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 #1076 Top

Quoting Major, reply 25
Klingon Academy was good, and given a bad rap. Not exactly canon, but it had the feel, and the gameplay.
 
End of Major's quote

 

Finally, someone who has played the game.

 

Hey what terrain did you do best in. I liked ateroid belts and Nebulae.

Reply #1077 Top

Quoting Major, reply 20
Naaaaaah, No pressure at all...

We still have new ships to import. A minor issue to deal with the way 1.1 renders the team color. It renders team color throughout the whole ship despite what is on the alpha channel. We may have to disable team colors for the SoA 2 0.03 update. Not that we use team color anyway. Plus shimmer is still working on balancing. Give it a few weeks to a month depending on RL prioritys.
End of Major's quote

 

Soooo i dont have to check the forums every hour for a update.... :blush:   OK COOL

Reply #1078 Top

Rings, Gas Giants, Nebula. You name it. I used it. I liked the rings just to watch the AI fly a big ass cruiser in to smack it into the rocks :)

Reply #1079 Top

OK Phase 3 balancing is now in the works, this will balance out the mod even further. Current working for torps in not working correctly, so it has to be redone. New balanceing scale needs to be done, Stress we also need to move a few ships around, when i show you the spreadsheet you'll understand why.

thanks to many inconsistances with Trek, i'm creating a new scale, but i'd like some feed back on the following without too much DETAILED DEBATE PLEASE.   lets just keep it simple:

 

Which race you think has the stronger shields? Weaker shields?

Which race you think has the Stronger Disruptor? Klingons or Romulans?

Which race has the fastest ships?

there is a reason for these 3 questions, so i'm asking for input please, but keep it to the races that we are working on!

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Reply #1080 Top

Quoting darkshimmer, reply 4

Which race you think has the stronger shields? Weaker shields?
End of darkshimmer's quote
Feddys and Klingons have the toughest shields, and romulans have weakest (its cannonical, they depend less on sheilds because they use cloaking devices so much. They should have better armor than normal as well.) Dominion might have some badass sheilds as well. Cardassians strike up a good balance though, and are tough all around.


Which race you think has the Stronger Disruptor? Klingons or Romulans?
End of quote
Klingons definetly, they use disrupters more as a primary weapon because they stay decloaked when they delcoak (might wan't to work that in if you can). The romulans need high powered torpedoe type weapons though, but with a more limited range and longer rate of fire.(also cannonical)

Which race has the fastest ships?
End of quote
Feds, second to none. Dominion would be close second. after that I would go romulans and cardassians. Klingons last. An alternative is to have them all start at the same speed, and let the feds have a good deal of reserch into getting faster.

Reply #1081 Top

thanks vp, that was along the same lines i was thinking, Unfortunately at this point, i have to break the canon specs, or we'll have so many over classed ships for there roles it would not be enjoyable. Ships like the defiant always do that to a game, and the vorcha which is more a battle ship than heavy cruiser. Either way i came up with a new system based off of what ships Stress put in play already and just baselined a few scales, now its really meshing together. Only bad part now is having to go back and update all the ships we have in so far... uh!

 

i'm still testing out the new torp system, reduced the number of torps (it was getting really silly there for awhile) and increased the total damage. Also created a new system for ships not stacking so close together in formations, and new engines for performance. You'll be able to see them bank now, which is nice. Ships are scalled by class so expect the cruisers your best all around ships. good damage, speed, defense. Frigates are fast but lack power and defense. Elites will lack speed but excellent power and defense.

Reply #1082 Top

Quoting darkshimmer, reply 4
OK Phase 3 balancing is now in the works, this will balance out the mod even further. Current working for torps in not working correctly, so it has to be redone. New balanceing scale needs to be done, Stress we also need to move a few ships around, when i show you the spreadsheet you'll understand why.

thanks to many inconsistances with Trek, i'm creating a new scale, but i'd like some feed back on the following without too much DETAILED DEBATE PLEASE.   lets just keep it simple:

 

Which race you think has the stronger shields? Weaker shields?

Which race you think has the Stronger Disruptor? Klingons or Romulans?

Which race has the fastest ships?

there is a reason for these 3 questions, so i'm asking for input please, but keep it to the races that we are working on!
End of darkshimmer's quote

I believe the cardassians should be near the top in shield strength as they incorporate imbedded warp nacelles in their ship designs.  The imbedded nacelles are supposed to be stronger as the shield 'bubble' does not have to be as large.  I believe the defiant and BoP use imbedded warp nacelles as well.

I mostly agree with what the previous poster said about the other questions.  Shimmer, you might want to check out netbooks at http://www.trek-rpg.net/ to see how they have balanced the ships out.

Reply #1083 Top

Cardassians: Weak shields, medium hull and armour,ok beam weapons, but weak torpedos. They don't field very large or powerful vessels, are faster then most, but they should have cheap ships that build quick for larger numbers and require low supply.

