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[MOD WIP] Star Trek: Sacrifice of Angels 2 (updated 01/10/09)

[MOD WIP] Star Trek: Sacrifice of Angels 2 (updated 01/10/09)

Featured (by a small mention) in the October edition of PC Gamer magazine

Candidate for Mod Database's 2008 Mod of the Year

This is the OLD "Work in Progress" thread for the Star Trek: Sacrifice of Angels 2 mod.

The new WIP topic is here https://forums.sinsofasolarempire.com/342747

The "Release" topic can be found here https://forums.sinsofasolarempire.com/322473


The mod is intended to be a hommage, and tribute to the original Sacrifice of Angels mod for Homeworld. It will use many of the same models, and effects created for that mod by the Trekmods team. Like the original SoA mod SoA2 is set during the Dominion War era of Star Trek. Using both canon, and non-canon units to recreate those battles with Sins "empire building" mechanic added. Like in SoA you can fight battles in SoA2 using hundreds of starships. Sometimes thousands if your computer can handle it ;)

While the mod was not intended as a "Total Conversion". That is exactly what it is winding up being. There is much about the Sins engine, and mechanics that we still need to learn. There are some hard coded stumbling blocks we have to overcome.

The factions will be the Federation, Klingons, Romulan, and the Dominion (with Breen, and Cardassian ally units). The main factions seen in the Dominion War. With a "Surprise" as the Pirate faction.

Factions like the Borg "may" be added in the future. LokiGodofMischief is working on a very good 3rd party Borg add on for SoA 2. It is very possible his add on may be merged with SoA 2 at a much later time.

The current version of SoA 2 is  0.03b   "The Second Dominion War". Look for it here  https://forums.sinsofasolarempire.com/322473

0.03b only works with Sins versions 1.1, 1.11, and 1.12.

All previous versions of SoA 2 are obsolete, and will not be supported, or hosted anymore. All older version downloads will be removed.

We will NOT port SoA 2 over to Entrenchment until after Entrenchment is out of beta, and released. Along with proper forge tool updates.

I am working on the models mostly ALONE so it may take a while for any new ship model updates.

Darkshimmer is the Balancing guru, Code monkey, and Master at arms. We do have other contributers, and the best 3rd party work from the finest artists in the trek mod community to help make SoA 2 the best it can be.

Status of Demo 0.04  "The actors are in place" 

Will update when i have news.

General Changes:

Manshooters Volumetric Explosions mod will be included as of 0.03a

May include Sins Plus (planets), but ill need to see how much that mod needs changing to incorporate into SoA 2.

SoA 2 0.03 and above is now patch 1.1, and better compatable. Sins patches 1.11, and 1.12 only address balancing, and online exploits, and have no effect on the mod.

Ships will have some anti stike craft weaponry.

Ships are still being added and balanced accordingly.

More re-balancing so that one faction is not overpowered over the other.

The Federation:

Faction is complete. Only structures left

The Klingon Empire

Faction is complete. Only structures left.

The Romulan Star Empire:

Faction is complete. Only structures left

The Dominion:

Faction is complete. Still needs balancing work.

Pirates:

They were going to be the Borg, but that idea failed. So we are looking into Random multirace ship spawns.

Planetary Defenders

Basically "Ships of the week" like the Maquis, Sona, Ferrengi, Tammarian battle cruisers and the like.

Balancing:  Darkshimmer has the Federation, Romulan, and Klingon Empire, and Unified Dominion balanced.

Gameplay: We now have a working Cloaking Device! Check the ModDB page for the WIP video. Cloaking will not be fully implemented in the mod until version 0.04

Art: We are working on an LCARS style UI, adding proper icons, and pictures for all of the new units. The UI is going to take a while to do, because of all of the redundancy of the Sins UI. SoA 2 uses 2 sets of UI textures. Instead of the standard 4 textures for buttons, and 2 textures for icons. SoA 2 uses 8 textures for buttons, and 4 textures for icons which IMO is a major waste of resources, because sins loads all these textures at startup. Unfortunetly i dont see any other way to do it. What is kind of cool is that we dont have to use the same HUD for each faction. It is possible to have unique HUDs, but again the perfomance hit, because of the extra drain on resources could be big, and not worth it.

In Planning: (No promises, or guarentees, but we will try to add these if possible.)

Troop Transport effects.

Planetary invasion animations

Tractor beams. (need a code monkey for this)

Whatever else we can think of and are capable of doing.

