Major Stress Major Stress

[MOD RELEASE] Star Trek: Sacrifice of Angels 2 0.03b Released (updated 01/10/09)

[MOD RELEASE] Star Trek: Sacrifice of Angels 2 0.03b Released (updated 01/10/09)

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.

1,523,685 views 525 replies
Reply #51 Top

Fixed your Cardassian AI problem, Stress :P

The AI needs a Scout ship to work. The Cardassians don't have one, they only have a Light frigate and a Colony, that's why they get hung up.

For anyone who wants to fix it, just open PlayerCardassian.entity and change

 

frigateInfo
        Page:0
            count 2
            entityDefName "Frigate_CardHideki"
            entityDefName "FrigateTechColony"

to

frigateInfo
        Page:0
            count 3
            entityDefName "Frigate_CardHideki"
            entityDefName "FrigateTechColony"
            entityDefName "FrigateTechScout"

 

This will give them the TEC's scout ship since there's no Cardassian model, and the AI will work fine from then on.

If you'd like, I can also set up all the races to start with the basic 2 constructors/shipyard. It's not hard to do, just need the templates in galaxyScenarioDef, don't need to change the map files at all.

Reply #52 Top

Superb effort Number 1 :dur:

 

Mate my fault, I had to cut the folders out of the soa2 folder and paste them directly in the header folder, if that makes sense.   anyway get that movie fullscreen man!!!!

 

Happy days :cylon:

 

MODS please delete my other post.

Reply #53 Top

Quoting The, reply 2
Superb effort Number 1

 

Mine isn't working properly either X( I enable the mod but the game is running in default mode and shows none of your factions mate.  I know it's not working as it does not play the movie on startup.

 

NOTE: DO NOT use the Sins Developer.exe to run the mod. There are many string errors. While they wont crash the game, it will take a long time to click "skip" for all the string errors. We are working on fixing this.....Do you mean I can't start the game from my desktop shortcut icon?

 

 

Reply #54 Top

Do you mean I can't start the game from my desktop shortcut icon?

No, the developer .exe is a special executable  included in the mod pack that lets you see errors, spawn ships and such on the fly. There's no shortcut for it, you have to specifically run it.

So, you're fine :P

Reply #55 Top

Quoting Annatar11, reply 4
Do you mean I can't start the game from my desktop shortcut icon?
No, the developer .exe is a special executable  included in the mod pack that lets you see errors, spawn ships and such on the fly. There's no shortcut for it, you have to specifically run it.
So, you're fine

 

Thanks mate.  See you  all in a few weeks/years!!!

Reply #56 Top

Quoting Annatar11, reply 1
Fixed your Cardassian AI problem, Stress The AI needs a Scout ship to work. The Cardassians don't have one, they only have a Light frigate and a Colony, that's why they get hung up.For anyone who wants to fix it, just open PlayerCardassian.entity and change frigateInfo        Page:0            count 2            entityDefName "Frigate_CardHideki"            entityDefName "FrigateTechColony"tofrigateInfo        Page:0            count 3            entityDefName "Frigate_CardHideki"            entityDefName "FrigateTechColony"            entityDefName "FrigateTechScout" This will give them the TEC's scout ship since there's no Cardassian model, and the AI will work fine from then on.If you'd like, I can also set up all the races to start with the basic 2 constructors/shipyard. It's not hard to do, just need the templates in galaxyScenarioDef, don't need to change the map files at all.

Thanks for finding how to fix it. :) Now to see how many Galors, Keldons and Hideki class ships I get to destroy.

Reply #57 Top

One more thing, you can't use the Breen ship's special ability since the ship has no antimatter.

Reply #58 Top

Stress, this is wonderful!  I've played only a few minutes, but enough to blast an Elite Akira with a D7, Vorcha, B'rel, and Elite Vorcha.  What a beutiful explosion sequence too.

I'll get on the racepics in a few, I'm doing a set for 7 Deadly Sins.  You may get a copy that has some 7ds stuff in it, but it'll contain all you need, with basic coding done.  You'll need 1 line of text per race to get them to work.

Also, I have permission from some folks to use some good music for Klingon battle sequences for 7ds (though I still need to ask Dan if he'd like to).  Since this is the actual trekmod, it should do well here too.  http://www.youtube.com/watch?v=GYJjtwkiiTY is the song playing with some trekgame (I didn't make the vid).  It may be nice to have a loadscreen tip or something pointing out what it is to give credit to the folks who made it.

If you don't have a copy of music for the other factions, I have music for most somewhere around here.  Klingons and Romulans for sure.  Not sure about Cardassian, no Dominion. 

