small... quite simpley it can take less damage than a ship 30 times its size. Armor and shields influence this. But i would bet a Galaxy although out gunned would simply outlast a Defiant class each time.

Dont forget the Defiant was the first of the "fan-boy-isms" that started to take over Star Trek (thank you Voyager and the Borg who cant stop one ships from going right through the middle). Keep in mind sometimes a 3 second burst would just hit a jem hidar battle ship with a small explosion, sometimes it would blow the right necel off the thing. I think its preformance in the episods is alittle influcence by the "booya-kick-ass-warship-of-a-peaceful-trade-alliance-blowing-the-heck-out-of-anything-booya!!" movement. Its the size of a frigate, but with the newest and best stuff, aimed and combat makeing it more expencive. Kodiak refrence anyone? Feds only true up combat ship, but its just not big enough (and this relates to combat potential as how much damage can it take) compared to the other Capital Ships.
Reply #153 Top
In addendum to 1) at least, since the mod is based on the Dominion War, Borg really had nothing to do with it, and didn't show up anywhere. Having them in the mod would be like "Hey, look, we just threw Borg in because, you know.. BORG!" That just doesn't make sense :P

It's going to be a big, big project though. Each race will need unique meshes, models, etc. We'll have to redo tech trees, abilities, figure out how to make some things work with the Sins engine (not very optimistic on good cloaking so far), etc.

While Major Stress is away, I've already been creating the "shell" for the Federation race, and toying with implementation of some more fundamental Trek things that aren't in Sins (Starbases, anyone? :)). It's way too early to tell what will work and fit in well and what will just feel wrong because of the way it has to be implemented, but we shall see :)
Reply #154 Top
In addendum to 1) at least, since the mod is based on the Dominion War, Borg really had nothing to do with it, and didn't show up anywhere. Having them in the mod would be like "Hey, look, we just threw Borg in because, you know.. BORG!"


Ha Ha Ha... yea i forgot that part too...

I was wondering cuz you guys havent given an official word, Major Stress on page one said Maqui for the pirates, i was hopeing Orian Syndacate. Maqui really only attacked Federation and cardassian (fleet and civialian) ships. Maqui fleet of 300 ships attacking a klingon out post... just dosent sound right to me. The pirates already have a base and ships set up at the beginning of the game. The Orian syndacate has been working before humans got warp 5. There was the DS9 episiode with O'Brian infiltrating them, at the point of the Dominion War they had there fingures everywhere. They worked outside and INSIDE the Tal'shiar, the Obsidion Order, Section 6 (or was it Department 9??? :) ). No real ship specs but would have a rag tag fleet of everyones left overs and... converted civialian ships. the Magui wanted freedom at any cost... the Orian Syndacate would do anything FOR a cost.
Reply #155 Top
4) Behind Closed Doors - The mod team already has their plan on what they want to do, and how they are going to do it.


That's certainly true. I do not intend any of my comments to be telling them how to do anything, I'm just throwing ideas out there for them to use or not use as they see fit - obviously not all of them are even very good :p . There's no harm in discussing it - in fact, that's kind of the point of a discussion thread. Even stuff like the Borg, where they've said they're not planning on using them, well, it's just fun to throw ideas out. With the exception of Mr. "This mod will suck without the Borg!" it seems like everybody here has pretty much the same supportive attitude. I see it as a positive community discussion.

Dont forget the Defiant was the first of the "fan-boy-isms" that started to take over Star Trek (thank you Voyager and the Borg who cant stop one ships from going right through the middle). Keep in mind sometimes a 3 second burst would just hit a jem hidar battle ship with a small explosion, sometimes it would blow the right necel off the thing.

Very true. However, a certain amount of that stuff is to be expected from any show, where the heroes' ship performs above and beyond its stated capabilities for the sake of the narrative and for some fun explody bits. The Definat was a bit fanboyish, but not nearly as bad as Voyager with the Delta Flier. And when you think about it, when they introduced the Defiant they probably already knew they were going to take the show to war, so a small, powerful ship was the only way they could have the crew of DS9 actively participate rather than just sitting around all the time.

Episode cant rememeber the name but at one point some covert shit what going on and the Defiant was racing to earth and almost (or did it???) fight another Starfleet ship - An updated/upgraded Excelsior class or something of the like) and they werent sure if they would win one on one.

Yeah, that episode was Paradise Lost, and the ship was the Lakota. The thing with that was, A) the Lakota had been upgraded with all the latest hardware, so it wasn't your typical Excelsior class, and B) the Defiant wasn't trying to destroy the Lakota, only disable it so they could proceed to Earth, so they were holding back.

