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.





4,112,290 views 1,754 replies +2 Loading…
Reply #876 Top

Quoting gihren, reply 23
Very nice ship, I forgot about that little thing.  Makes me wanna sing...

A British Tar is a soaring soul...
End of gihren's quote

fandom FTW!

Reply #877 Top

I think you are referring to the Peregrine. Yes that will be i the mod. I am working on her as i type this. However i am still having trouble with the fighters spawning in the middle of nowhere despite all efforts to solve the issue. I put the hanger points well away from the mesh, and i am using the 1.05 convertxsi which was supposed to solve the problem. The funny thing is if i dont put any hanger points on at all the fighters spawn in the gravity well. I would leaveit that way, but I dont want any developer.exe errors because they slow the game down.

The Peregrine will be the feds bomber. Need a suggestion for the fed fighter. I was going to use the Peregrine as both the fighter and bomber. One phaser armed. One micro torpedo armed. However i was also thinking of using the Type 9 as the fighter. No i am NOT using the delta flyer so get that thought out of your heads. The type 9 is voyager yes, but imo she looks far better than the DF.

My next planned demo release will be the 1st to feature some of re-worked non-canon units from the original SoA mod. All of the factions will be recieving at least one new unit, and i will try to get some proper faction shipyards in the game. No guarentees tho due to the RL, and time factors ;)

Reply #878 Top

<<<Excited

Reply #880 Top

one thing i did notice in playing with the mods for federation the phasers look like they dont do any  damage to the other ship just the torps i tryed again going against the cardasians i had like 20 ships and the cardies had 10.. all 20 ships i had were wiped out by the 10  ship i even had capital ships in with the fleet of mine and they didnt last long ,when any of the ships i use phasers at all its like they hardly do much damage.. i know  this is demo mod just thought i would bring it up i still love what you did with mod keep up the good work. also when i was playing it i had it on well nooby easy since im still new to the game|-)

Reply #881 Top

The Phasers arent really supposed to be heavy damage dealing weapons. In games like Starfleet Command you use Phasers to weaken shields, then blast through them with torpedoes.

The torpedo damages are being changed so ships like the Miranda Centaur, and Excelsior arent so OP torpedo wise. They have torp damages in the 100's when in fact they should be more like in the teens, or low 20's. Ships like the Galaxy, Akira, and Sovereign should be in the 80 to the 100 range.

On another note. The venture scot is scrapped as the feds 'scout', and the Miranda is taking its place. Complete with probes, and capture roid ability. It is a "science" ship after all ;) The venture scout is just too damn small to be used as a ship, and you cant zoom in close to it in any ship slot. Instead it became the Feds fighter, and the Peregrine is the Feds bomber. The funny thing is the venture scout, and peregrine are almost the same size (24 meters).

Ill try to find a way to get the Danube in game. I did have plans on using it. I just need to figure out where to put it. It isnt exactly a fighter, and it too suffers from a size problem to be used as a ship.

Here is a pic of the Peregrine in game. The textures are just placeholders for now.

Reply #882 Top

Very good job so far. One thing. The Rombulans are hard to play since they only have very small ships or very lager ships. I know this is not your fault, but I think that the Romulans need a ship in between the warbirds and the scoutships. Something like these...

There are of a bunch of uncannon ships here.

Also the Scimatar would be cool as a captial ship.

 

Reply #883 Top

When the winter olympics will be held in HELL is when i will import the Scimitar, or any of those wanna be nosforatu ships. I cringed enough importing the Valdore. I will just as soon import the ENT era warbird before resorting to "remun" designs. IMO the entire remun (should be "Reman") Design scheme is way WAY off. The wanna be nosforatus, and romulans should have been the same freaking race. With the same freaking technology. Unfortunely thanks to the killer b's they are cannon (along with a lot of other BS about trek) :/ Short n sweet Nemesis should not have seen the light of day (I am sure the TNG cast will agree with that statement too).

I have some decent non canon units to fill the romulan ranks up with. The only faction that is going to be a real challenge is the Breen.

I figured out my problem with fighters spawning in the middle of nowhere, and it was the stupidest reason... a Miss-Spelt 'ard point. Ya i iz a hi skool gradiate :p Anyways with that brick wall crumbled now i can do fighters for all the factions.