Reply #59 Top

thx annatar for the fix works perfect

 

major stress i found something that needs balance i thought to post here to help you a little

dominion:the big cap ships[dont know the name]need to be a little less expensive because they are not as strong as

the klingon vorcha or the federation galaxy class also the little dominion ships need more attack power because i encountered a fleet of them 30+ ships with my 8 vorcha and killed them all with only lose of 1 vorcha

federation: later in the game i think this faction is way overpowered because when the galaxy class ships start mass rolling out nothing can stop them

klingon: the vorcha need to be a little more expensive otherwise they just steamroll the dominion

thats my 2cents

greetz

note: i know you are still balancing and this i just a demo but maybe my post will help if not then thats fine too

 

 

 

 

 

Reply #60 Top

Quoting rayredlab, reply 9
thx annatar for the fix works perfect
 
major stress i found something that needs balance i thought to post here to help you a little
dominion:the big cap ships[dont know the name]need to be a little less expensive because they are not as strong as
the klingon vorcha or the federation galaxy class also the little dominion ships need more attack power because i encountered a fleet of them 30+ ships with my 8 vorcha and killed them all with only lose of 1 vorcha
federation: later in the game i think this faction is way overpowered because when the galaxy class ships start mass rolling out nothing can stop them
klingon: the vorcha need to be a little more expensive otherwise they just steamroll the dominion
thats my 2cents
greetz
note: i know you are still balancing and this i just a demo but maybe my post will help if not then thats fine too
 
 
 
 
 

 

Mod isnt BALANCED yet :P

Reply #61 Top

Boom-Da-Yada

BOOM-DA-YADA!!!

Reply #62 Top

I must say, i am impressed. Realy. I hope the full release have some crispy surprises. If u need some ideas for starbases and all, try star trek bridge commander or the last one, startrek legacy. I hope more klingon vessels and more sounds will come. The demo makes me hungry on way more! I run the game and mod on vista ultimate and no probs here or crahs. So keep up the good work, if u need some drawings or somthing els of help, pm me. Maybe i can help u out.

 

Anyways, nice art mod and hungry for way way waaaaaaaaay more!!!

Reply #63 Top

Ships look awesome great job

Shame there's no NX-class though, that was a beuatiful ship (I'm well aware it's several centuries out of date)

For the Federation colonizer frigate, I was thinking you could use the Nova-class (USS Equinox), since that was a science vessel equipped with landing struts

Reply #64 Top

This is a TNG era mod so nothing from the ENT era will be in it.

Thank you 1Spartan for the mirror download link :)

Thank you Annatar for pointing this error out. However the Federation, Breen, and Dominion dont have scouts ether. Yet they act as they should. So i am at a loss.

All of the lack of balance issues i am well aware of. Please dont post any more about balance problems. The demo is just meant as a show of things to come just for fun, and not meant to be used in any kind of real competition. Read the readme in the mod. It will explain everything. If you are worried about Galaxy swarms then increase the price of them.

The Dominion Devastator doesnt have all of its weapons yet. I still need to re-hardpoint the ship, and to make effects for the weapons.

The Elite Galor turns broadside even though i classed it as a battleship (which it most certanly is not). Both the Galor and Keldon dont have all of their weapons hardpoints yet.

I got plans for the Nova.

 

 

Reply #65 Top

I am feeling rather foolish but I cannot find my Mods folder to plug in the demo.

Here is my situation: I have been a beta tester for Sins and thatupgraded beta to the current 1.05 version is what is on my computer now. I have the unopened boxed game that was sent to me when the game was released. Now since I simply upgraded the various builds of the game through stardock is that why I don't see an Ironclad folder?

Reply #66 Top

you probably have show hidden files, and folders unchecked in your windows folder options.

 

Reply #67 Top

C:\Documents and Settings\username\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods\SoA2

there it is for xp but it will not work for the old version just unistall after uninstal also delete it in documents and settings like shown above for a fresh install DONT INSTALL BETA 1.09 just the version 1.05 then after install extract the file to

 

C:\Documents and Settings\username\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods

then i am sure it will work i did it this way remember to enable the mod go to game options ingame and click mods

 

Reply #68 Top

Quoting Major, reply 16
you probably have show hidden files, and folders unchecked in your windows folder options.
 

No,this is checked....hmmmn,think i'll uninstall and reinstall using the game disc and see what happens then.

Quoting rayredlab, reply 17
C:\Documents and Settings\username\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods\SoA2
there it is for xp but it will not work for the old version just unistall after uninstal also delete it in documents and settings like shown above for a fresh install DONT INSTALL BETA 1.09 just the version 1.05 then after install extract the file to
 
C:\Documents and Settings\username\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods
then i am sure it will work i did it this way remember to enable the mod go to game options ingame and click mods
 

Yes,i'm thinking you are correct and its the modified early beta download thats the problem. In any event I'll know in about 15 min. Thanks for the replies to my situation.