A better example of the Defiant's firepower would be when Thomas Riker stole it and went up against several Cardassian Galor class ships. I agree that a Galaxy class is probably more powerful in the long run, though, especially with the Venture-style Dominion War upgrades.

I was wondering cuz you guys havent given an official word, Major Stress on page one said Maqui for the pirates, i was hopeing Orian Syndacate. Maqui really only attacked Federation and cardassian (fleet and civialian) ships. Maqui fleet of 300 ships attacking a klingon out post... just dosent sound right to me.

Yeah, you know, the more I think about it, the more it feels like the pirate mechanic just isn't right for a Star Trek game at all. If you replace the pirates with the Maquis, how does it make sense for the Dominion to pay the Maquis to attack the Klingons? Even if it were the Orion Pirates, when have they ever attacked anyone in force (outside of a Starfleet Command game)? There simply isn't any example of a race or group that goes around attacking anyone and everyone in numbers large enough to be a threat to a planet...except of course the Borg. And they're too powerful to have regular attacks, and the bounty system would be irrelevant to them. I gotta say leave it out, and use random Insurgency-style attacks for the Maquis.


Starbases, anyone?

Wow, any ideas how to implement that? Maybe build them in a friendly system, and figure out how to cripple their movement after one jump?
Reply #157 Top
Wow, any ideas how to implement that?


Yes. :P
Reply #158 Top
Hey there,

im an old school fan of the good old 'Birht of the Federation' game. Do you remember it? Ive spend days and weeks on LANs with this awesome game. I loved the ferengis, so i dont want to see them as pirates, i wanna PLAY them! Well im not sure how u will mix the races. Maybe its possible to add more races?
Im looking forward for more info! Got a website yet?


Also the values from BotF, i mean shield/hull stuff, damage and so on, the system there was really great. Fed got more shiels, Klingon simple good weapons, Roms Plasma Torps and cloaking, Card very hard hull and good phasers afaik, and the great ferengi alliance (:D) had lots of money stuff and where the ultra torpedo vessels :p low hull but shieds quite ok.

Mh the most work will be the textures i guess,hu? Mhh...
Shuttles have been used in Starfleet Command 1-3 (which we are still playing on LANs, we love it) and they were quite ok there. Also in some scenes on TV there were also sometimes shuttle teams attacking single spaceships.

you are not taking alot of responsibility about this mod to make every1 happy :D

WE NEED FERENGI!! ;) remove the breen and add the ferengi
Reply #159 Top
so what if i dont have the mod but someone else in a game does will they just kick my ass while i sit there not even able to touchthem ?!?????!?!?!!111??777&???????
Reply #160 Top
so what if i dont have the mod but someone else in a game does will they just kick my ass while i sit there not even able to touchthem ?!?????!?!?!!111??777&???????


If you don't have it, you won't be able to play with anyone that has it enabled.
Reply #161 Top
Ummm...Sorry, I meant for the ferengi to be added as the pirates, not to remove the breen or any of the other races. The ferengi don't really make sense (imo) as a major empire because A) they've never been "warlike" B) they have a rule of about how war is good for profit, but only from a distance. C) coming up with enough ships may be a problem
Reply #162 Top
Ummm...Sorry, I meant for the ferengi to be added as the pirates, not to remove the breen or any of the other races. The ferengi don't really make sense (imo) as a major empire because A) they've never been "warlike" B) they have a rule of about how war is good for profit, but only from a distance. C) coming up with enough ships may be a problem


seems like u never played botf. ferengis own that game cause they can simply buy all stuff (buildings and ships) cause they have 3 times more trade routes than the other races. They also got alot of different ships like all others, they are just not that famous ;) I do understand that no1 wants them to be in the game, but i do cause im a ferengi fan, thats all ;) Im still hoping for BotF II :/
Reply #163 Top
Starbases, anyone? Wow, any ideas how to implement that? Maybe build them in a friendly system, and figure out how to cripple their movement after one jump?


Yea, its just an orbital structure just like a refinery or hanger or whatever. Better question would be what is its role? If you think about it the weapon and civic labs are "star bases". The big huge ones we remember and probebly all thinking about what was its purpose? Well... it was a hanger for Capital ships (repair bay), there must be atleast 10,000 personel on them but what did they do? DS9 is an obvious aberation. I dont think Starbases will be a new feature but just a remodle like the ships. Maybe some little bits here and there. Maybe instead of building multiple hangers and a repair bay and a couple of turrents(vanilla sins) you could have a "outpost", "starport", "Starbase" (from small to large) which has a combo of each cuz thats what starfleet bases where about. Alittle bit of everything. Keep military and civil labs Star Trek had them, i am sure you can find referances for them. (would love a verson of the starbase from the TOS tribbles episode, sure its TOS but i am sure you could get away with it.