Reply #884 Top

"I have some decent non canon units to fill the romulan ranks up with. The only faction that is going to be a real challenge is the Breen."

 

Ok.

Reply #885 Top

The Venture would be the fighter, the Peregrine the bomber, and the Danube a fighter bomber, slower than the fighter but it has weaker versions of both weapons, but takes longer to build/replace; But only if the fighters can support more than one weapon.

 

For federation Colony/Trade/Construction vessels, I don't know what you have chosen, but heres my two cents:

Colony: Olympic Class

Construction: Oberth Class

Trade: Yorkshire Class

Reply #886 Top

what about one other federation ship called the nebula class was that ship ever used in the dominion wars i cant remember?

Reply #887 Top

Nebula is in. Tho not in game yet, because the model itself is not finished. It needs some fixing before i convert it to sins.

Merchantman will be the trade ship, and refinery ship unless i can find a known "Canon" Federation ship to use as a tanker (the TNG Antares was an alien ship of the week design not a federation ship).

I have no clue what the "yorkshire" class is. Ex Astris doesnt have a picture of it. So it must be non-canon. I am only using canon ships for the Federation.

I have a "surprise" as the colony ship ;) Olympic was from an alternate timeline.

Worker bees will be the constructors. (also trying to make a work bee effect for the construction of the ships themselves).

I am sure you have read by now that demo 0.03 will be the last release of the mod until the hard code restrictions are lifted.

 

 

 

Reply #888 Top

Better to take rommie ships from Armada than Nemesis... /wrists

 

Assuming there is a viable implementation and the mod continues, how about runabouts being strike craft variants for space stations?  How were you accounting for the general lack of fighter usage among ships, just using the Akira or trading shuttle bays out?

 

Also, Yorkshire, knew the name was familiar.  The ST encyclopedia is where it comes from, the USS denver hit by a Cardassian mine in one of the episodes is listed as a Yorkshire class there.

Reply #889 Top

The Galaxy is the feds "carrier" being it is the only ship big enough to hold a couple wings of 24 meter long fighter/bombers. The Curry will back it up as the light carrier being that frankenstien ship has a hanger big enough to hold at least one peregrine. She also has repair bots (workbees). She was a support frigate in the original SoA mod, and she is repeating that role in SoA 2. other factions will have a ship with a similar role. The Sovereign will have at least one flight of fighters/bombers. The rest of the Fed ships will not have any fighter support at all, because they are too small to reasonably hold any strike craft. The Akiras hanger doors arent big enough for the fighters to fit through. The cruiser variants of elite units will not hold strike craft. Trek is more about big ship battles than spamming fighters. They didnt even become canon until the dominion war lol. Fighters will be in this mod, but wont be the main focus. You want fighter spam play the Star Wars mod ;) The trek fighters are just pure cannon fodder with the purpose of drawing weapons fire away from the bigger ships.

The Dominion will have a carrier. The Enslaver most certainly will hold a wing of strike craft. Oh, and a nice Dominion fighter to go with it.

The Cardassians wont have any carriers, but some ships can house at least one small strike craft. I need a good design for a cardassian fighter. It has to be very small (15 meters or less max length), and not look like a "mini me" of the Galor.

The Breen have a nice fighter. They wont use carriers ether, but some bigger ships will carry at least one strike craft.

The Voodieh (variant of the negh var) will be the Klingons carrier, and i have a nice non stupid looking klink fighter model. What i mean by non stupid is it is not a scaled down b'rel, or other big ship design.

The Romulans dont use strike craft on board their ships... I dont want to hear it... They dont use strike craft on board their ships. (the bigger is better concept? too arrogant to use fighters. whatever) The Scimitar, and Scorpion was not Romulan, and doesnt count. You want to use them then add them yourself as a 3rd party add on.

The runabout will be used by the whatever i decide to use to replace the hanger defense structure. You cant have more than one weapon on strike craft. So the standard runabout for anti fighter, and the weapon pod variant for a bomber. The other factions will have equivalents for their hanger defense. Including the Romulans. All this of course is "IF" i can make it work.

