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[MOD WIP] Sacrifice of Angels 2 Entrenchment

[MOD WIP] Sacrifice of Angels 2 Entrenchment

SoA 2 0.3e.102

Can anyone remember when we used to be explorers? - Jean Luc Picard
Gameplay
FED
KLI
ROM
DOM
BORG
NPC
Download Rebellion
Download Rebellion Patch
Install Rebellion mods tutorial
4,011,979 views 1,969 replies +5 Loading…
Reply #601 Top

Quoting darkshimmer, reply 599

if that ogrov was a non-trek ship it was not upgraded for that purpose, it will be replaced later with a different ship. the stations will need more adjusting but if i can bring it down in beta you can as well! you just need the right ship combo
End of darkshimmer's quote

Well with infocards not completed it's a bit hard to understand fully each ship roles and abilities if you could give a hint perhaps..I think we built something of each class so we used all what could be used..

Lo

Reply #602 Top

 

I got the error during extraction :-(.

Reply #603 Top

I get this error when i try to extract the files to the mods folder

!   C:\Users\*******\AppData\Local\Temp\SoA203E1.rar: CRC failed in SoA2 03E1\Textures\Curry-cl.dds. The file is corrupt

Reply #604 Top

Your shield restore functions are hosed because you have an area buff and only one target, so it buffs itself and does nothing for the damaged shields around the platform.

Reply #605 Top

What we intended was to use "truescale" for all trek ships and structures. But some starbases, and the borg cube are huge compared to everything else, and they quite literally got in the way. The fed starbase when to scale (TMP sized) dwarfed the planets, and took up half of a standard sins gravity well. Imagine what a TNG scale mushroom starbase would do. You may notice the mod grav well sizes are larger than standard sins grav wells. Another structure will take the place of the mushroom base, OR we can re-scale it to a non-canon scale. What we will do will be determined later. We may also consider using scaled down borg cubes when we get them in game. A 3000 meter standard cube just creates a total clusterf**k. No matter how big the grav well is. That will be one of the "sacrifices" we will have to do in order to create smooth gameplay.

Use the bug report link from now on please. The topic is getting cluttered with the same errors being repeated.

Reply #606 Top

Quoting Frobond, reply 603
I get this error when i try to extract the files to the mods folder

!   C:\Users\*******\AppData\Local\Temp\SoA203E1.rar: CRC failed in SoA2 03E1\Textures\Curry-cl.dds. The file is corrupt

End of Frobond's quote

 

not sure why so many CRC errors are occuring, the second uploaded i tested on my pc and my laptop neither of which got an error, so either the file is being currupted on upload or its currupting from your extractor

Reply #607 Top

i have also this error with the curry. can perhaps someone pls upload this file seperate. i downloaded it twice and both times this  error .

Reply #608 Top

Bit of a gameplay bug here, the pirate raids are using the Sins ships, pirate corsairs etc.

Reply #609 Top

But on a second note, GREAT JOB! Loving the movement, but are the klingons supposed to start with no shield mitigation?

Reply #610 Top

Where do you guys want us asking about balance issues?  Here or on the google page?

Reply #611 Top

i play currently my first game and have a problem. i think its my video card. its a light edition :( but dont know exactly what...

all my ships and station are in my player colour. for example green blue or red, whatever i chosed.

is it perhaps also somethink with my settings and how can i correct it. someone can help me?

Reply #612 Top

Just had my first full game and I thought it was excellent. The Klingon starbase looks great, I think it is perfectly scaled. Also amazing work on the smoke trails (I love the hull breaches too lol - amazing!). Top work on the tech trees - it makes it into a proper game as opposed to just a sandbox.

I actually almost prefer the Pirates being Sins ships - I always thought it looked a bit silly to have Federation ships flying around with the Breen etc. (I know you could say they've been captured and used by Pirates, but I'd rather have a different race as the pirates tbh).

I've uploaded the Curry file for anyone who needs it separately:

 

Link

Reply #613 Top

thank u mongoose thats cool!

ähm my problem seems to be not going away with other settings.

but the galors for example are in normal textures. only the ships of the players are in  player color. there are no textures, very strange. someone knows what that is? ^^

Reply #614 Top

all my ships and station are in my player colour. for example green blue or red, whatever i chosed.
End of quote

Turn off the team color mesh in the options menu.

Reply #615 Top

Federation Starbase? Overpowered? No.  My lvl 10 Negh'var shot its torpedos, once, and killed one.

Reply #616 Top

thats the first i thought but its turned off. nothing....

and its only at klingon ships. pretty strange

Reply #617 Top

Quoting Major, reply 605
What we intended was to use "truescale" for all trek ships and structures. But some starbases, and the borg cube are huge compared to everything else, and they quite literally got in the way. The fed starbase when to scale (TMP sized) dwarfed the planets, and took up half of a standard sins gravity well. Imagine what a TNG scale mushroom starbase would do. You may notice the mod grav well sizes are larger than standard sins grav wells. Another structure will take the place of the mushroom base, OR we can re-scale it to a non-canon scale. What we will do will be determined later. We may also consider using scaled down borg cubes when we get them in game. A 3000 meter standard cube just creates a total clusterf**k. No matter how big the grav well is. That will be one of the "sacrifices" we will have to do in order to create smooth gameplay.

Use the bug report link from now on please. The topic is getting cluttered with the same errors being repeated.
End of Major's quote

In my opinion, I would rather have a scaled down version of the Mushroom starbase than something different.  I love the look of it, and even "smaller than should be" would be better than something else. It's a great looking starbase, and the most identifiable trek base (other than Deep Space 9 maybe) there is.  It's kinda like you think Army, you think Green. You think Fed starbase, you think mushroom style. Just my opinion.

 

Reply #618 Top

Quoting Alpha_Sniper, reply 615
Federation Starbase? Overpowered? No.  My lvl 10 Negh'var shot its torpedos, once, and killed one.
End of Alpha_Sniper's quote

 

The Fed starbase isn't available for building.  If you're referring to the research station or Jupiter station, those function as the Temple of Harmony and Temple of Hostility, respectively.  So, I wouldn't be surprised if a fully upgraded Neg'Var took one out in one shot. 

 

On a totally separate note, I have a question for someone from the mod team.  In the vanilla version of the mod the weapon damage in the entity files was fairly consistent from "front" to "back" and to each side.  But in the new version I see that the numbers vary greatly for many ships.  I think it has to do with the number of hard points that are facing each direction, but I'm not totally sure.  My guess is that it's meant to create equal damage for each hardpoint.

Second, how exactly is the weapon damage we see on the infocard related to the weapon damage in the entity fiiles?  Obviusly there are some discrepencies, such as damage over time for beam weapons and delay between shots, etc.  I only ask if there is some type of formula (as it seems there is based on what you've done with the directional weapon damage I mention above).  If there's no formula, there's no need to worry about it, though. 

Any clues on these will help me out a LOT!  Thanks!

Reply #619 Top

You can build a starbase, it's just the default Sins one. It seemed pretty good against constant Pirate attacks to me. Though I had upgraded the weapons a lot. I've never really got capital ships up that high, so I don't know how much damage they end up doing at that stage. I enjoyed attacking the Klingon starbase though, it took a decent sized fleet to make it comfortable - but I don't know whether this is more in keeping with Sins balancing than Trek canon as I've never really put much thought into it.

Reply #620 Top

Thanks mongoose, it looks like the shields and stuff on the starbase were upgraded for SoA.  But seriously, the torpedos say they do 3352 damage at level 10, yet they are taking out starbases with around 12x that much shields/hull, not to mention armor and shield mitigation.

Reply #621 Top

Hey guys, I installed the mod and I hear the music and the loading screens have Star Trek ships in them, but all the structures and the ships are vanilla sins. What do I do to fix that? 

Reply #622 Top

Good work, guys!

A couple of observations:

  1. I see you made all of the weapons/defense research up stats by ~10-20 percent.  When you have this for weapons and defense, the ships tend to get exponentially more powerful (seen this a lot in other mods), which is a little unfair to the smaller ships and makes using them pointless (was 1701-D really 20X the ship 1701 was?  10X the worth of an Excelsior?).  It also tends to make the game a race to build weapons research stations, which tilts the game in favor of a guy next to a desert planet with its greater logistics slots.  I would recommend either scaling this back a bit (by reducing the jump in HP/SP/damage for the research and the higher ship classes), or, alternatively, you could make 2-step research to slow down the min time to get to the max ships and skills.
  2. The damage of Klingon ships relative to one another doesn't seem to be right.  The Brel bird-of-prey is far more powerful than any other frigate or cruiser, and dirt-cheap to boot.  The difference between Klingons winning the day and being scattered before the Steamrunners/Akiras is whether you invest in Brels. 
  3. Klingon ships described as carriers have no birds.  Don't know if this is something you intend to fix in a later mod, but figured I'd mention it.
  4. Where did you get the music - it's great.  I recognize most of it from the Star Trek soundtracks, but there was one or two songs in there (during scaled in battles) that was reminiscent of the theme from The Rock or Pirates of the Carribean.  It was a perfect fit.  I also noted you had some of the soundtrack from Star Trek II in there - give the rest of the ST2 soundtrack a listen, it would be great for replacing what little music you still have from the Vanilla sins.
Reply #623 Top

Quoting Mavirikk, reply 621
Hey guys, I installed the mod and I hear the music and the loading screens have Star Trek ships in them, but all the structures and the ships are vanilla sins. What do I do to fix that? 
End of Mavirikk's quote

Nevermind, I figured it out.

Reply #624 Top

Quoting Alpha_Sniper, reply 620
Thanks mongoose, it looks like the shields and stuff on the starbase were upgraded for SoA.  But seriously, the torpedos say they do 3352 damage at level 10, yet they are taking out starbases with around 12x that much shields/hull, not to mention armor and shield mitigation.
End of Alpha_Sniper's quote

 

Quoting GulKelan, reply 616
thats the first i thought but its turned off. nothing....

and its only at klingon ships. pretty strange
End of GulKelan's quote

I gotta agree with some of the concerns for balancing weapons and weapon research.  Torpedo's are insane, it's very easy to take out ships or stations with focus fire and a volley of torps.

 

Also, in regards to the colour mesh thing, there is another team colour options menu in the main options.  Make sure you un-click it from both the User Interface options and the Effects options.

 

(I think information like that should be edited in the main post, heh)

Reply #625 Top

ok guys you are totally missing the point of the ship stats THIS IS NOT SINS IT IS STAR TREK using the soase engine

the hard points will never all have the same dmg out put as in startrek aka the brel it can only shoot forward therefore in game it only shoots forward (MAJOR hint how to use this ship) you have to look at the ships this is not sins certain ships excel at certain things such as hit and runs some ships only cant fire aft so try to have them facing your enemy etc etc you guys need to figure out what ships do what some ships can out manouver other ships etc etc you guys just need to get your heads around this

--> FIGHTER MOVEMENT ON SHIPS CHANGES THE GAME PLAY HENCE THE SHIP STATS AS THEY ARE <---

this also explains why the research goes up by 10 / 20% etc as for the torp dmg yes its insane but that is what its supposed to be but if you notice your ships dont fire torps 24 /7

the pirate raids NO that is not a bug its intentional

 

will be online in an hour or so for the MP game !