Future Updates:

SoA 2 0.04 is now in planning, and will be focused primarily on Proper research trees, Ability's, and adding proper Structures. More than likely demo 0.04 will be the last demo. After that then the full mod should be ready.

SoA 2 0.05 will be the final spit, and polish of the mod. It will focus mainly on re-balancing if needed. Also final artwork changes will be made here. Which will include some ship model re-builds, and re-texturing.

The Full SoA 2 1.0 mod will be released "When it is Finished". We are doing this on our own free time. We aren't getting paid to do this. We have no set schedule. We have no time limit. I want this one to be good. So it wont go online until we feel it is ready.

*NOTE: Much about Sins as we are all now realizing is hardcoded. SoA 2 is going to be far from a perfect "trek" mod due to these hardcoded issues. However we will try to do the best we can with workarounds, and compromises to get it as close as possible. Like i said some things wont be perfect. Some things cannot be done at all. Enjoy the mod for what it is, and try not to be too "nit picky".

SoA2 will be hosted on Mod Database once it is ready http://www.moddb.com/mods/star-trek-sacrifice-of-angels-2

This main header will be updated when i have news to post.





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Reply #976 Top

Quoting IsotheWise, reply 24
I was referring to the pre-Nemesis Soverign. As for the D'deridex, I used the stats that I have on record. I have every canon ship in my "Database" as well as planetary classification, stellar classification, the Warp Scale and several hundred Federation ships with their name, registry and class.
End of IsotheWise's quote

 

well that would make sense then, the database i have includes the stats that were made after nemesis as well. There is also a stat i have for the valdore that was modified and released into canon spec to explain the Nemesis version and the post nemesis version. Considering none of the 3 versions were actually in sacrifice of angels or favor the bold, i think we are going with the newer stats instead. But even with that i still believe that the akira will eventually get a several nerf's before we get it right. after all 15 torp tubes is alot! the focus fire alone would erradicate most ships if left untouched. the only reason it would even close its range is to use its phasers which it only has 3 of.

Weapons that only fire 1 shot are becoming the problem, even though the ships are similar in stats (valdore vs warbird) the valdore with its 6 disruptors is more powerful per shot than the warbird. Same will happen when going against a ship like the galaxy. The galaxy has more phasers so it will usually lose in the trials we have right now due to its power per shot. We're considering breaking up the weapon points to include 2 weapon points for phasers this would allow us to have more power per shot. This would be impossible though for the sovy due to the 3 weapon limit. sovy would really need 4. 2 for phasers 1 for photons and 1 for quantums.

if we leave a baseline number for torps they would simply get overpowered and thats not something we want. once i have a few ships balanced out i'll see if i can get in a battle sequence in to show you guys how its working out. 

Reply #977 Top

I decided to create race icons for the races you could play as. They're not perfect, but they get the job done. Just put them in the SOA 2 texture folder.

Icons

I have been thinking about basic game play changes that would be nice to implement with this mod. One thing I don't really like is the upkeep is based on a percentage of your income, not a set value based on your ship count. So I have been considering putting either a new planetary upgrade on or editing an existing one to include the addition of ship slots, so the number of ships you can have would be based on the planets you control with the planetary upgrade. I would just have to find a something to replace the fleet capacity researches. I don't know if colonizing gas giants would be considered canon or not, but I wouldn't mind that in this mod.

Reply #978 Top

just to give you guys an update. The first round of balance updates have been completed. I may not have to nerf the Akira with the new settings. I actually got beat by 2 elite K'vort class BOP's. More tweaks are in the works but its coming along better than i thought at this stage.

Reply #979 Top

sweet, ive been following this mod since forever. nice to see it progress.

Reply #980 Top

one more thing,

the figure to the left of the loading screen Can Be Changed. you can probably specially made Cut outs of the Race pics.

Reply #981 Top

Yes the three figures that appear next to the loading screen can be replaced, but I have yet to find a high quality picture that contains a standing star trek character in a good pose, that could be easily removed from the image. If the image is of high enough quality and a good picture I could use the link to it.

Reply #982 Top

hey i was just wondering...once the expansion pack comes out for sins..will this mod be updated for that?? i would love to see the starbases for all the star trek races!!

Reply #983 Top

The mod will be updated for the 1.1 patch (which is what i am assuming the expansion will be using as a foundation too).

Sorry for the lack of updates guys, Fact is there is nothing new to post other than what balancing Darkshimmer is doing right now.

