Major Stress Major Stress

[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.





4,112,503 views 1,754 replies +2 Loading…
Reply #1026 Top

i can see it now, fleets romulans and klingons with no cloaks wondering to each other.... is it fixed yet?

Reply #1027 Top

LOL

Like i said perma armastice.

Reply #1028 Top

Even though I would love a normal cloak, I for one would be fine with a cloak that only works when you are still (for traps). But if you have it working, like I said, that is great. A little cloak is better than no cloak.

Reply #1029 Top

Like i said it wont be perfect. just mainly cosmetic with an "armastice" type function, but its better than nothing at all.

Reply #1030 Top

Just a quick update guys. Shimmer, and i went over some balancing last night. I am impressed with what he has done so far. We both got a plan, and i think you guys are going to like it. If not then meh you dont have to play it ;)

I am working on finishing up the non-canon Romulan lineup, and NO I am not going to tell you what they are hehehe.

Work on the new non-canon klingon lineups has started too.

The Breen, and Dominion are being merged into 1 faction. The are essencially part of the Dominion anyway. Tried like hell to make the breen its own faction, but it just aint happening. The Breen have too few ships, and the non canon units ive seen i wouldnt post on my frige as a 1st graders art. The Dominion can use these ships to fill some of its slots. So we will have only 5 playable factions. No this isnt an open door for the borg so get that idea out of your heads. 0.03 will only have 5 factions. Shimmer has a nasty surprise for ya with the pirates :D

0.03 is still going to be just a ships only release. The cosmetic cloak will be implemented so work will continue with the mod since the cloak was a major brick wall. Lord Tareq you have earned a place in the credits. I am STILL waiting for the patch 1.1 reference files so we can finish this release up.

Demo 0.04 will concentraite on the Research Trees, and Structures. Right now there are no research pre-req's for any ship in the mod. That will change in 0.04. It would also be nice if we had proper shipyards and stations too. That will be the priority in 0.04

Reply #1031 Top

About the Breen, they were only part of the Dominion in the armada 2 mod for the same reason. It will make it far easier not having to try to find enough Breen ships.

Though your current focus is finishing all of the ships for the 0.03 release, before you release it please let me know so I can send you the finished versions of my stations so you can see about adding a few stations to the release.

Reply #1032 Top

Do you need voice overs for the ships. I would be willing to do some stuff for that (klingons in particular). I just ame getting a little anoyed at hearing the TEC responses coming from a klingon. (just to tell you, I have no idea how to code those in, but I wouldn't mind doing some and even getting my friends to do some)

 

Also, do you have the Superweapons planned out yet or are you still taking sudgestions.

Reply #1033 Top

Quoting Major, reply 25
The issue is that cloaking is a part of established trek lore. Not having it is like the unforgivable sin. Having a bad cloak is just as unforgivable. So we are in a kind of "damned if you do, and damned if you dont. situation. We cant "write out' the cloak in trek. I personally would rather have no cloak, and explain it off as the ships dont fight cloaked anyway, but you can see how rabid some fans can get.

This cosmetic cloak seems better than no cloak at all. sure you can see when the enemy is comming and u will know who and what it is. but the basic no target, and no fire function is there.
End of Major's quote

 

For balancing reason I hope there isnt a disadvantage for having this "cloak" since its not much of an advantage. Everyone will still see your ships but wont be able to attack them. So how is this an advantage? Basically all I can see this being useful for is for scouting and escaping a bad fight, which you can do pretty effectively even without this "cloaking".

I dont know if this is possible but wouldnt it make more sense if cloaking would make your ships invisible when jumping into gravity wells but once inside they would be treated just like any other ship?

That would be more inline with how it is in the series where cloaked ships were impossible to detect from far but once you get close enough you could detect signs of cloaked ships?

Reply #1034 Top

I found the 'cloak' to be fairly helpful. My scouts live 10 times longer and are able to scout most of the galaxy without needing replacements, as cloaked scouts should. With fleets it is handy to save your capital ships when in a tight spot, and best of all, when you cloak all your ships the AI will ignore your ships like they are invisible, giving you the opportunity to move your ships behind them, which has the advantage of their ships needing to turn first.

The AI uses the cloak surprisingly well, makes a fleet of B'rel & K'Tinga's quite nasty to face.

 

The cosmetic cloak will be implemented so work will continue with the mod since the cloak was a major brick wall. Lord Tareq you have earned a place in the credits.
End of quote

 

Thanks, I'm glad its useful to the mod.

