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[MOD WIP] Star Trek: Sacrifice of Angels 2 - 0.9.5R Update 7/09/2024

[MOD WIP] Star Trek: Sacrifice of Angels 2 - 0.9.5R Update 7/09/2024

https://www.moddb.com/mods/sacrifice-of-angels-2/news/sacrifice-of-angels-09r-released

Can anyone remember when we used to be explorers? - Jean Luc Picard

 

FED
KLI
ROM
DOM
BORG
NPC

 

12,647,249 views 5,100 replies
Reply #451 Top

Ship of the (Yester)Day

Class: Intrepid Class Starship

Affiliation: Starfleet, United Federation of Planets

Description: Following the devestating defeat to the borg at Wolf 359, Starfleet ship designers turned their attention to creating battle-oriented starships such as the Defiant and Akira Classes.  However, since Starfleet also remained chartered as the exploratory arm of the Federation, work on exploratory vessels did not stop: in many ways, it was able to move forward unhindered by the military needs of Starfleet Command for the first time in decades.  The first great success of this development process was the Intrepid Class.  Built as an exploration-oriented medium-cruiser for extended duration in the far reaches of Federation space, the Intrepid boasted abilities that had been ruled out in earlier designs.  The variable-position warp nacelles, combined with advanced computing systems capable of making adjustments to the warp field every 10^-18 seconds, permitted Intrepid Class starships to become the fastest starships ever built.  After the loss of the USS Enterprise (NCC-1701-D) in 2371 and the subsequent, sucessful (though irreversible) planetary landing of the Primary Hull, the design yard at Utopia Planitia concluded that planetfall and liftoff capability was possible for the Intrepid Class with minimal impact on ship arrangement.  This capability was designed and implemented within months, being sucessfully installed on the second ship of the class (USS Voyager) prior to her launch the same year.  The Intrepid Class was initially critisized by Starfleet command as being too generic at a time when Starfleet was moving toward specialized military starships (e.g., Akira Class) and research starships (e.g., Nova Class).  However, following the return of USS Voyager from the Delta Quadrent, Starfleet command ordered a re-evaluation.  During this study, many of the systems of the USS Voyager were literally torn down to base parts and measured on the molecular level before being refurbished and re-installed aboard Voyager.  This study determined that the Intrepid Class design and systems were far more robust and far better suited for military missions than previously thought.  As a result of this study, Starfleet increased the procurement rate of Intrepid Class Starships 200% and ordered CAPT Janeway's logs mandatory reading for all officers aspiring to command duty (in addition to selected log readings of CAPTs Kirk, Altruth, Soronis, and Picard).  As of three years following these decisions, the robust Intrepid is beginning to rival the Akira as Starfleet's preferred medium cruiser for military missions.

Abilities: As a result of the aforementioned study, Intrepid Class starships have been outfitted with abilities that make them especially effecive at countering borg vessels.

Reply #452 Top

Quoting cperceful, reply 450
Awesome!

No more Cardassian dogs dirtying the Dominion Fleet!  At least in terms of cap ships..

That's not what I said...

I merely said the lineup would change...

You never know what will happen when you let slip the dogs of war...

Reply #453 Top

The elite dominion lineup should be Enslaver, Devastator, Leviathan, Keldon, Harbinger. With the Leviathan as the colony roletype, but able to carry strike craft.. This lineup is set in stone, and i do NOT want any changes to it. There is one cardassian elite in there for a reason. I placed the Keldon in the carrier slot, and the Leviathan in the colony slot because i thought it would be pretty stupid for the Keldon to be a colony ship. It doesnt matter if any cap ship carrys fighters or not. The AI builds regardless. The AI fighter dependancy is for the hangar defense. Which is probably why the borg are stalling.

When i get some time ill look things over and see what if anything is missing.

