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[MOD WIP] Star Trek: Sacrifice of Angels 2 - 0.6R bEta RELEASED

Looking for Modelers and Texture Artists

By on December 14, 2009 11:11:20 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums External Link

SoA2Team

Join Date 03/2009
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Sacrifice of Angels

This IS your Fathers Star Trek.

 

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

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Mod Info
Back Story
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Debug & Requests

 

Previous versions of SoA 2


The Original Sins version, and Entrenchment version of SoA 2 is no longer supported!
If any 3rd party wishes to port Diplomacy, and Rebellion changes and upgrades to Entrenchment, or Original Sins, you have our blessing. We just do not have the time, or manpower to do it ourselves. If you do this please contact the team so we can give proper credit where it is due and post links.

 

SoaSE: Entrenchment v1.055

Sacrifice of Angels 2 v0.4.E65

SOA2 Entrenchment Fleet Mini-Mod

This release is not complete in any way shape, or form, but it is playable. Please read all of the applicable read me files. This version is the last version released for SotSE: Entrenchment. Balance has NOT BEEN ADDRESSED 100%. Not all units, are in the mod. The UI is a rough early version of the LCARS UI. SoA2 0.4E as with SoA2 OS is available only as a COURTESY for those that do not own Diplomacy, Trinity, or Rebellion. The Entrenchment version of SoA 2 is no longer supported. So Use this mod AT YOUR OWN RISK.

 

Original SoaSE v1.95

Sacrifice of Angels 2 v0.40S

SoA2 OS is a complete rebuild of 0.03c using some of the 0.4e components. It is a very old, and incomplete version of the mod dating back to 2008. It does not have the same features as the expansion versions of the mod do. Use this mod AT YOUR OWN RISK. SoA2 OS is available only as a COURTESY for those that do not own Entrenchment, Diplomacy, or Rebellion.

Understand that Original Sins of a Solar Empire is VERY limited compared to Entrenchment and Diplomacy. Most of the mod features we have in the expansion versions of SoA2 are NOT in Original Sins. Example: Dynamic Ship Movement, Star Bases, Structure Upgrades, etc. So this version of SoA2 will be a different experience than the expansion versions.

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May 8, 2012 9:56:04 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Which 90% of the SoA2 models tangents suck, because they are all quick n dirty tangents. I never have had the free time nor the patience figure out how to make the "proper" tangents. Every time i try it fails. Its been explained 100 times over, but its still all greek to me. Which is why i stick with 3dsmax. It's the only modeler i truly understand.

 

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May 8, 2012 10:59:52 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

By tangents I mean more how it looks ingame... Bah, I do the quick method in Softimage (aka. pray it works) with mixed results and I also suck at explaining. I'll get a few pics of what I mean tomorrow or something.

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May 12, 2012 11:06:07 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

First off Love the Mod , as a hard core Trekkie cant get enough of it...its the best star trek GAME i ever played!

 

Anyways i always play on the Hardest Difficulty Vs several AI if that matters as far as this question goes.

 

Now I'm trying to learn how to play as the Dominion, (Which at first glance appears to be very weak even when mixing fleets but is probably a Learn to Play issue) .

 

Anyways as to my BUG?! question... i have a 1500+ slot Fleet 20+ weapons platforms a star base and 2 NOR stations...that Cannot KILL 1! romulan Flagship Z-1 war bird, now its shield Mitigation is 100% and i have seen it briefly go to 101%, its anti mater isn't draining... and its holding up my whole fleet.

 

What do i do? is this a bug? or a LTP issue?  if its a bug let me know and ill disable/tweak the ability that is causing it.

 

Also the NOR stations make a horribly annoying Looping (non stop) sound, which i disabled by removing the command to use sound Effect_Resupply.oog....if thats remotely usefully information.

 

EDIT:   so i did some digging, and found that the Romulan Capital Colony Ship had its Mitigation set to go up 0.10000... Per level.