Reply #1035 Top

Quoting vp21ct, reply 7
Do you need voice overs for the ships. I would be willing to do some stuff for that (klingons in particular). I just ame getting a little anoyed at hearing the TEC responses coming from a klingon. (just to tell you, I have no idea how to code those in, but I wouldn't mind doing some and even getting my friends to do some)

 

Also, do you have the Superweapons planned out yet or are you still taking sudgestions.
End of vp21ct's quote

 

if you want to contribute the sound bites in mp3 format i will take care of the rest, just zip them all up, i can easily convert them all and plug them in. I was going to do that soon, but i have to work on my pirate surprise for you

Reply #1036 Top

OK i am going to repeat this again.... There is much about Sins that is HARDCODED. Phase Jumping is one of them. We can modify the effect to a point, but that would mean ALL of the ships would do the same effect. not just "cloaked' ships.

If we could do cloaking while jumping it would already be done dont you think? We are lucky to have Lord Tareq's cloak despite the fact it is mostly a cosmetic deal. Im not going to get into any debates about this because there are plenty of pages here, and in other mod topics to read back that explains all the HARDCODED nonsense. If you dont understand this then you shouldnt be playing the mod, or operating a computer for that matter.

No superweapons. I was thinking of putting the mushroom starbase in the superweapon slot, but since entrenchment is comming i think ill save it for that.

If anyone wants to do voice overs thats great. Just make it sound "serious". The mod is about war, and its theme is dark. make your voices appropriete. No "rootbeer' bubbly federation voices..

 

Reply #1037 Top

I was gonna try doing Klingon first anyway, rather than federation (the Asari voice isn't to bad for them) and I wouldn't even bother changing the Dominion one until you are done (it really doesn't glare at you the way some do). The Klingons and Romulans are my top priority, with cardasians after them.

 

One thing, what manner of recorder should I use, I would think you wan't it to be farely clear, correct.

Reply #1038 Top

Whatever makes the best result for you. There is no priority on voices yet so take your time. I dont even have the Dominion in 0.03 yet.

FYI the entire mod was started all over again from scratch for 0.03, and every detail gone over for the new balancing. All of the existing ships are being worked over as well as the addition of new ships. There wont be any stations in 0.03. I want to focus on complete ship lineups this time. Like i did for the canon lineups in 0.02. The Federation, Klingons, and Romulans now have all 15 "combat" slots filled. The Cardassian, and Dominion still need some ships, but since i am merging the Breen into the Dominion faction they will be much easier to finish.

The reason i am sticking with the 15 ship lineup if you dont remember is that while i can add more than 15 ships. The UI itself doesnt support more than 15 units. With the 1.1 patch there are still only 15 slots available in the UI. Despite the additional cap ship slots in game. It is possible to work around this, but it will add ridiculous amounts of extra redundant textures. Unless Ironclad is kind enough to release UI template textures with the grid coordinates on them for reference i cant see how it is possible to add more UI slots. regardless we are only using the original 15 slots. I think that is plenty of units.

Demo 0.04 which is in planning now that we have a cloak will focus on the Research Trees, and Structures. With the new balancing ships like the Sovereign, Defiant, and Enslaver will be early game enders without any research pre-req's. Which you will see in 0.03. The AI feds will hand your ass to you if you dont hit them hard, and early. The research tree's will be the final fine tune of the mod balancing.

Reply #1039 Top

Concept: I have been thinking, and I have decided to redo the shipyards and add an ability hardpoint, this will be so they can be given the repair ability, so their will be no need for the repair station. By combining many of the single purpose stations together, it opens up room for more defence stations or even more UI slots that could be used for ships, unless I am mistaken.

I never really liked giving up resource income for increased fleet supply. I don't think it is possible, but it would be nice to use the armada 2 trade station as a "resupply station" that increases the fleet supply. And once the expansion comes out the star base could also add fleet supply. But this is only if the game allows it.

 

Reply #1040 Top

Hobo no offence, but this is the wrong topic to talk about your 3rd party station add on.

Reply #1041 Top

Hobo, abilities like the repair buff can be added to both frigate and cap factories. I should know, i merged the targeting radar ability with some Gauss guns:D

Enough of that though, Stress will get mad.

Speaking of merging, is it possible to get the Federation game and Strings files? I would like to merge them with another mod.

just a little tinkerer asking a titan for some stuff

 

please dont hurt me

Reply #1042 Top

dont worry about the LCARS,ships firing through hulls,etc. just need

Ships

Fed. reaserch Files (using vanilla reaserch, logistics ,and tactical buildings)

String, mesh, and Entity Files.

Reply #1043 Top

Quoting Mr_Blunt3d, reply 16


Enough of that though, Stress will get mad.         please dont hurt me
End of Mr_Blunt3d's quote

SILENCE!!....... I KILL YOU! :p

The releasing any files early except to in house mod developers which so far is just Myself, and Shimmer is NOT going to happen..... Dont ask again >:( :D :P

I figure ill let the cat out of the bag for this one... New klingon.