Reply #454 Top

Quoting Major, reply 453
The elite dominion lineup should be Enslaver, Devastator, Leviathan, Keldon, Harbinger. With the Leviathan as the colony roletype, but able to carry strike craft.. This lineup is set in stone, and i do NOT want any changes to it. There is one cardassian elite in there for a reason. I placed the Keldon in the carrier slot, and the Leviathan in the colony slot because i thought it would be pretty stupid for the Keldon to be a colony ship. It doesnt matter if any cap ship carrys fighters or not. The AI builds regardless. The AI fighter dependancy is for the hangar defense. Which is probably why the borg are stalling.

When i get some time ill look things over and see what if anything is missing.

There will be a cardie cap within the dominion line up. I dont want to reveal our plans so I will pm you. thanks jtaylorpcs

Reply #455 Top

freakin forums double post

Reply #456 Top

Love the mod! It looks great!

Possible unbalance prob:  It seems the starting Capital SHip for the Klingons is overpowered compared to some other races. A single Klingon starting cap(V'Dleh Class) can easily destroy the starting Federation and Borg caps (haven't tried Dominion or Romulans yet) even if those other caps have a small(5-7) frigate fleet with them, and the V'Dleh would still have 70-80% of it's shields left.

I noticed a few things about the V'Dleh class:

1. It has 3 weapons to start with, 2 of which do 100+ damage. Neither the FED or BORG starting caps have near that kind of firepower.

2.  The 'Cleansing Brilliance' ability does 6000 damage and can be chosen at level 1(!)

3.  It also comes with the Colonize ability, which enhances it's power in the early game even more.

Reply #457 Top

Is it me or is the Nova class's texture bugged?

Reply #458 Top

Sorry, fighters on the keldon was actually my fault. I forgot (again) the leviathan was in the colony role lol.

Reply #459 Top

Darth, as far as I could see (I was playing multi), the Cleansing Brilliance does nothing damage wise, rather just disables the other ship, very similarly to what the ion bolt does.

 

ice, I can confirm that there's something weird about the Nova texture, as it kind of fuzzes around the edges (but differently on two different machines)- and when set against a green star backdrop (and presumably the other ones) it almost completely loses its texture. I'll let you report it to their code site though, they'll probably be getting annoyed with my reports by now lol.

 

Their code site is here:  http://code.google.com/p/sinssoa2sacrificeofangels/

Reply #460 Top

There was a bit of a glow on the Nova, which has now been fixed I believe.  As far as the texture's disappearing when you're facing the sun, that's simply a matter of lighting and shadows.  The texture doesn't actually disappear completely, does it?  It should just be the parts of the ship that aren't being hit by any lighting effects at certain angles. 

Reply #461 Top

Mystic, haven't checked the Nova out against the sun since the hotfix, but as far as I recall it went back down to the model mesh, like what happens when you change graphics settings. It come back after a few seconds though, so maybe it was just my pc having a random issue addressing the texture in memory or something.

Reply #463 Top

Quoting Micael456, reply 461
Mystic, haven't checked the Nova out against the sun since the hotfix, but as far as I recall it went back down to the model mesh, like what happens when you change graphics settings. It come back after a few seconds though, so maybe it was just my pc having a random issue addressing the texture in memory or something.

Nope I can still see the team color layer, as far as I can tell, one of the borg cubes also have the same problem, and all my graphic detail are high.

And also, there is a bug where the ships would go way way outside the bottom of my grav well chasing nothing but fighers, perhaps making fighter killing a less of a priority for the Feds, I would certainly lose less ships and take less time for the ships to come back to the main battle becasue it is taking forever for the ships to come right back, and besides, we are talking about way way down, coming up the ships are literally vertical

Reply #464 Top

The team color issue with the Borg Cube and the Nova have both been fixed, but I'm not sure whether it made it into the hotfix.

Also, please make sure you have the Team Color option turned off to avoid this right now if you haven't already done say.

Reply #465 Top

Quoting ice27828, reply 463


And also, there is a bug where the ships would go way way outside the bottom of my grav well chasing nothing but fighers, perhaps making fighter killing a less of a priority for the Feds, I would certainly lose less ships and take less time for the ships to come back to the main battle becasue it is taking forever for the ships to come right back, and besides, we are talking about way way down, coming up the ships are literally vertical

 

My ships do that too chasing other ships, not just fighters, but I don't think it's a bug.  I think they expanded the limits of what a ship can do on the Z-axis... I kinda like it actually, it makes the space around a planet seem less flat and more 3 dimensional, like Space should be.

