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.





4,105,457 views 1,754 replies
Reply #1726 Top

Double post... yay...

Reply #1727 Top

Sorry if this double posts, first one not showing up.

Quoting spitfire_IX, reply 25
yes and it still does not appear

The only other thing I can think of that could be the problem, are you running Entrenchment instead of standard sins? If you put the mod into the 1.15 mods folder then starting up standard sins SHOULD make it appear in the options>mods tab.

One other thing it could be, did you accidently put it into the Entrenchment mods folder?

Sorry not doubting you, I just want to get this working for you. I can't think of anything else that could cause it to not appear. If it's none of those though I'll see if I can come up with something else.

Reply #1728 Top

Purely out of intrest, but isnt the lakota varient the Enterprise B. In terms of aperance any way.

Reply #1729 Top

In terms of appearance I think the Excellsior is the Enterprise B. They both use basically the same model but there are some differences.

Reply #1730 Top

The Lakota looked like the Enterprise B, which was different to other Excelsiors. The bulges to the side of the deflector dish was created so that Kirk could die without taking out the rest of the ship, which is the biggest difference between the Enterprise B/Lakota variants and the other Excelsiors.

Reply #1732 Top

Quoting Dragoon4ever, reply 4
In terms of appearance I think the Excellsior is the Enterprise B. They both use basically the same model but there are some differences.

Just check the website here, enterprise - b is excellsior class

Reply #1733 Top

The Ent-b is a upgraded excelsior class. Excelsiors were around when the Enterprise was still a Constitution class.

Reply #1734 Top

Quoting FearlessDefiance, reply 8
The Ent-b is a upgraded excelsior class. Excelsiors were around when the Enterprise was still a Constitution class.

kinda funny eh, miranda class and excelsoir class were the only classes to survie pass the enterprises-c and the enterprise-d and probably still make up most of starfleet probably well after enterprise-e

Reply #1735 Top

Which is why i put the connie in the mod. though she was old and demoted to a colony ship.

regardless no more pointless arguments over nit picky details (real or made up)

Moderators please lock and/or delete this topic. we have a new thead for the mod.

Reply #1737 Top

It should work, the version I uploaded I tested before uploading. Are you running it in standard sins? This version is not meant to run in Entrenchment.

Also, we have a new WIP thread out, trying to let this one die. Please post all new stuff over there. The link to it can be found above in reply #1731.

Reply #1738 Top

It's in standard and still gettting dumps.  Well I will just have to wait for it for Entrenchment then.

Keep up the goodwork =)

Reply #1739 Top

Are you running the English version of sins? If not that will cause a dump I believe. I'll edit this when i dig up the fix for it.

Edit: The fix for it is really simple. If you are not running the english version of sins go into the SoA2 0.03c folder then into the string folder and rename the string file to whatever language you're using .str  Example: if you're running the german version of sins rename it German.str the mod should work for you then. 

This info is also available on the mod's release page in the OP, my thanks to Major Stress for having that up, here I thought I was going to spend some time going through replies for awhile lol.

Reply #1740 Top

Paki2000, The answer for your problem is in the new thread, page 1 at the bottom of the page.

 

Reply #1741 Top

He got the new version of 0.03c which I already fixed for 1.15 so that's not the issue.

Reply #1742 Top

The galaxy folder is removed. I live in Sweden and I have dl and installed it from impulse so I asume it's the english version even tryed changeing the string to german but still getting a minidump. Is there any other language ?

 

Thx for the fast replays <3

Reply #1743 Top

Guys let this topic die. 1700+ post is much to sift through.

Post on the new topic. Once we all get situated we will update it with all the info you guys need to know to run the mod smoothly. I will have some downtime in a few weeks so i can take care of that.

Make sure you have no entrenchment files. To do this remove the mod, Uninstall sins, and delete all related folders. Do a clean re-install of sins 1.15. DO NOT install entrenchment. Delete your "Ironclad Games" folder as per the readme instructions BEFORE you run sins for the 1st time. Then run sins. Adjust your options, and re-install the mod. Delete the galaxy folder in the mod, and re-name the "english.str" to whatever language version you are using.

Any new issues post on the new topic. Moderators please lock this topic, or delete it.

Reply #1744 Top

Just did what you told me but still getting dumps.  thx for all the help but I will just wait for entrechment.

 

=)

Reply #1746 Top

I dont Know if this has been brought up But most of the work you all are dooing already has been done in a older game calle Birth of the Federation...

All the 3d images, Back story, and tec is all there all you need to do is hack and slash the old game for content...

Reply #1747 Top

How about no...  Using ancient models for a vastly older engine would be sucky.  They want to put out something good, not just something.

Reply #1748 Top

Keep up the great work, I'm anxious to see what you put out. Especially while I wait for STO. :smitten:   So good luck and thanks.

 

 

Oh yeah, make sure you do the klingons justice. :grin:

Reply #1749 Top

Quoting Lurch_Chaos, reply 21
I dont Know if this has been brought up But most of the work you all are dooing already has been done in a older game calle Birth of the Federation...

All the 3d images, Back story, and tec is all there all you need to do is hack and slash the old game for content...

 

BOTF is a great game, thats for sure, old but very nice. However the way they done the '3d' in the battle engine... U dont wanna know hehe. Its old, low poly count and not up to standards for texturing. It did the job for a game in '98. But nowadays it wont do... Thats the reality with ongoing technology. U create something now and its outdated within no time. Thats why u gotta redo the models over n over again every couple of years.

 

Great mod guys, keep up the good work!!!!

Reply #1750 Top

Just to make sure...is there any version that will work with "normal" Sins 1.16?