 

Reply #890 Top

Major Stress Stresses over the details lol.  If the rom didnt use fighters then they shouldnt have any. No doubt they would have plenty of other advantages. Im glad that you have a specific vision to keep things cannon. Holding true to the genre is always the best route in my opinion. Im just sad I will not get to see this finished.x_x

Reply #891 Top

We really dont know that yet. I would like to see it finished, but with the hardcode restrictions it will prove very difficult to pull off. Why is why i am stopping work after 0.03 until i get some answers.

Can you answer these questions?

Can you live without cloaking?

Can you live with no ship movement during combat?

Can you live with weapons firing though their own hulls, or awkward positions?

those are the three main brick walls ive hit. There are more, but they are minor in comparison. If you can live with an "80%" mod without whining that your trek fantasys have been ruined then ill finish it.

Reply #892 Top

Just a quick design suggestion if I may; I know it would mean stepping away from canon, but when it comes to weapons firing through the hull, have you considered abstracting their number and use? What I mean is, instead of having, for example, 12-14 phaser banks on a ship (I surmised you are making the ships as tech-true as possible from your posts), why not have just four or six, but with increased damage to compensate? After all, in the movies and series, we hardly see more than one phaser beam shooting out... I imagine 14 of them would look like a "Death Blossom" from The Last Starfighter. ;)

I realize that even with this reduction specific ship geometry might get in the way,  and I have no idea if you already tried this, but it hit me as a possible work-around for the weapons problem so I thought to suggest it.

Its simmilar to what every Star Wars mod must do... the canon specs are over the top, a Star Destroyer has what, more than a hundred turrets? It would look awful in a game, just like it would look awful in the movies so they always have just a few of them blasting away.

Reply #893 Top

Yes to all 3 from me - my days of perfectionism are well an truly over and have been for years :)

Reply #894 Top

wouldn't an Oberth class be better suited as a scout?? i mean it is a science vessel and pretty weak.

Reply #895 Top

It probably would "if" i liked the ship. To put it in would mean i would have to take a better ship out. The Feds have more canon ships than there are ship slots available in game (even after 1.1). So i gave the axe to the ships i dont like. Like the Oberth. There is nothing stopping others from importing one for themselves if they want to.

The other factions have the opposite problem, but i have some nice non canon work to fill in the gaps. Some ships will have to use the same hull for multiple roles for example the cardassians will have a spiral wave galor and a torpedo version. Hey its better than using stupid, or ugly looking non canon ships. I am trying to keep the non canon to a minimum.

Remember i said the fed colonly ship would be a surprise....well... Surprise!

Who said the old girl was retired! She just doesnt serve in any combat role anymore ;) If it works for the Miranda, and Excelsior why not her. Its not like you are gonna build a hundred of these anyway :D

Did i ruin your trek fantasy yet? :D I didnt think so. P81's model really shines here.

 

 

Reply #896 Top

Awesome work. One of the best looking models I've seen so far!

Reply #897 Top

Yay!  New forms of life for Kirk to f**k.

Reply #898 Top

Err... Kirk is dead. He fell off a cliff. Steel girder landed on him, He felt a little flat, but it was "fun". So he moved on to Tek wars. Which bombed miserably, Then he became the singer/spokesperson fror priceline.com... Problem is Shat cant sing :p So Shat tries to get back into trek with the new movie, and wonders why he hasnt been called for any part.. He apparently forgot one "little" detail.. KIRK IS DEAD.

Speaking of waking the dead. I had her in game for a while now and forgot to post a shot of her. The support ship Curry. Can carry one wing of strike craft, and has repair "worker bees"

Reply #899 Top

I am confused is this mod dead because it seems like you are making much more progress on the mod now that you said that you were going to abandon it because of the stupid restrictions that have been put in place. x_x

Think that the new ship models are cool i really like the Constetution model not to sure on the look of the Curry Class and so what if the feds have more ships than the rest it has allways been that way.

Will the constitution have weapons or is it just a colany ship.

Have you made any progress with the stations.

Reply #900 Top

No progress on stations yet. I need to build them myself, because the 3rd party stuff aint cutting it.

I said After 0.03 all work is stopping. Unless something happens to lift the hardcode restrictions. In the mean time i am importing what i have ready to import. The first two demos were dominion war only. I am calling 0.03 "the great expansion". because i am no longer limiting it to dominion war, and canon only.