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[MOD WIP] Sacrifice of Angels 2 Entrenchment

SoA 2 0.3e.102

By on July 3, 2009 4:21:42 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

SoA2Team

Join Date 03/2009
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Welcome to the WIP thread for Star Trek: Sacrifice of Angels 2

News, and Mod announcements for SoA 2 will be posted here on the main topic as it happens. Only post topics concerning the Entrenchment version of SoA 2.

The goal of this project is to bring Star Trek to Sins of a Solar Empire. The way the original SoA mod did it for Homeworld. We are using many assets from SoA1 plus some original, and 3rd party work from the finest artist of the Star Trek Mod Community.

SoA 2 versions 0.01 to 0.03 were succesful in accomplishing the task of determining what gameplay features we need for the mod. Now that Entrenchment is here it is time to bring SoA 2 into the expansion, and incorporate all of the expansions features. Like Dynamic ship movement. Research, Functional Starbases, and More ship types for each faction.

The Pre-Entrenchment version of SoA 2 will no longer be supported, and it will no longer be updated. As of sins patch 1.18 SoA2 for Pre-Entrenchment is considered DEAD. We will only support the Entrenchment version of the mod from this point forward. The same fate will happen to the Entrenchment version of the mod once Diplomacy is released.

The current version of the mod is SoA 2 0.3e.102 download it here

SoA 2 0.3E.102

SoA 2 0.3e.102 is essentially a fixed version of 0.3e.101

The Readme has been updated so check it out.

Here is an Alternate Filefront link

SoA 2 0.3e.102 @ Filefront

You must have Entrenchment patched to version 1.041 to run this mod. There is no need to convert it with Harpo's tools

There are still crash issues being reported with this build of the mod. We are currently rebuilding the mod from scratch to fix these issues

Next update 0.3e.9 will be a complete rebuild, and overhaul of the mod.

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To celebrate the 10th anniversary of Homeworld the remaining members of Trekmods have released the final version of the original Sacrifice of Angels mod for Homeworld. See how it all began, and see how it evolved into SoA 2. See the original SoA mod.

                                                        The Original Sacrifice of Angels Mod

 You will need the original Homeworld game patched to 1.05 to run the SoA mod.

Extract all contents of the zip folder into your Homeworld directory


Planned Multiplayer Games

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TBA

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Team Meeting

TBA

Time: TBA

 


Videos:

Defiant Test

Dynamic Movement test

 


A lot of work went into the Entrenchment version of this mod. Literally a full reconstruction of the mod from scratch was required. However, The mod is far from complete. There are still models, and factions that need to be added, and/or replaced. This release like all of the previous releases is a "work in progress" release. Many updates, and changes will come as time progresses.

 


Playable races in SoA 2 version 0.3e.102 will be the Federation, and the Klingon Empire. Other work in this version includes ships getting dynamic fighter style movement, and customized research trees. Future versions will add in the missing factions from 0.03c, address other issues, and bring more into the mod. 

Update 0.3e.9 Will have all of the "Original Sins" 0.03c factions back. The Federation, Klingons, Romulans, and Dominion (with Breen support units, and Cardassian battle thralls). Essentially 0.3e.9 will be in the same state for Entrenchment that 0.03c was for Original Sins. Updating to Entrenchment, and fixing what the related Entrenchment patches broke really set the mod back, and costed us valuable time fixing problems when we could have been adding structures, and research to the mod. We basically moved backwards. Untill now.

The Borg are intended to be added in a later update as a playable faction.

FAQs

Will the ships use dynamic or fighter style movement? Yes, all ships will use the fighter style movement except for the larger Borg ships.

Will the Elite Units (Capital ships) have abilities? Yes, right now they each have place holder abilities until we finish other work.

Will the tech trees be changed from the original trees? Yes, this has already been worked on, but is still a WIP.

Will the Romulans, The Defiant, and some Klingon ships be able to cloak? Yes they will. The Cloak ability is still a WIP, but it is much better than the 0.03c test cloak.