I cross checked with other capitals and noticed none of them were made to raise Mitigation from leveling up. So i changed the 1 to a 0, and reloaded my save.... the Capitals Mitigation was at about 31% instead of 100+% and promptly Vaporised under the Might of the Dominion.

 

Now if it was intended for the Mitigation to go up on this 1 ship, ill change it back... but id love a tip on how to kill the damn  thing!

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May 12, 2012 12:50:01 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I can't imagine that being intentional. 100% shield mitigation means that only shield-piercing weapons can hurt the ship.

Since only the Romulan themselfs have shield-piercing weapons, if I remember correctly, it would effectively make that ship invulnerable against all other races, unless shield-damaging abilites ignore mitigation.

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May 12, 2012 1:35:52 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Yeah, it's one of those things that will be fixed in the next update.

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May 13, 2012 9:37:48 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Another question, I'm trying to reduce lag, can i change the Fleet sizes to Small? or will it totally screw over the AI particularly the Borg?

 

right now im playing on about a 48 planet 1 star map and the Freezing is unbearable. i do 4 way battles  me, 2 sets of AI teamed up and the borg. for a total of 5 AI players. i would remove a ai or 2 but then the game get's really boring.

i know sins is a 32 bit single core game, but i dont see how peple are playin on 150+ planet multi star maps with no lag... and im getting it so bad on such a small map. my cpu isnt that bad. i turned the graphics and effects off, i dont show trade ship icons, im not sure what else to tweak. and yes i do have it set to high priority (priority saver http://www.prnwatch.com/download.html ), and my OS is tweaked for gaming with all the usual trick's.  

 

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May 13, 2012 10:05:08 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Reducing graphic settings only helps a little. The Sins is more CPU intensive in late game than graphic intensive, and SoA 2 was made with graphic performance in mind. All assets (meshes, and textures) are equal to, or smaller in size than the original sins assets they replaced. Reducing fleet size will effect the AI somewhat, but it should only be during early game when the factions are expanding.

In usually play at default settings with bloom, and ship mesh highlight filter disabled.

Your rig itself may need more speed. I play with a 3 year old i5 3.2 gig cpu, 6 gigs ddr3 ram, but that don't matter because sins can only use 2 of those 6 gigs, and a gforce gt520 2 gig ddr3 video card. I get slowdown in late game just like everyone else does. It has to do with cpu speed, and ram speed. Obviously a 4 gig cpu will make sins perform faster in late game than a 3.2 gig. Also ddr5 ram will make the game perform faster than ddr3 ram. However since its still a single core 32 bit game the performance increase wont be much.

 

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May 13, 2012 11:05:32 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

If you're getting more freezing than you should be, there are other possibilities.

 

Auto Record defaults on, and is hell on the performance with slow hard drives.  You may even want to turn off auto-save, they can both be disabled from in game.

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May 21, 2012 10:33:09 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Spoke with Saul he is back onboard full time next week. Also im back full time 2.  Guess we are rebellion bound sooner or later .

 

jay

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May 21, 2012 10:55:35 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Does this mod come with its own intro movies?

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May 21, 2012 12:29:05 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Gotta say, even with Rebellion out, I still prefer this mod.

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May 21, 2012 1:16:46 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting JTAYLORPCS,
Spoke with Saul he is back onboard full time next week. Also im back full time 2.  Guess we are rebellion bound sooner or later .

 

jay

Check your live messenger. I sent you a offline PM

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May 22, 2012 12:08:57 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

There wont be any SoA 2: Rebellion until "I" (Meaning ME) make the SoA 2 Foundation for Rebellion first, and incorporate a new TSOP for Rebellion into it. Trust me. It is gonna need TSOP. (You guys did read the plan i laid out on ModDB right?). Once i do this then i can finally retire from modding, and SoA 2 will be all yours to do what you want with it. In the mean time you guys really should worry about Finishing the Diplomacy version first. Rebellion can wait. I am almost positive that Rebellion will have a few mod breaking patches before we can finish porting it over.