Klingons: Very weak shields, but the strongest hull, and very strong armor, strongest disruptors, per shot very strong torpedos, but overall lower torpedo damage per second. The vessels are very good in combat, but are not well rounded. The ships are slow and require large amounts of metal, but little crystal.

Romulans: Very high hull, but low armour, and medium shields, medium disruptors, and very powerful, but slow torpedo fire. These ships are powerful head on, but are weak against vessels to their flanks or rear. The larger ships are very large and very slow, these ships take a long time to build.

Federation: Very high shields, medium hull, but low armour, powerful beam weapons, lower power per torpedo, but higher rate of fire means they have very high damage per second values. Generally very powerfull and more well rounded than the other alpha quadrant races. The ships are very fast and highly manoeuvrable and require more crystal for their construction.

Dominion: High Shields, medium hull, and the highest armour, they have powerful beam and disruptor weapons, but only medium torpedo power. The ships are generally more powerful than the other races. The larger ships are very slow, but the smaller ships are very fast, they require more resources to build, and are slower to build and require more supply.

Based on the most common vessels fielded by each side.

Reply #1084 Top

thanks for the input Hobo, thats definately along the same lines as VP. The phase 3 tests are done, i've already rewritten 90% of the balancing. Torps are working alot better now, and yet i have problems with the Defiant, still!....lol

will it ever end?                     :waaaa:    mental overload!!!!!!!!!!!!!!

Reply #1085 Top

All we can do is the best we can. The defiant seems to break the game no matter what stats you put on her.

Important question. So answer this seriously without any kind of debate.

What is more important to you? Adhering strictly to Canon, and having an overpowered faction? or good balance, and gameplay? IMO if it takes nerfing the defiant, or any other canon OP ship to fix the balance ill do it.

Reply #1087 Top

I don't no, I would love to see the defiant and many of the other ships but not at the expense of the game itself so

please do what you have too to keep the game balanced and running smoothly as possible.

Reply #1088 Top

Definently balance, but within reason. Even in the show, none of the races had an advantage over another that wasn't depreciated by some weakness. Thats basically what this game needs. But as far as ships are conserned, balance definetly, hell, maybee it would be funny watching the supposed 'god' ship that is the defiant get killed by a posse of BoPs

Reply #1089 Top

Hm, I guess I see things a little differently.


Klingons: high speed, low shields, high weapons

The BoP and Vor'Cha always seemed to be built for speed. They're got almost all forward-facing weaponry, so they have to be manuverable to make use of it. And they never seem to take that much abuse.

Feds: moderate speed (at sublight), high shields, low weapons

With the exception of "hero" ships like Voyager and the Defiant, most Federation ships seem to be unable to outrun anybody at sublight speeds. At warp is a different story, as the feds seem to have top-tier warp tech. They're also very defensively oriented, so their shields can take a beating, Their weapons are nothing to sneaze at, but (excluding the Defiant) their ships aren't built primarily as warships.

Romulans: low speed, moderate shields, high weapons

Warbirds are big, lumbering beasts, bristling with weaponry. But they don't have the strongest shields because they prefer using their cloaks for surprise attacks to extended battles.

Dominion: high speed, low shields, high weapons

The Feds were never able to outrun Dominion ships, and their priimary ships - the attack fighters - always appeared to be fast-moving but fragile. Their weapons, of course, are devestating.

Cardassians: moderate speed, moderate shields, moderate weapons

The Cardassians do sseem well-rounded, but not particularly good at anything.

Reply #1090 Top

Major Stress said:

All i want is for the movement and cloaking opened up to modding (without breaking the game), and ill be a happy camper
End of quote

I'm really trying to get these in for Entrenchment. Caps/frigates may be exposed to the fighter movement code and our old mine code might be usable for cloaking (though they don't cloak anymore for gameplay reasons).

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Reply #1091 Top

A few things I would like to point out, in way of the warrior that vor'cha was riding the Defiants ass, and I'm sure we can all agree that the Defiant is a FAST little ship. My order would be: Strongest to weakest

Impulse speed: Klingons, Dom, Feds, Cards, Roms

Weapons: Dom, Rom, Fed-Klingon*, Cards

Shields: Fed, Dom, Cards, Kling, Rom

Armor and hulls: Cards, Kling, Fed, Rom, Dom

 

Of course it really depends on what class of ships we're talking about too though. For example, the little Dom fighters are just cannon fodder, while I belive they do have strong weapons, I doubt they could outgun a Galaxy class ( one on one with no ramming allowed). I'd have to say the Klingons and Feds are probably pretty even weapons wise, the disruptors on the BOP seem to be close to the pulse phasers of the Defiant. No doubt they've shared extensive weapons knowledge together since becoming allies.

Although I know its alot of work, I would hope individual ships would be balanced out to what they should be, not just what race they are. For example, we all know a Defiant at max speed would pull out ahead of some of the other Fed ships, like a Galaxy or Nebula. Just like the Dom Fighters would run circles around their huge battleships. The Card would probably be middle of the road, like Dan said.