This is the D-4 Predator. Yes she does look like the john Eaves concept 22nd century battle cruiser doesnt she?. She is. However she is using the FASA D-4 stats. The FASA D-4 is just a scaled down Ktinga. Figure some good use should come of Atrahasis's model. :)

Reply #1044 Top

just giving you guys a warning now i have figured out a few things for the pirates and phase 1 of the testing has been completed, phase 2 will be implimented in .03 patch, phase 3 will be in the demo release

i would strongly advise against coming to the pirate base without a fairly large fleet!

 

you have offically been warned!

Reply #1045 Top

Dang that D-4 is sweet lookin. Makes me want to play as KlingonsB)

Reply #1046 Top

Quoting MindsEye, reply 20
Dang that D-4 is sweet lookin. Makes me want to play as Klingons
End of MindsEye's quote

 

there's advantages to play klingons, stronger hulls, harder hitting torps moderate disruptor power, but disadvantages, ships are slower, weaker shields, requires more metal to build

Reply #1047 Top

Quoting darkshimmer, reply 21

Quoting MindsEye, reply 20Dang that D-4 is sweet lookin. Makes me want to play as Klingons

 

there's advantages to play klingons, stronger hulls, harder hitting torps moderate disruptor power, but disadvantages, ships are slower, weaker shields, requires more metal to build
End of darkshimmer's quote

 

dont forget the suicide runs

Reply #1048 Top

After some more extensive testing on the cloak, the autocastvalue on hulldamage needs to be around 0.7 or 0.8. instead of the 0.3 in the original settings I posted here. (meaning the AI will start using it when a ship has taken 70% or 80% hulldamage) Otherwise the AI keeps using it the moment its up, making frigates with the cloak super resilient. If they only use it when almost destroyed, it won't be as impacting on a battle.

I've had a fleet of 12 Warbirds destroyed by 35 K'tinga's because of the AI's abuse of the ability (with only 8 or 9 K'tinga's destroyed). Turning the auto-cast off by default means the AI will rarely if ever use the cloak, so thats not an option either.

Alternatively it could be made so a frigate-class ship can only use the cloak once or at most twice before its antimatter runs out, which also prevents the AI from continually using it.

Reply #1049 Top

Quoting Lord, reply 23
After some more extensive testing on the cloak, the autocastvalue on hulldamage needs to be around 0.7 or 0.8. instead of the 0.3 in the original settings I posted here. (meaning the AI will start using it when a ship has taken 70% or 80% hulldamage) Otherwise the AI keeps using it the moment its up, making frigates with the cloak super resilient. If they only use it when almost destroyed, it won't be as impacting on a battle.

I've had a fleet of 12 Warbirds destroyed by 35 K'tinga's because of the AI's abuse of the ability (with only 8 or 9 K'tinga's destroyed). Turning the auto-cast off by default means the AI will rarely if ever use the cloak, so thats not an option either.

Alternatively it could be made so a frigate-class ship can only use the cloak once or at most twice before its antimatter runs out, which also prevents the AI from continually using it.
End of Lord's quote

I think the later should be done rather than the former, factions with more powerful ships should have less Anti-Mater to balance it more and make it seem more usefull to the smaller ships.

 

 

Also, I have my 'cast' assemlbed for the voices. I have a Klingon voice, a Federation voice, and the Romulan (maybee cardasian) voice. Admitedly, I didn't get Ms. Roddenberry to do the starfleet computer, but rest assured it will be a real femal person.

Reply #1050 Top

You have to remember that everything in 0.03 "the great expansion" is being changed. New ships, The shield points, the hull hit points, and the amount of weapon/damage values for all ships. Darkshimmer is taking care of all that. Hes our balance guy, and like the cylons hes got a plan.

The AI probably should just use cloak to try to escape if at all possible. Im not even sure where any value would be set to make the AI do that. I have not had the chance to test the mods new "cloak" yet.  Another thing you can do is up the antimatter cost of using the cloak. Make it to where you have to plan the use of the cloak carefully. It is after all supposed to eat up lots of power. Most of the "frigates", and i use that term loosely, because we have cruisers in some frigate slots dont have any ability's so i dont see why increasing the antimatter cost should be an issue. There should be x amount of time through antimatter that a cloak can operate.

I need a "tractor beam" ability  hint hint people get your code monkey on. It should grab a ship, stop it from moving, and prevent phase jumping. We will take care of the effect. I just need the ability.

Lord Tareq give me a PM please we need to talk.

The voice acting is a low priority right now. However if you got something you think is worth while then send it our way.

Remember there is no more Breen faction. They are now one with the Dominion. So nothing needs to be done for the Breen anymore except balancing the ships already in the mod.

Muahahaha we got a nasty surprise for ya >:D