Right now i am going through some serious RL problems that i wont discuss here. My net access is limited again, but i will keep checking and posting updates.

The mod aint dead unless i say its dead.

Reply #984 Top

WHAT! no one told me i was balancing!.......lol

 

i got some updates to talk about. First the first round of balancing is complete for the klingons and feds. I'll need to work out some changes with stress on some ships so that we can have a better balancing layout in place before we put in some more ships. Also changed the bombing on some ships like the akira to spread out its planet bombs (torps) in a very wide format. Its very pretty! The bigger the planet the wide. Also will be changing the firing ranges of torps, disruptors and phasers. Basically if its ranged all its weapons will be ranged. Its easier to set them so they will have to close for maximum firepower.

Also changed the plasma, missile, and beam properties correctly. Stress the texh tree will need to be changed alittle to reflect these.

Created a few alternate sounds for disruptors (klingon and romulan) they are basically the same sound with slightly altered tones and pitch so they sound a bit different. Also found some sound updates for a few ship commands.

i'm also looking on creating an alternating plasma disruptor bolt and gasous torp look for romulans.

Reply #985 Top

One area of game play that doesn't seem very ultilized at this moment is antimatter. My question is: Are there abilities planned out that will be placed on ships that will give a player an advantage if they have invested in antimatter upgrades?

The tech tree I had created only uses beam and plasma, but I could add lasers for ships with disruptor cannons. If you would like to try it out, if you click on any of the download links I have posted it will take you to the files I have hosted on media fire, inside the update.rar is a modified fed player with new researches. It has a few things that need to be corrected, a few things added, and is meant for games that could last forever. I think you will find it more interesting than the standard tec tree, but you might want to backup your current fed player file first.

Just a link

 

Reply #986 Top

currently i'm using the following format

Feds - Missile and Beam Plasma for defiant

klingons - Missile and Plasma

Romulans - Missile and Wave

Reply #987 Top

I took another crack at my fed tech tree, so its in the FED_TECH_TREE.rar file if you want it. It has Missile, Beam and Plasma, so when the next release is released these researches should work with it.

Darkshimmer, if it wouldn't be too much trouble, could you try out the tech tree to see if it would be a welcomed additioned to the official release, or if its really not going in the right direction for that. Just remember to not override your fed player file, just copy the researchs from inside the fed player file if you choose to try it.

Idea for the ship section of the tech trees, you start with ships only from late TMP\early TNG in every class and role. All of the middle to late TNG ships must be researched. So for battles ships you could start with something like the ambassador and have to research the galaxy and sovereign.

FED TECH TREE.rar

Reply #988 Top

Tits Pics plz, cant put RAR files (dont know how)

Reply #989 Top

The Rar file is just an archive file that can be opened with Winrar. Inside are the files you would put in the gameinfo folder of your SOA 2 mod folder. The fed player is a modified version of the 0.2 beta release of SOA 2, and all of the research files are original so they don't override anything.

Combat Research Tree

NonCombat Research Tree

These images don't really provide much insight, but show the basic layout of the researches.

Reply #990 Top

I played this today with these research trees and noticed a few problems that could easiy be fixed but make it hard to play. 

  • First the ice/volcanic planets being last on the tree causes huge problems for most maps these should be acheivable early on (3 research stations not 8 or 9). 
  • Second is the trade stations not being able to research the crystal/metal resources really limits the resource management for the federation.  I recomend working that back in for the meantime.
Reply #991 Top

I was able to organize the Combat Tree much better because for now theres not many, but yes I noticed how the ice/volcano researches are hard to get to, and if every other side had it the same way it would make it so that no one could colonized those worlds until later in the game.

In the industry section is the metal and crystal researches, first tier is metal followed by crystal in the second tier, instead of being seperated into 6 different researches I consolidated them into one metal and one crystal, both with 6 levels. I do believe thats what you where reffering to.

I plan on better organizing the noncombat tree soon, so it should look and play a little better. And if you find any research in the game that could be used universally with any side, then tell me and I will see about working it in as well, because instead of creating a new research tree for every race I am instead going to use this as a template with different levels for every research to reflect the races strengths and weaknesses, but still a few unique ones could still be put in.

Final note, I don't know if currently the quantum torpedoes are just going to be missiles(in terms of tech), but it would be nice if they were a different type thats not used by anything else, gauss could be used, and so the fed could have a unique research that did the quantums for the sovereign and defiant.

