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[MOD WIP] Star Trek: Sacrifice of Angels 2 - 0.7.7R Update 6/24/2016

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

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Install Rebellion mods tutorial
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February 2, 2013 11:41:38 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Yes, it is a great mod.  I believe they won't be having Titans in the mod, but they have other goodies in store for us!

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February 2, 2013 12:02:40 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

You are correct. The team has discussed titans, and we tossed some ideas around.I was looking at the Excalibur from the upcoming indie ST: Excalibur game as the Fed Titan. Then came the MAJOR problem of "what could we use for the other factions?" No one could come to an agreement on this.

Tho mine is not the final word on this. In my opinion i really don't think titans will work for us. We don't "have to have" them. Rebellion will run just fine without them. and to be brutally honest they cause more problems for us than what they are worth (both in making any kind of sense, and balancing the mod). In the TNG universe bigger doesn't usually mean better (except for maybe the Borg)... Just ask the Romulans.

We (or at least me) are focusing on improving our existing artwork, and finishing what WIP's we started.

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February 2, 2013 2:36:02 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Instead of titans you could choose 1 cap ship with a captain, i.e. Picard or Kirk for the feds. The cap ships bought this way would be a  bit more powerful but not much.

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February 2, 2013 5:08:54 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

There are so many different variations one can do, the mod team just has to focus on the best game play and balance.  I would recommend learning to mod this game and adding these details for yourself! I've had fun doing this and it is surprisingly easy for two reasons: 1. it is done in text format (but with binary conversions ) and 2. it is mod-foldered so you can easily fix your mistakes.  You will make mistakes, but it really adds to the game.

Go to the modding section and users have created very detailed instructions on how to mod.  Ironclad even made a small mod tutorial themselves! Here is a great link.  I've found it to be fairly straightforward. 

Edit: here's a great pdf link

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February 3, 2013 12:00:07 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

You could use the fusion cube as a titan for the borg, or the some of the models from star trek online.  I doubt you would get sued since this is a fan mod released for free. 

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February 3, 2013 1:54:28 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

It took us this long to just to get a working developer build for Rebellion. Myfist0 has been busting his ass on fixing model issues that popped up in porting to rebellion, and Psychoak is pulling his hair out just to make things work right in Rebellion. These two have been the Primary contributors since i "retired". They deserve our appreciation, and as much Karma as you can give. I am trying to do what ever i can to help, but i have not been able to do much. I don't even recognize the mod anymore since the last version i worked on. I am not in charge any more, and i am supposed to be "retired" remember? We NEED more people to help us. Not cheerleaders that dont know how to do anything. Modders that can truly help! We need Modelers, Texture Artists, and Code Monkeys. If you can do any of the above contact Psychoak.

I say lets get what we got finished, in game, and working before we consider Titans. If we do go with Titans i like the "elite hero ship" idea. The mod already has an "Armada/Armada 2" feel to it, but i didn't want it to go too far. A Sovereign with re-activated Admiral Picard in command, Negh Var with Chanceller Worf in command Enslaver with a "The Female Founder" (dont know her name) in command etc. However the Borg are powerful enough. They do not need a "hero". Kind of goes against the "one mind" philosophy of a collective anyway.

In the lore for SoA 2 the Klingon Empires Kodan is a "Usurper" who has illegitimately claimed the throne of the emperor for himself. Worf finally accepts that he must become the "True Chanceller" to save his people from this dishonor, and fights to restore the empire to its original glory under Martoks regime, and avenge Martoks murder. Worf is the modern age "Khaless". With the Usurper Kodan being the "Tyrant Molar". We will have a "House of Worf" (formally house of Martok) in the mod, but not a separate playable faction, because it will screw things up badly. When you play as the Klingon Empire if more than one faction exists just chose your allegiance.  Honorable, and rightious battle, or be Honorless glory seeking pawns of the Usurper. Kind of gives me the idea of TWO Elite Hero Neg Vars. One for Worf, and one for Kodan.

Also in the lore. The Borg have no "queen". The facility that housed the Queens was destroyed by future Janeway when she temporarily disabled the transwarp hub (she did not destroy it as previously thought). The Borg are now a "true" collective of one mind. They do not need a leader. They view the Federation as their greatest threat, The Borgs goal is to annihilate. Not assimilate the Alpha, and Beta quadrant species. They have plenty of beings to assimilate in their own space. If the Dominion interferes. So be it. They are Irrelevant, and will be destroyed next. This faction does NOT need a titan, or elite hero unit.