Can the Borg use transwarp conduits? Yes. That too is being worked on. The Borg will use modified phase gates to simulate its transwarp ability.

Will the Borg be so powerful that it will be sick? Ummm.. No. They will indeed be powerful, but balanced. You will still need a fleet to take out a standard cube, but not a "huge" fleet.

 


Can I help out the SoA 2 Team? Of course you can. After this version is released we will be accepting bug fixes. Also Community Contributions (ships, abilities, etc.) will be accepted after the core work is done (all races in and balanced). If we like what you submitted, and/or it improves, or fixes the mod we will use it in our next update, and YOU will get the credit. All Community Contributions MUST be in mod format (Folder\File. Example: Textures\Hyperspace.dds, or Gamedata\PlayerFederation.entity). All contributions MUST be Developer.exe error free, and working in game before you send them.

Please send Community Contributions to:

SoA2Contributions@hotmail.com

Debugging site for posting and tracking bugs, errors and problems or enchancement requests. Help us make a better mod by reporting all bugs, no matter how small they are to us, this will help you have a better mod to enjoy.:

http://code.google.com/p/sinssoa2sacrificeofangels/

When you submit a bug check for updates at: http://code.google.com/p/sinssoa2sacrificeofangels/updates/list. Sometimes we are waiting for updates.

You can now vote on fixes. You can do this by starring topics on the issues page. The more stars on a topic the sooner it gets fixed!

We also have a Wiki Page for the mod:

http://code.google.com/p/sinssoa2sacrificeofangels/w/list

 


Installation of the Mod.

The Sins mod folder is located at these locations. Depending on your Operating System.

(NOTE: You may have to go into your windows options to "Show hidden files, and folders" to see the sins mod folder).

For Windows XP Users:

C:\Documents and Settings\"your user name" \local settings\Application Data\Ironclad Games\Sins of a solar Empire\Mods-Entrenchment v1.041

For Windows Vista, and Windows 7 Users:

 C:\Users\"your user name"\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.041

 

For best results install the mod on a "clean" install of SotSE:Entrenchment with no other mods in your mod folder.

 

Create a new file in your sins mod folder called "SoA 2". Then open the mods RAR file, and navigate to show the folders "Galaxy, Gamedata, Textures, Mesh, Etc. Etc.". Then select all, and drag it all into your newly created "SoA 2" folder.
Then run Entrenchment. Go to Options\Mods. You should see "SoA 2" on the list. Enable the mod, and enjoy.

 


Planned 0.3E.2 changes:

-Armor types redefined
-Attack types redefined
-Supply cost increased
-Defiant stats adjusted
-XP for ships now properly scaled
-Shield Mitigation rescaled

Planned 0.4e changes

All previous mod build issues fixed. The Romulan, and Dominion Factions fully re-enstated, and balanced. Working cloaking devices. Strike Craft re-enstated (maybe). Total LCAR's UI

Planned 0.5E, or D depending if diplomacy is out.

Switch to SotSE: Diplomacy if it is released at that time. All Entrenchment mod support ENDS at that point.

Dominion faction re-enstated, and balanced. Rebalancing of all other factions. More ships and/or effects added to utilize new Diplomacy ship slots.

Planned 0.6D changes

The Borg are finally intergrated into the mod as a playable faction. Defenders will be made into "ships of the week" as seen throughout TNG, and DS-9. Pirates changed into ether Orion, Renegade Cardassian, or Sona. Final decision TBA.

0.7D, 8D, and 9D will be final tweaks fix's and replacements of the 3rd party model placeholders with our own artwork. Leading up to the final SoA 2 1.0 release.

 

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There has been 3956 downloads since the mod was released! thank you all! 

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July 3, 2009 4:24:06 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

As the main topic says. Darkshimmer is now the SoA 2 project lead. Major Stress will assist when he can. Nothing else has changed as far as other team members, and Beta Testers.


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July 3, 2009 5:59:28 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

  Its continuing.

You guys are the best.

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July 3, 2009 6:03:41 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Awesome! the mod lives on.

Big onya stress and good luck to the SoA2Team.