Ferangi shoudlnt be the Pirates or a playble race. They didnt do raiding (2 TNG episodes arnt enough) and they didnt play a part in the Dominion War. However!! There is still the "Black Market", and if need some thing regardless the cost... well thats when you call a ferangi.

I wasent ripping on the Defiant i was just saying why it should be cruiser not a Capitol ship. (Little known fact only the Defiant Class and Sovriegn Class had all their ships equipped with quantum torpedos, other classes had them divied out by priority during the War. I am sure galaxies and what not would be top of the list but they would only have a small number of them at a time.) I know that sounds like i am contradicting myself. I still think the defiant is just too small to be a Cap. K'vort class Klingon BOP (crew 300) is a preatty match for the defiant stat wise (removing the "Hero" status of the Defiant in the show) twin pulse desruptors, photon torpedo, cloak, ablative armour. Defiant is still more powerful but not THAT much... my point? would you call the K'vort BOP a CAP? no.,, i bet they are putting it in the frigate slot. So cruiser isnt that bad.

was wondering i found something i could do that wouldnt get in your way but would be of use... I want to make a map based on the star locations from the Canon material. Sol system with earth, Vulcan and Andorian systems not to far away. so in single player everyone starts in proper relation to each other, the romulans on Romulas (Remus near by), you get the idea and most of the places that we have seen in episodes. What do you think i am going on two days off Wednesday and Thursday and have made a handful of maps so i feel comfortable i can do playable full map in two days, and then do all the due details. It dosent get in your way but something good to release with the mod.
Reply #164 Top
I think the starbase combos are a great idea. With a full on star base having both a Military & Civ lab included, but taking up soo much space that you cant really build anything else ;-)
Reply #165 Top
Hey found this cool site that has a bunch of audio clips (some good ones for unit acknowlagement) that i would post it if you want to look at if for later. Quality stuff.
Reply #166 Top
Actually I did play that game alot. And I always remember my 10 federation ships taking out like 20-30 ferengi ships and only losing 3-4 ships. And it got even worse using the Klingons or Cards and was just sick using the Romulans with their cloak. No offense to the ferengi, I'm just not a big ferengi fan. I only threw the idea out there due to the fact that the maquis don't work as pirates, no offense to whoevers idea it was, but same for Orion syndicate. I was just thinking of a race in the alpha, beta, or gamma quadrants that could be a pirate race and they were the first ones who popped up. True they never did any raiding that we seen other then those 2 episodes, but during the dominion war the federation may have been trying to enlist their aid. Nog had the message to the nagus in the Valiant episode from starfleet command. As far as the Defiant, I had stated that I thought it should be a cruiser, not a frigate which is what some people are saying. It's more powerful then a frigate. Remember the mirror universe episode where the rebels are building the defiant and it takes on that mirror negh'var? It got in so close to the hull the klingons could barely hit it. Same would happen with a Galaxy. A galaxy might have more hull strength, better weapons, and better shielding, but if you can't hit your target your going to end up negating all your advantages.
Reply #167 Top
im just now thinking,couldnt the feringi have potential as maybe a trader race. think about it,they could possibly gain more money from trade centers and thier ships could cost less. this could give them a strong economical advanage to make up for thier lack of weapons and armour.as for pirates, why not just a bunch of looted ships (science vessels,klingon ships,frieghters,etc.)that have added weapons curtusey of thier crew of salty seadogs (or spacedogs in this case).on the topic of fighters all i can say is good luck i cant tell you what to, maybe a shuttle fitted with torpedo launchers? cant wait until it comes out, live and prosper!
Reply #168 Top
Maybe a different race could be used as pirates, like the Nausicaans or Chalnoth. Chalnoth might be better, they are an anarchic society that prizes only combat so they would work as pirates. It would be all improv, since a Chalnoth ship is never seen in a show, but as a race they fit the idea perfectly. Might be a fun way to play design for something purely original.

One of the interesting things about Star Trek has always been the minor races. One thing I don't like on Sins is the bombard and cleanse idea, that planets aren't conquered they are exterminated. It would also help with the transport deployment idea. When planets are conquered, there should be a small remaining population. It would help really support the Star Trek style over the Sins empty universe style.

Perhaps a full on Sins mod could later implement the BotF minor races as well on encountered planets. I also love the idea of an attempted universe map, I've always wanted to see one of those anyways for the trekki universe.