In the lore.. IF the Federation ally with the Dominion. It is assumed that the Cardassians will become "liberated". They will still fight along side the Dominion, but shouldn't have to mutiny any more. Since the Dominion, and Federation are fighting a common enemy. Perhaps a buff for cardie ships if allied with feds is in order. If you do not ally then things remain as they are.

Also the re-appearance of the Borg will greatly change the Dominions attitude toward solids. They will soon realize that the solids are truly needed for them to survive. Instead of trying to dominate all solids. Which was the whole point of the second invasion. They will be much more cooperative when they realize that Odo was right all along. In a way the second invasion was a good thing. Because it prepared all of the factions for the coming of the Borg.

The Romulans are still a wild card in all of this. The new Praetor wants the Romulan Empire to become a republic. Especially after the Shinzon incident, but Romulans being Romulans. Not all agree with this new philosophy. Especially the Tal Shiar. So of course there will be small rogue factions that want the old status quo. So when the war is all over will the Romulans be at peace with the Feds, or will the Feds vanquish one enemy only to gain another?

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February 4, 2013 3:18:26 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

With the insane amount of work you've put into a "mod", why not just make your own game.  I've seen a few fan made games out that are fairly decent.  There are plenty of free game making software tools out there, Kickstarter could help you get the funds to get it going, then bug CBS to get the rights to make it, if they see how committed you to make the game they might let you do it.  The last Trek RTS was Star Trek Armada 2, basically a clone of starcraft (if you really think about the play-styles, it is), Activision may not even have rights to the series anymore, even if they do they have a lot more franchises that make way more money.  The worse anyone can say to you is no, at that point you can always go back to modding.

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February 4, 2013 3:25:56 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Another way your lore could go is that IT'S ALL Q's doing.  Out of sheer boredom he took some of the "most powerful" factions in that galaxy and make his own twisted version of  "The Real World".

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February 4, 2013 4:06:14 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Like in said Armada 2 was what we were kinda trying to avoid. I was going for more of a Birth of the Federation type thing.

If we did this for money first we would get the crap sued out of us by Paramount. Getting licenses would cost far too much to be worth it. Second. Not a single one of us knows how to program. I got as far as "hello world", and lost patience for it.

Finally at least from my point of view. If we go "professional" everything changes from a hobby to a full time job, and the motivation will really disappear.

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February 4, 2013 8:45:00 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

The Star Trek Universe already provides a titan for the Federation side. The Dreadnaught class, or Galaxy X, would be a perfect titan for the game. It's also already got the titan 'main gun' in the form of the phaser lance.

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February 5, 2013 9:47:23 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Major Stress you have got to be kidding me!  I just always assumed that you guys were programmers or somehow connected to the IT/Game/Art industry.  That makes what you have accomplished even more amazing.  How much help have Yarlen and his crew provided? If you get stuck can they point you in the right direction?  

And I've never thought I should feel apologetic for being a cheerleader.  And I do find the uniform titillating.

 

backs out of the room slowly...  

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February 6, 2013 2:33:18 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting RedDwarf999,
I just always assumed that you guys were programmers or somehow connected to the IT/Game/Art industry

lol 

 

Quoting RedDwarf999,
How much help have Yarlen and his crew provided? If you get stuck can they point you in the right direction?

made me laugh twice, that's worth a karma cookie 

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February 6, 2013 4:34:10 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Nothing in sins requires any degree of programming knowledge at all. It is quite possibly the easiest game to mod I've seen so far, next to Age of Wonders 2. Too bad the engine is a disaster and they used XSI of all things, otherwise it might have been nearly as pleasant, too.

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February 6, 2013 12:55:50 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

XSI is really the only "hard" part about modding Sins. You really dont need to know XSI completely. Just enough to get the model imported into sins. Hooking up the textures, null points, and tangents is all you need to know for XSI. I do all my Meshing, and UV mapping in 3dsmax. Particle Forge comes a close second to XSI on the learning curve factor. Any image editor that can work with, export the DDS, and TGA format will do. Mainly working with the color channels is all you need for textures. The best part about modding sins is all that you need for to edit the various game info files is Wordpad! Just like you only needed wordpad to mod Homeworld 1.

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February 6, 2013 2:47:48 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Major Stress,
Not a single one of us knows how to program. I got as far as "hello world", and lost patience for it.

Quoting RedDwarf999,
Major Stress you have got to be kidding me! I just always assumed that you guys were programmers or somehow connected to the IT/Game/Art industry.

That really surprised me too, and I am a programmer - though not graphics related. The patience & skills required to fix crashes - without source code - where the only debug tool is the dev.exe would be a good foundation for learning to code.