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July 3, 2009 6:15:03 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

If it is needed and since I am no longer tied up with the B5 mod, I can help you guys out by creating player portraits, music scores and dialogue sounds for the mod like I did for the Cardassians a long time ago.

In any case, good luck!

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July 3, 2009 7:06:27 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Glad to hear this is still going forward.

No hard feelings Major Stress.

Darkshimmer, I'm ready, willing, and able to help out wherever I can.

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July 3, 2009 7:12:50 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

If you guys need file hosting space (so you don't have to put your files up on crap sites like RapidShare etc) I will happily oblige. No ads, fast downloads from a 100mbps symmetrical connection, direct links.

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July 3, 2009 7:31:43 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I apologize for being snarky to Stress too. Everybody has rough times. I, barely being more than an observer, shouldn't have been abrasive either.

I appreciated his final post in the old thread.

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July 3, 2009 8:49:02 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

sorry guys i haven't been around work has me pretty tied up atm. 


Loki i got a borg balance sheet done for you, still needs tweaking, please remove the borg cube as a cruiser, its not going to work i'll explain why later.

Dragoon, lets round up the beta team, who are active, those who are not lets remove them from getting access. Also need you to record bugs and post them on the main post please. 

Obviously we still have things to do and with my limited time i will most likely release the mod shortly and ask the community to contribute from there forward. If you have stations or abilities you want to be in the mod, please email them to me so i can look at them, I would also ask that you post bugs here for the mod team to record and test, then we will patch as needed. 

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July 3, 2009 8:52:49 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

All testers who are still going to be testing email, IM or pm me please so I can get the list to Shimmer. I'll be sending out emails also.

Any bugs found you can send to me or post them and I'll get them up on the main topic.

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July 3, 2009 9:02:09 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

If you guys need any more testers due to a drop-off in the list of previous testers, let me know. I am a software engineer by profession and have debugged my fair share of mini dumps with SOASE mods, using the dev exe, interpreting its cryptic error output, and so forth. If desired, I am also able to implement balance changes in the .entity files if they are described to me -- it takes less time for someone to write up "change X attribute to Y" or "make X ship slightly faster" than to actually edit the .entity file, test it, fix minidumps, etc.

So yeah, not sure how "open" this project is, or whether it needs more contributors and testers -- but if so, get in touch!

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July 3, 2009 10:52:21 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

mm so confusion over ill need re inviting to sync i left after what stress had put in fear of losing all the work (not just the borg) there

kk will talk about the cube i am sure there is some way to have the "cake and eat it too" the idea i had with it was allowing the player to have more than one cube lol in any battle but lets say if 20 cruisers can kill it (lets say the cost of 1000 , 200, 200 per fed cruiser vs the borg cube) then the cube would cost the same so e.g. 20,000 4000 4000 not to mention the build time of atleast 5mins ! lol

in terms of the offers above from what i have been working on aka the borg they need icons + portraites doing since i totally lack those skills ! In terms of sound and speach files etc i stll need a few but will need to talk about those (perhaps a borg UI lol if its even possible to have multiple game UIs)

I shall see if i can also get the klingon tech tree finally finished before i turn my full attention to the borg !

 

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July 3, 2009 11:03:30 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

WOOT WOOT SOA 2 LIVES.  I will need re invited to snyc as well . Followed suit with loki .

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July 3, 2009 11:29:35 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Cool stuff, gents! Eagery waiting progress!

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July 3, 2009 12:22:20 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Awesome!! Hate to be a ass, (then again, I wouldn't be the first) but I would be very cautious about what "help" is accepted as another tantrum may be thrown that could set the team back again.

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July 3, 2009 1:17:38 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

You dont have to worry about any more of my "Mental meltdowns". Maybe just a snide comment, or two

That incident was the first, and LAST time it will happen. A straight 8 hours of sleep fixed that problem. Of course when i woke up i said WTF was i thinking? I took measures like having the previous topic locked and a new one started to make sure it wont happen again. It is obvious my RL problems are causing too much trouble. I come here, and do this to get away from my troubles.. not cause more. That is why Shimmer is now in charge. It is done. Let us move on.