Reply #466 Top

I'd post this on the debug site but it says I cant even after I created an account.

Either way, the Quantam Shield Harmonics ability is still causing problems because the max mitigation set for a ship  doesn't seem to take the bonus mitigation into account. So the mitigation is still going over 100% and causing enemies to cease firing.

Also, in a game I started last night on a random map the Ice and Volcanic planets had extractors of the wrong type on them. My volcanic had 1 crystal and 2 metals and my ice had 1 metal and 2 crytals.

Reply #467 Top

I'm not sure I see the problem with the extractors?  Ice planets have more crystal resources and volcanic planets have more ore resources.  There's nothing wrong with that.

The issue with extraction rate on those planets has also been addressed and will be in the next patch.

Reply #468 Top

OK, let's see if this works.  I just took a screenshot of the Borg Coffin and the little white square graphic bug...

It comes and goes and i'm not sure what it's supposed to represent.  Also sometimes there's even smaller white sparkles (???) around it.

Reply #469 Top

Excellent... it came out!  OK, I drew red circles around them... see???  Those little white squares... I don't know what they are, except I'm pretty sure they shouldn't be there...

Reply #470 Top

Quoting Mystic, reply 467
I'm not sure I see the problem with the extractors?  Ice planets have more crystal resources and volcanic planets have more ore resources.  There's nothing wrong with that.

The issue with extraction rate on those planets has also been addressed and will be in the next patch.

I didn't think they were supposed to be like that since the they didn't provide any income. Since it's supposed to be like that I'll just wait for the next update that fixes the income issue.

Reply #471 Top

Quoting just_jim, reply 469
Excellent... it came out!  OK, I drew red circles around them... see???  Those little white squares... I don't know what they are, except I'm pretty sure they shouldn't be there...

This is being adressed in the next patch. Those are what you get when you have missing particle effects, ships referencing a non-existent particle effect, or some other reason why the particle effect isn't showing up.

Reply #472 Top

Quoting Dragoon4ever, reply 471



Quoting just_jim,
reply 469
Excellent... it came out!  OK, I drew red circles around them... see???  Those little white squares... I don't know what they are, except I'm pretty sure they shouldn't be there...


This is being adressed in the next patch. Those are what you get when you have missing particle effects, ships referencing a non-existent particle effect, or some other reason why the particle effect isn't showing up.

Ahh, I thought it might be something like that.  OK, so long as you guys already know about it, cool!!!

Reply #473 Top

Quick question. What should be the correct checksum for the mod? i downloaded the first loadup and then i got the hotfix at release, and my friend downloaded the more recent upload, and we have different checksums, so i was just wondering what the correct one should be.

Reply #474 Top

About the extractor bug, the odd extractor on each planet (ie the metal extractor on an ice planet) produces no resources for me. It's 0.00, is it supposed to be that way or did I miss something?

Reply #475 Top

Nevermind on the checksum, i got that figured out.

Another issue, however, is the federation abilities that give the ships over 100% mitigation (cough nebula cough).

I had 6 level 10 tactical cubes, backed by a lvl 10 queen's diamond and a lvl 10 scout cube about 7 other cubes around lvl 5, and 30-40 borg heavy cruisers. They warped into a federation grav well joining battle with a whole mess of nebula starships. The nebula's mitigation was roughly 130-150 each, and i lost 3 of my level 10 tactical cubes plus nearly all of my cruisers, retreated, and barely scratched the fed fleet while the remainder of my ships were damaged quite a bit.

Now, i dont care how balanced the game truly is, but a fleet of level ten tactical cubes backed up by a bunch of other powerful borg ships should NOT be defeated like that. If anything, the battle should have been the other way around, with my cubes hardly being scratched.