TSOP's work was even good enough to be incorporated back into the core game, you can't get a better recommendation than that. Unlike TSOP, I've seen many bugs where programmers have failed to consider limited resources or the most efficient solution.

Quoting Major Stress,
... since i "retired".
**imagines the Major de-Stress-ing with a book & a cocktail by the pool on Risa** 
Quoting Major Stress,
... If we go "professional" everything changes from a hobby to a full time job, and the motivation will really disappear.
That I can understand. Sometimes after a day of debugging some really obscure crash the last thing I want to do is develop my (very limited) attempts at modding.

I look forward to the next instalment of SoA2, keep up the good work.

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February 6, 2013 5:04:51 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Major Stress,
XSI is really the only "hard" part about modding Sins. You really dont need to know XSI completely. Just enough to get the model imported into sins. Hooking up the textures, null points, and tangents is all you need to know for XSI. I do all my Meshing, and UV mapping in 3dsmax. Particle Forge comes a close second to XSI on the learning curve factor. Any image editor that can work with, export the DDS, and TGA format will do. Mainly working with the color channels is all you need for textures. The best part about modding sins is all that you need for to edit the various game info files is Wordpad! Just like you only needed wordpad to mod Homeworld 1.

 

I do everything in 3ds max. All I do in XSI is literally import, freeze, remove unused material, assign tangent to what it's already pointing to (explicit UV's) (yes if you don't do this it causes huge problems), remove unused clips, deselect, export. That's it.


Particle forge is all about animated textures, some finesse, and a lot of testing to find the right colors, timings, and performance. The amount of time I've invested into particles cannot easily be quantified.

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February 6, 2013 6:24:31 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Oh boy, I'm trying to learn to model some ships using XSI and GIMP and finding it challenging.  I just want to build up a New Orleans class as I like the cute little design , and figure it would be fun.  It is kind of headache-y, so I'm glad to hear it is not just me.

On a side note, very excited about the new release coming soon.  Feel almost 20 years younger...almost.

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February 7, 2013 10:06:41 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoted twice by myfist0   

 

Just say'in   

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February 10, 2013 10:34:00 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I love the diplomacy mod!  I'm so dying to have this released for Rebellion...  My fiancee however is not... Cheers!

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February 12, 2013 2:31:18 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Is the Dominion considered the weakest of the five factions? Or do I just suck at playing them?

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February 15, 2013 4:30:33 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

It depends on "How" you are playing them. The Dominion are best played with a well rounded mix of all 3 "races" in the faction. The Jem'Hadar are powerful units, but lack support abilities. The Cardassian units are meat shields (with only a few exceptions). That are intended as attrition units, but with good support abilities. The Breen can be considered "Artillery" that can disable ships. Use only one "race" exclusively, and you are doomed to failure. Use them all together, and they are more than a match for the Federation.

Just remember. No single faction is supposed to be a match for the Borg. It is possible, but extremely difficult to defeat the Borg with a single faction. It is intended that you use diplomacy to make allies to defeat the Borg.

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February 16, 2013 3:08:50 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Is there an ETA on the rebellion version?

I know that its selfish to ask "When are you going to finish this non-paid hard work?", but I really want to play this mod again. First played it on an old PC, I had to have all the settings on lowest and play small maps only, otherwise it would crash. Now I've got a decent PC I'm really looking forward to seeing all the ship models in high detail.

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February 16, 2013 11:28:37 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Its not up to me. I haven't been able to do very much work at all, and i apologize for that. I got too much RL stuff on my plate. Word has it that one more Diplomacy version will be released first. Then focus will shift 100% to Rebellion. The Rebellion version needs a LOT of work before its ready, and only ONE of us can do that work.

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February 17, 2013 12:29:23 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Thanks for the feedback.

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February 21, 2013 11:31:04 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Major Stress,

Just remember. No single faction is supposed to be a match for the Borg. It is possible, but extremely difficult to defeat the Borg with a single faction. It is intended that you use diplomacy to make allies to defeat the Borg.

 

I crushed an unfair Borg as the federation last weekend. It was 3 stars medium. allied with unfair klingons (not that they did anything) vs  Borg, dominion and Romulons, set FFA.  Interepid class and akira class are the way to go against Borg, along with cannon fodder and things with tractor beams.

dunno if it was due to the version I played thou. I think it was the last version of the mod before the 1.37 diplomacy patch.

I saved the replay so i could watch the epic battles in cinematic mode without having to worry about being attacked. I have  found the the AI are rather stupid and any half-decent player could beat a Borg AI. Just annoying that most of the videos I have seen of people playing this on youtube have them getting crushed by the Borg.

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