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May 23, 2012 7:48:37 AM from PoliticalMachine Forums PoliticalMachine Forums

Epic mod guys! Best for Sins imo! I have a slight problem though, maybe I'm just being dense but it seems I can't make a cease fire or peace with the Dominion even though my relations are 15+. I play as the Federation. Any clues?

Is there anywhere I can see a complete list of features for SoA2?

Thanks

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May 23, 2012 3:23:56 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

The devs changed the relations system in Diplomacy to cut both ways.  You have to like the AI enough for the treaty as well.  If you're having problems in that area, it's probably due to that.  You can check your view of them at the same time you check theirs of you in the Relations screen.

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May 24, 2012 5:41:23 AM from PoliticalMachine Forums PoliticalMachine Forums

Aahh thanks psychoak, that was it

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May 27, 2012 4:47:27 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Hi guys,

 

I am relatively new to Sins having gone out and bought trinity after seeing a trailer for rebellion, and I have to say your mod is amazing. I remember playing the SOA for Homeworld years ago but this is even better.

 

I have a question about the galaxy map, I am playing on a custom map I created with 20 star systems and when I zoom out to galaxy view I cannot see any of the other stars on the map, it makes viewing my multi star empire difficult, as I have to hover the mouse over an area to see what appears.

 

I have done some modding to sins, so know my way around the files and I would like to know how I can change the map back to the original sins one with the big stars or I have STARs mod so I could change it to that one?

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May 27, 2012 3:03:27 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Selecting planets in galaxy view on multi star maps has always been a pain. If the stars are too close together that may cause some problems.

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May 27, 2012 8:43:53 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Waldo: most people making a multi-star map put the stars to far apart which will make the zoom out zoom so far out you cant see anything.

Quoting cptblock,
Ah i figured out that the star radius as well as the distance planets are from each star have a direct effect on how the stars are rendered when zoomed out.  How bizarre.  If I set the star radius very small (20) and have the planets at a distance of 7 from the stars; then both render beautifully when zoomed out.  However, if I set the star radius to 100 or set the planet distance from star to 50; then when zooming out the stars look like little dots.

Here is what I did for SOA so just reverse if you want.
Spiral Galaxy 

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May 28, 2012 2:55:09 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Since you guys were talking about planets when zooming out I figured i'd ask a question.  When i zoom out all the way, i don't see any planets unless i hold the ALT key.  Is this intentional, or is there a way to have Sins show the planets when zoomed out all the way automatically without holding down a key?

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May 28, 2012 4:09:41 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

No, that is now hardcoded.

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June 11, 2012 11:46:00 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

So i keep getting a minidump about 15-20 seconds into a game, and i've tried redownloading the mod and the patch.

Each time i've tried restarting, i do the same setup:

Random - Medium Large (6 players)

Feds (me)

Klingons

Romulans

Dominion

Random

Random

 

It seems to consistently happen as my ambassador reaches the midpoint of it's first warp jump to the nearby gravity well, the scouts reach other wells no problem.

Though i havent paid as much attention to it, it could also be happening as my constructors begin one or both of the two civic stations i build immediately.

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June 11, 2012 5:52:07 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Well that doesn't sound good.

 

Run it from the dev.exe and let me know what kind of error it throws.

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June 12, 2012 12:02:24 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Well first run with the dev.exe goes well until i get a ways in, and build my first Galaxy class. Then it throws this error:

Assert @ C:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS/Galaxy/GalaxyOrientation.cpp(23)

Vector3::IsNormalized(m_orientation.GetCross())


Other than that and a few others that popped up in the opening sequences to the game, before the main menu. Probably initializing the mod. I'll try another run with the regular .exe to see if it's fixed.

 

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June 12, 2012 9:42:43 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Are you playing after enabling the mod in the same session?

 

If so, don't.  The in game loader seems to have issues.  You should play with the mod loaded on startup.

 

The error you posted doesn't cause crashes.  Not really sure what it's from, but I get it all the time.

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