 

I would much rather see a balanced with good gameplay mod then strict canon. Actually, I'm all for adding in all kinds of non-canon ships and just making it fun and balanced. Canon IMO would just get in the way of a really fun mod.

Reply #1092 Top

here is a pic a took during phase2 balancing i hope you guys enjoy i'll post more if you do!

 

Feds Vs Klings Phase 2 Test

Reply #1093 Top

Quoting darkshimmer, reply 7

Quoting Major Stress, reply 25Shim 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

 

Stress, Dont worry about that, i'll fit them in where we need them, the wingged defender is a cruiser and i have a good idea where we could use it at. i'm ready to give you what i have so far, just need you around in MSN
End of darkshimmer's quote

Reply #1095 Top

This is the framework I used to balance your first release:

 

Cardassians:

- Fast build bonus

- Average/high speed

- Strong hull

- Average armour

- Weak shields

- Weak weapons, emphasis on burst damage (high single blast long cooldown main beam)

 

Romulans:

- Low speed

- Strong hull

- Strong armor

- Weak shields

- Very strong plasma torpedo's, strong disruptors

 

Federation:

- Shield regeneration bonus

- High speed

- Average hull

- Average armor

- Strong shield

- Average weapons

 

Klingons:

- Hull repair bonus

- Average / High speed

- Average hull

- Strong armour

- Average shields

- Strong disruptors, average torpedo's

 

Dominion

- High speed

- Average hull

- Weak armour

- Strong shields

- Strong weapons, chance to negate shields

Reply #1096 Top

Quoting GiganGigan, reply 19
Maybe change Antimatter to Plasma
End of GiganGigan's quote

If anything, in Trek they used Deuterium and Antimatter to power most, if not all of their systems. Antimatter primarily used for their warp drives, as well as payload in torpedoes, with Deuterium powering most of their basic systems, including lifesupport.

I'm gonna go with Lord Tareq for ship balancing. If you can add in the respective bonuses, it also gives each faction their own edge over another faction, while not making either more overpowered than the other. I don't mind if you have to nerf certain canon ships in order to balance the overall gameplay. We've seen so many inconsistencies throughout Trek anyways, so i'd just chalk it up to it being yet another inconsistenc.

Considering that the two main developers of this project is Darkshimmer (whom I've nicknamed the "balancing guru"), and Major Stress (involved in the great SOA/FTB mods), I have full confidence in this project and expect them to provide a great mod when it's completed.

 

It's also nice to see that we're having a friendly discussion in this thread, rather than a flame war which happens oh so often in public forums.

To Blair Fraser: Please do :borg:

Anything that can be modded without breaking gameplay, would be great if it can be modded. Thou, usually any modded files tend to block users from playing with others in multiplayer unless both sides have identical files. So it shouldn't be too much of a problem allowing files to be modded.

Reply #1097 Top

all of these are great guys, thanks for your contributive thoughts. I plan to push these out there on phase 4 but i have already made sure to included specific triggers in my spreadsheets to help me plan the next stage. There will be other things to help modify the cost of the ships based on abilities. Currently i am mainly focusing on the triple baseline i created and merged for just overall balance, the torp system, and the manuvering system i used. All 3 are very major rewrites i did yesterday.

 

I would like to reach out to the public for another type of help. I'm looking for a very clear version of the klingon war song for one of the negh'var's abilities. The one i have sounds like people are talking through a tube. If you got one please email it to me in any audio format. Best one i get will get credit in the readme   :thumbsup:

Reply #1098 Top

Incredible work so far.  I'm not doing much but looking at the images until the end of the Semester when I'll have more time.  It's looks really awesome in so many ways.

A-S

Reply #1099 Top

Blair,

any way we could get some kind of mini dump analysis tool? i'm now stuck and i don't know what is wrong. i even back tracked to my update from this morning and i still can't run the game

Assert @ c:\gs\gamma\09\CodeSource\Engine/DataStructures/FixedVector.h(155)

m_CurrentSize < MAX_SIZE

Assert @ c:\gs\gamma\09\CodeSource\GS/Entity/Interfaces/IAbility.cpp(139)

false

Assert @ c:\gs\gamma\09\CodeSource\Engine/DataStructures/DynamicVector.h(172)

i >= 0

 

Code money errors suck when you don't know what it means, just tell me what file is messed up.....lol 

 

Edit: after carefully backing up and restoring some files, i inserted all the ships i not worked on, and the one that flagged was the one that i just updated eariler on and didn't generate an issue, so anyone know exactly how many SoundID's you can have in an entity file? 5 groups is it just 3 each?

Reply #1100 Top

Im gonna go with lord tereq as well. Sounds like a good line up. Also Your attention to this mod Blair Fraiser is much appreciated:grin: . PLease keep the screen shots comin shimmer.