Reply #992 Top

Ill check out these research menu downloads when i get time. For right now consider them 3rd party add ons unless i add them into the current build of the mod. For now post downloads on new topics There is nothing wrong with using them as 3rd party add ons till they are checked out.

I never got far into the researching aspect of the mod, because i was more focused on getting ships in game, and working. I still am focused on getting the remaining ship slots filled up. Research is not important to me right now. However i intended for you to  research quantums to unlock the defiant, soveriegn, and lakota. Also Ablative armour to unlock the defiant and sovereign. Yes cap ships can have research re-reqs. At what levels i havnt determined yet, but the defiant is a tough little game breaker that should require high tier resesarch.

Do not ask for anything to be released early again. I will release when i feel it is ready. Not on anyone elses whim. People seem to forget i am making this mod for ME, and i just happen to be sharing it with the community. I dont work for you. You dont pay me. So dont make demands. This is just a hobby. Not a full time job. If it was i would be sued by now. Not that they would get anything if they did :p

I am still having RL trouble, and will be for a while. Updates will be few and far between. 1.1 is taking its sweet time anyway, and we cant go much furthur till 1.1 is released.

 

Reply #993 Top

I demand you....  Shit, can't think of anything.

 

Ooh, I got one!  I demand you implement tribble exporting as a super weapon!

 

Good luck with your RL trouble.

Reply #994 Top

*Cheers Major Stress*

For everything I see you doing these forums, you could take a year vacation! I would fully support that!

You're work is beyond human, simply brilliant and if you feel like you need to escape for a while! Take your time!

We'll w8 for you! (at least I will...for as long as it takes)!

Reply #995 Top

Am I allowed to dicuss user issues I have with the SOA2 mod here, or is this strictly for the modders? I'm having trouble running the mod and I'd appreciate the advice.

 

Thanks fotr your clarification...

Reply #996 Top

OK first make sure you are NOT trying to run it on the beta 1.1 version of sins. If you are you need to downgrade back to sins 1.05. This mod, and all other mods here only work on sins version 1.05. Download sins 1.05 from impulse by unchecking the "show pre-release versions" in your options. Read the SoA2 readme for instructions on how to clear out any stray leftover beta files when you re-install.

Make sure you dont have two SoA2 folders (one inside of the other) In your mods directory.

Make sure you didnt change anything inside of the SoA2 yourself (like try to add another mod to it)

Make sure you are running the English version of sins. (other lanugages rename the "english.str" in the mod to whatever language you are using).

If none of the above is the case then re-download the mod, because you have a bad copy.

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Reply #997 Top

Hi,

 

Been waiting for this mod, or any Star Trek, for 6 months now. Is there an ETA for a version that is balanced enough to be played against the AI?

 

Cant wait to get a squadron of D'Deridex Warbirds attacking the Federation Homeworld :D

Reply #998 Top

Quoting Yamota, reply 22

Cant wait to get a squadron of D'Deridex Warbirds attacking the Federation Homeworld
End of Yamota's quote

*pulls up with a fleet of federation starships and proceeds to pop his collar*

oh did you say something?*_*

Reply #999 Top

ok folks, i got the balancing almost completely worked out with the feds and the klingons. Roms will be using the same tables. Akira will be scary to come across in large numbers. I also worked out the beams fire more than 2 beams at a time. Stress when i see you i'll explain how i worked this out, i still think its a good idea to limit the maximum nulls per weapon to 8, this seems to balance out more effectively than 9+ beams. Balancing torps on all races are a bit of a problem due to the high yield, but i'm doing my best to balance them out. I just need to adjust the burst ratio out more so this won't be too much of an issue soon.

I'll see if i can release an update to the ships currently in the game to get some feedback. This won't be upgrade, just an update for gameplay.

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Reply #1000 Top

Shim ill get with ya soon i havnt had much net access lately which is why i am MIA a lot.

I have not been able to do much with the mod myself. I have a bunch of new Romulan ships in game, and i am working on finishing up the Klingon lineup. I went with FASA designs to fill the non canon slots up. Expect to see ships like the whitewind, winged defender, one wing, L-24 etc. etc. My only problem is i dont know what size the ships are, or what they are supposed to be armed with so i am kind of making it up as i go along until i research some more info on it. These new ships are not official yet being as i dont know any stats for them. I am having a hard time translating the FASA stats over to sins. Once i know the stats i can easily incorporate them in game. Then shim can balance accordingly.

Your gonna be waiting a bit longer. At least till after the official 1.1 patch of sins is released. We still need the reference files to adapt the mod to patch 1.1