Darshimmer you "should" already have everything i have finished so far. The only thing i am still working on is the fed starbase, and that is 99% finished. Just needs some more UV remapping. Of course XSI, and Vista dont mix very well. So i may just send the re-mapped 3ds to you and let you convert it.

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July 3, 2009 3:50:32 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Sweet the mod lives on but i am still guessing that the new patch wont come to after the summer

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July 3, 2009 4:58:04 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Good to hear you've come to your better senses stress.

 

Its ok, every body's allowed an outburst now and then. At least your better than 99.999999999% of the internet (I may have left out some 9s)

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July 3, 2009 5:08:12 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
I hope the mod adds some distance between ships. One of the few flaws of Sins is how the ships can all clump up on each other in formation, with pretty much zero distance between each other. Basically, they look like they're grinding down each other's hulls. This uh, looks really bad and we all know that ramming is pretty devastating in Star Trek.
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July 3, 2009 6:25:51 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I am so relieved that this is not going to completely come to a halt.

Thanks for all of the hard work that you guys have done and I am proud to say that if we can see progress like we were seeing before the new SOASE patch, than I am quite confident that a new version should be quickly on the horizon.

As for your meltdown Stress, it's alright.  If everyone hasn't been able to notice yet that's kinda what you do, get worked up (stressed like your name implies).  I am just glad that everything got resolved and didn't end badly for everyone.

Take care guys and I'll see you around the forums.

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July 3, 2009 6:39:27 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting darkshimmer,

Obviously we still have things to do and with my limited time i will most likely release the mod shortly and ask the community to contribute from there forward.

Way to go. I have already extensively remodded 3c and are looking forward to to playing and modding the entrenchment version. I would be happy to contribute anyway I can with the mod.

Thank you to everyone who contributed to 3c. An awsome mod that can only get better.

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July 3, 2009 6:55:38 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

just to let everyone know there has been 2796 downloads since I uploaded soa 2 0.3c on the 8th of may , and to keep an eye on the thread

harpo

 

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July 3, 2009 7:54:04 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Sorry Stress I didint want to disturbe you but have you been able to se Empok that I have done ? Tnx.

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July 3, 2009 11:06:55 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Interesting.

Quoting DeltaAssault,
I hope the mod adds some distance between ships. One of the few flaws of Sins is how the ships can all clump up on each other in formation, with pretty much zero distance between each other. Basically, they look like they're grinding down each other's hulls. This uh, looks really bad and we all know that ramming is pretty devastating in Star Trek.

Given the size of the ships, it will bound to clump, even the basic ships clump together, unless if they all move at the same speed, otherwise you will get ships boucing around to get to their spot

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July 3, 2009 11:13:38 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting LegateBesla,
Sorry Stress I didint want to disturbe you but have you been able to se Empok that I have done ? Tnx.

Yes i did, sorry i haven't got back with you. Many things going on as you can understand. The original Nor Station model that we planned on using IMO is a better choice for the mod.

The plan is that we are going to release what we have finished so far. In about a week or so. Im not sure exactly when. It depends if we can get the dump situations with the borg fixed, and the dev exe errors ironed out. I spoke with Shimmer, and he said this would be the best thing to do for now. Understand the entrenchment version is still in a beta state. Much will be incomplete, and there is still a tremendous amount of work yet to do. Some things like the Fed starbase wont have a model (using default sins model with fed starbase stats).

After the release we plan on letting the community contribute to the mod. This is something else Shimmer and I discussed. Wether it be models, ability's, stats, etc. Just do not take it personal in any way if what you do gets rejected in favor of something else that we feel is better. Both Shimmer, and i are extremely busy in RL. So the community contribution plan we feel is the best way to go.

We tried to give the ships more spacing. While we got them to spread out a bit in formations, it seems there is nothing to stop the ships from clumping together, or going out of thier way to hit the damn asteroids.

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July 4, 2009 12:24:08 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Wow, a new start over...

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