Reply #69 Top

Has anyone noticed that the Defiant has a very wide shot pattern...and it goes to broadside during a fight ;P

Cheers again Stress, settle in and have a cold one  :beer:   

Reply #70 Top

Quoting gihren, reply 19
Has anyone noticed that the Defiant has a very wide shot pattern...and it goes to broadside during a fight
Cheers again Stress, settle in and have a cold one    

LOL!! Yet another bug. Tho i havnt noticed in my version the defiant going broadsides. The wide shot pattern cannot be helped. It is hardcoded in the sins engine. You only have Front, Back, Left, and Right side firing arcs, and they cover 180 degrees on each side. There is no way to limit it. so you are going to have "some" wierd firing patterns. Try to ignore it. The defiants pulse phasers fire Forward, and the beam phaser and aft torpedo all fire Back. Unfortunetly they all cover a hardcoded 180 degrees on the Forward, and Back arcs.

Reply #72 Top

Defiant uses the tech gauss cannon ability as quantums for now until i can make the proper ability, and research for it.

I changed the Devastator, Keldon, and Galor. Added more weapon hardpoints to each ship, and buffed the Devastator to be more durable in a fight. Created some Dominion weapons.

Added scouts to all the factions that didnt have them to fix the AI issues. You can do this too by adding the psi phase, and tech scouts to which ever faction that uses those foundations.

Admiral Cobbs fixed the ships going transparent at warp. I have an LCARs style UI but i am awaiting permission from the "other" trek mod to use it. I also have proper hud ship pictures, and faction icons for the 3 Alliance factions. I just need to find a way to duplicate this for the 3 Dominion factions

Once i test all this stuff ill re-upload a mod and a patch fix.

 

 

 

 

Reply #73 Top

un-freaking-believable. if i could make a suggestion for when you do balance it, cruisers should get scaled down in strength, methinks. the computers go nuts building them, and all of the sudden its defense-defense-defense with defensive turrets that are useless because they are scaled to regular cruisers, not the higher-stat ones like dominion BCs or romulan ships especially.

Reply #74 Top

Quoting Major, reply 20
Quoting gihren, reply 19Has anyone noticed that the Defiant has a very wide shot pattern...and it goes to broadside during a fight Cheers again Stress, settle in and have a cold one    
LOL!! Yet another bug. Tho i havnt noticed in my version the defiant going broadsides. The wide shot pattern cannot be helped. It is hardcoded in the sins engine. You only have Front, Back, Left, and Right side firing arcs, and they cover 180 degrees on each side. There is no way to limit it. so you are going to have "some" wierd firing patterns. Try to ignore it. The defiants pulse phasers fire Forward, and the beam phaser and aft torpedo all fire Back. Unfortunetly they all cover a hardcoded 180 degrees on the Forward, and Back arcs.
Why did you only add rear beam and torpedos on the defiant? I added in front left and right firing dmg to the defiant beam and front to the torpedo. I will see how this plays out.

I am trying to add planet bombing capability to the D'dedeirx cruiser but it keeps crashing. I am copy pasting

canBomb TRUE

hasBombingLevels FALSE
baseDamage 45.000000
basePopulationKilled 1.750000
bombingFreqTime 10.000000
baseRange 3000.000000
bombTransitTime 4.000000
bombEffectCount 2
bombEffectAngleVariance 2.500000
bombEffectsDef
    weaponType "Beam"
    burstCount 1
    burstDelay 0.000000
    muzzleEffectName "Weapon_PhaseCapitalPlanetBombing_Muzzle"
    muzzleSoundMinRespawnTime 0.100000
    muzzleSounds
        soundCount 1
        sound ""
    hitEffectName "Weapon_PhaseCapitalPlanetBombing_Hit"
    hitHullEffectSounds
        soundCount 1
        sound ""
    hitShieldsEffectSounds
        soundCount 1
        sound ""
    beamEffectSounds
        soundCount 1
        sound "WEAPON_PHASEPLANETBOMB_LOOP"
    beamGlowTextureName "PhaseCapitalBombingBeam_Glow"
    beamCoreTextureName "PhaseCapitalBombingBeam_Core"
    beamWidth 30.000000
    beamGlowColor ffffffff
    beamCoreColor ffffffff
    beamTilingRate 3.000000
mainViewIcon "MAINVIEWICON_CAPITALSHIP_PHASEBATTLESHIP"

 

From the Capital ship version. Anyone know what I need to change here to give the cruiser planet bombing ability? The same beam type that the capiital has. Also if anyone can show me a list of the names for capital ship abilities? I gave the venture colonize cause well galaxies do that sort of thing. Id alos like to fill in the blanks for other cap ship abilities but I need to find a list of names I can use to add them in.

Reply #75 Top

mezlabor,

You may want to look at siege frigates for the bombing data, and capship files for the ability names. Any one you are specifically looking for?

 

:fox: