[MOD WIP] Sacrifice of Angels 2 Entrenchment
SoA 2 0.3e.102
SoA 2 0.3e.102
Guys at the risk of repeating ourselves yet again... Use the Bug report link to post any issues. It is on the main topic in BIG letters. You cant miss it, and if you do miss it might we suggest some better reading glasses ![]()
Yes, post all bugs and issues there, because as you can see the topic grew several pages with pretty much the same "it doesnt work", or balance issues since i posted last. Use the bug report link. Thank you ![]()
this mod is beautiful. the ships and damage effects look amazing. great work guys!
Hello SOA2 team great job on the mod.
Great job on the mod guys. It plays really well. I don't know what people are talking about witht he mod issues on the starbases. UPGRADE THEM. After two weapons upgrades and one hull/shield upgrade those things can take out half a fleet of cap ships... exactly what you would expect from a starbase!
Also, the damge stuff and the debris fields are a great touch. As is the dilithium and latininum and tritanium. Little touches really make this mod great.
I'm getting to same crc error with the curry, Is there anyway for me to remove the curry files from the the un-extracted file for right now? When I click out of the error box on winzip, it stops the rest of the extraction. A half a mod doesn't really help me.
Screw winzip, get 7zip. It will finish your extraction for you. The Curry looks funny at most angles, but it's not a problem.
there is a patch coming guys, i have found a major balance issue thanks to all of you!
-Shimmer
RAR Recovery Toolbox (shareware though) seems to fix the problems...
Thanks Shimmer, really appreciate that people like you actually pay attention to what we have to say.
Let me start with excelent job on the mod, gameplay is smooth with no Minidumps.. very good work.. New movement system works exceptionaly well.. really changes the whole style of the game into something alot more entertaining.
Getting fairly late game, no crashes.. game play is sweet as heck.. minor issues that i have noticed are already refernced being fixed i see..
I am in love with this, you have to watch your fleets in combat controlling them for strafeing runs..
Towards that end i have run into some minor issues in terms of balance.
I found kiteing works entirly to well, if your opponents ships are targeting a spesific ship you can run around outside of thier range and they will chase you ignoring other ships pretty much, Capital ships of course will fire at others.. but i found early game kiting 1 excel or 1 Curry away that was being chased would alow my other ships to fight almost undisturbed.. managed to take out a fleet nearly 3x's larger useing this tactic.. perhaps there is a way to modifie the AI to take advantage of the new mobility and adopt a more local fire system.. EI if weapons are loaded fire at any target in range if primary target is out of range?
For those complaining about torps.. Torp damage would seem to be multiplyed by the number of torps fired.. so for a Nebula or galaxay its X3 the listed and for a sov x4.. makes for a big punch)
haveing looked at feds first.. Torp based ships have an extreamly dirty tactic.. I took out a moderatly upgraded station with round 40 or so intrepids... useing a torp volley strat.. the station had 60k hulll.. took it out with a simple run at it .. volley torps(that do about 270 damage X number of torps fired.. in this case 2per ship) I would run at it.. volley my opening shot of full torps doing around 10k damage then retreat repair and regen a bit, then repeat.. after 4-5 volleys i took out the station at a cost of about 8 ships on my last run.. Repeated this tactic for every station after that.. Also found out that the tactic worked with several other torp heavy designs... hit and run the station works the best.. Standing and fighting.. the station would destroy my entire fleet and not be below 70%.. gamebreaking there if used right.
This brings me to another minor issue, Upgraded stations, the stations at 150k or more.. become nearly impossible to remove.. took a fleet loaded with sovs and defiants + a chunk of akiras.. could hardly dent the surface of the station.. a sharp difference from being able to drop the lower version with intrepids.. Stations should cap at around 90k or so.. or have their damage reduction or hull repairs or something slowed as it was able to repair most of the damage i was able to do within a few seconds, after about 2 mins of battle with a 550 pop fleet i ended up retreating with some losses.. and the station at 140k/150k that repaired within a min
*Edited to correct some numbers after even more playtesting*
someone wants a mp game? im in lobby 1
is there a way to get a channel? or somethink soa2 players can meet?
Torps are currently being completely revamped to balance out the dps, i found torp based ships had x3 the normal torp damage of the same class
Station balance is an issue, there is no shield mitigation for stations so balancing them is becoming an issue.
Some ships what were suppose to have aft firing points were not pointing aft, some ships with only one firing point in one direction will now have 2 or more, this will round out the dps and balance.
Changes to cooldown will also balance the fwd only ships and put them in line with other ships in the same class.
please place all bug reports in the bug tracker website, as i spend more time there lately fixing and researching issues.
-Shimmer
I like the music, but find I have audio stutter issues with the DS9 opening sequence at the main menu. Anyone else noticing this? Playing the file on its own in WMP works fine w/only a couple minor stutters. Maybe the file size is too great? or it's encoded differently? The SW Requiem mod has zero stuttering for me...
Also - Transformers tracks? lol nice. If you guys are open to outside music, I recommend the Rome:Total War soundtrack for the Romulans. Although personally, I'd prefer an all Star Trek music selection - there's so many different offerings that I'm sure it could be done!
Loki where are u?? waitin in the lobby ![]()
btw music: 1st track on Nemesis = absolute ownage for romulans ![]()
i am online right now ! so get online !
i am all in favour of some channel or somthing where we can see who is online to play soa online but noidea how to set one up unless you do gulkelan ? espc as it will remove some of the spamm here from me ![]()
Thanks guys been Soooooooooo looking forward to this mod and you haven't dissapointed.
A really tremendous effort, already better than most proffesional Trek games I've played.
Cant't wait for the patch ![]()
will other ships be add later on like the nove class
i assume they will be adding more ships since there are still a few stock SoaSE ships in game(the station builder and the artil peice for feds)
Klingon update is complete the feds are next and will take longer to complete.
-Shimmer
Some may kill me for giving this idea (hell I still love the glory days of TOS and have a model of the Enterprise-A somewhere) but as far as this mod goes, perhaps replacing the Constitution class starship with the Oberth class scout would be a good idea? Oberth could act as both a colonizer and a scout... as of right now the Constitution is little more than nestalgic in nature since the Curry class now colonizes.
Oberth would keep it more with the TNG+ theme of the mod, I do agree.
However, when I started my first ever game w/this mod an saw 8 or so Constitutions sitting there, I didn't know whether to cry or jizz in my pants. So I did both.
I'm currently working on an addition/alternate version of the mod for when they're accepting new content; I'm leaning more heavily on the films for inspiration than on any of the series, especially for some ships and visual effects. So far I've added in the Nova, Norway, and Saber class vessels. The Nova took over the role of explorer and resource capturing, the Saber is the light frigate, and the Norway is just a cruiser at the moment. My eventual plan is for it to be the diplomatic vessel once the new expansion is released, as "canon" material on the Norway suggests it's a destroyer heavily outfitted for scientific and diplomatic missions.
I'm also working tirelessly (literally) trying to work out the recombination sequence for starship separation. I've got a Prometheus model and all three of it's respective hulls installed into the mod and am using it as a test bed for my sepration ability (appropriate, right?). Anyway, I've got the actually separation worked out flawlessly, and I'm LOVING the results. Watching the separate parts of the Prometheus fly around with the fighter mechanics is awesome! I've had a member of the Sins forum volunteer their time and knowledge on this particular project, and they've been a huge asset. They have used their prodigious talents to create a series of abilities and buffs that will recombine the seprate elements back into the original ship, but I'm having a lot of difficulty understanding how everything relates together at the moment. Needless to say, once I've figured it out I'll let everyone know, as that will mean not only that my Prometheus is complete but also that I can create a separable Galaxy class ship as well.
I played a game last night with Proton, Startreker, and Admiral Bane (not sure on their forum names). It was an amazing game and I seriously loved watching the epic battles that ensued as I tried to take out Admiral Bane's homeworld.
I say tried because I found it near impossible to shoot down those damn upgraded excelsior's
It is just amazing as you zoom in on your galaxy that is taking fire from all different directions. And some of the effects when we shot those bad boys down...spinning off away from the main battle and then suddenly....BOOM! A blue flash and it is gone! Amazing!
I have a question though: would it be a pain of the ass to have shield graphics in their at all? It's the only thing missing that would make it more trek-like, but I do remember reading something about it that made you guys decide not to bother implementing it. Oh...so I guess I answered my own question.
Anyway, amazing job. Now I have to go try out the klingons!
Hey I'm glad the mod's really coming along now, downloading it now and shall give it a game later
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One random thought I had whilst eating breakfast (which is what prompted me to check the mod now- random I knwo but hey) is that I was wondering if you could implement sound files for different species encounters (ie you know when there's combat because a combat score starts to play). I was really wondering if we could have the whole creepy "Your biological and technological distintiveness" speech play the moment any of our ships encountered a borg ship. I'm pretty sure the necessary sound files are in ST:A or something. Just a suggestion, I personally think it'd really up the mood of the mod (then again for all I know it's already in this version). If it's too much hassle though for a cheap gimmick I'll understand obviously, but yeah, think about it
(because unofrtunately I don't have a clue how to go about implementing that).
I wonder if Protons will ever put those pics on here...
Im Admiral Bane BTW, and i want you to all know that excelsior spamming works
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