I also have to agree, the Defiant is a cruiser, not a capitol ship. The Akira should also be a cruiser, there tended to be several of those at a time. I like having the Prometheus, it wasn't too ridiculous an idea since the Federation had been encountering more and more hostile threats in the more recent group of series. Also, the ship the Prometheus attacked was not expecting serious resistance, so it makes sense that it destroyed it easily. For the 'its about the people' comment, all Federation ships have autopilot and auto functions, its just better to have crew. : )

The experience idea is great! Star Trek should never have expendable ships. Thats one thing I hated in Armada. Every crew should have a chance to become more powerful, and you know its done right when you get annoyed you lost your little saber class ship thats been harassing every enemy from Sol to Bejor for the last 3 hours of game time.

Anyways, great job guys. I hope you don't mind if I keep commenting on your ideas, I love the plan and part of why I bought this was that I knew there would be incoming trek mods eventually. I agree on the Borg, its not needed. Besides, after Voyager they're all dead anyways. :)

I'm actually working on ideas for writing a new series, so I've been delving into a lot of Trek material lately. I might be useful for some of that, though it sounds like its all covered already.
Reply #169 Top
Here are the pictures i am going to base the map off of. Found some rather detailed maps that obviously i am not doing all the systems, even for Huge. I am going to focus on systems with iconic names, and lesser systems shown in shows. I am going to go for variaties, with localised balance (balance withing a small radious of starting locations and then the great between will be more erratic and interesting. But it will take more than a couple days to do well. I will try to do a lite (small or medium) and a heavy (large or huge) version.





Reply #170 Top
Great to know a startrek mod in progress.

I would'nt mind helping out. Would love to have a crack at makeing a massively huge map  :d  Would be willing offer my time in beta testing when the time comes.

Would also possibley (time permiting) be willing to help with some of the stat modding/balanceing and stuff but with the exception of the map editor I havent got round to haveing a good look at the modding tools yet (though I know its not a priority yet on this project).

O and I'm a pretty good researcher who knows the diffrence between cannon and non cannon if you need one  ;) 
Reply #171 Top
Remember Tholian Assembly ftw!
Reply #172 Top
I won't be able to help with mod'ing but I'll play the hell out of your mod... I'm hoping its the best mod yet!
Reply #173 Top
Ok, so i think i got a good plan for the map in place, and i thought i would put them up in case someone remembers a system or area that should be in that a i missed. and something for us to bounce ideas around for. I am going to take my time (have started to get a little deep into the tools now) and make a really quality map to go with the mod (you would think i would have it done in less time it takes them to make the mod ;) ). For the first map (i may do a massive version later) is going to be a 6 player (hopefully we can entrench the players starting location eventually) map with Earth, Qo'noS, Romulas, Cardassia, Breen, as starting locations. But wait thats 5! Where should the Dominion start? I was thinking at the wormhole on the outer edge of the Bajor system or Bajor itself? Yes i know it was out of the war but we dont want them to start on Cardassia Prime too right? Open to ideas on that. I was planning on doing about 20 stars, but with max 6 "planets" with a some only 1-2 to keep the size down, so 20-30 stars for 80 planets. That way i can cover alot of the systems or sectors without making a 300 planet map.

Here is what i got so far:
Sol ^
Alpha Centauri
Vulcan *
Andorian *
Orian *
Trill
Rigil *
Rigelus
Risa
Beta Z
Tellar *
Shermans Star (contains Shermans Planet from TOS)
Qo'noS ^ (with destoyed Praxis)
Khitomar
Romulas (with Remus)
Romii
Cardassia ^
Bajor
Feranginar*
Breen^
Portos (Breen mining colony liberated by Kira)
Dozaria (Breen colony that sold supplies to the maqui in the badlands)
Wolf 359 (aka Babel)
*(heavy native system)

I also plan on using stars that are only surrounded by storms or debris or whatever for familiar phenomina. (some might have a planet hidden in it or a colonizable astroid to give presence in the "system")

Briar Patch
The Badlands
The Bassen Rift
Typhon Expance
Helasponce Nebula
Black Cluster?

Thats alot already but i want some more ideas as i know i am missing some good ones. here are some others i thought of but arnt 100% about yet depending on howmany others i find i need to get in. (rememeber i am trying not to make a 300 planet map... yet)
Kessin
Denobula?? (about of the third of the way from earth to ferenginar)
Gorn
The Prison planet that the Klingons sent Kirk to...
Tau Ceti
Pollux

Looks down at his keyboard... what have a started....
Reply #174 Top
I cannot wait for it to come into play. It is definitely about time. :CONGRAT: 

Take your time

Doe it Right

and

MAKE THE DAMN SHIPS RIGHT AND WORK! X-( 
Reply #175 Top
cant w8 to play this mod