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[MOD WIP] Star Trek: Sacrifice of Angels 2 - 0.9.5R Update 7/09/2024

[MOD WIP] Star Trek: Sacrifice of Angels 2 - 0.9.5R Update 7/09/2024

https://www.moddb.com/mods/sacrifice-of-angels-2/news/sacrifice-of-angels-09r-released

Can anyone remember when we used to be explorers? - Jean Luc Picard

 

FED
KLI
ROM
DOM
BORG
NPC

 

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Reply #2601 Top

Thanks for the responses psychoak.

I do tend to play on huge maps with max teams, must just be my way of liking slower longer games over shorter bloodbaths. started over without borg present, will save those for MP games instead :thumbsup:

Reply #2602 Top

oh and i have not yet update the actual game of sins dip to the new patch (1.31)...still running v 1.21.
End of quote

 

Hence the problem. :)  Bug fixes there be, but the update was primarily to make the mod compatible with 1.30, thus incompatible with 1.21.

 

For the rest, I don't do graphics, but Stress mentioned something about the warp effect being wrong, and he's fixing it.

Reply #2603 Top

After the current patch, I have experienced a mini dump issue every time I try to enable the mod.  I searched a website that hosted some of the files for the mod.  The name of the site will remain nameless because I am not sure what the rules are about posting other sites info. If anyone is wondering just look on the official page for the mod and follow the link for the update. It takes you to the site. It looks like I am suppose to be downloading the fix for 1.31 from what information I can read but I still get the mini dump error.  

 

I moved the mod from where ever it was to the mods-Diplomacy v1.31 folder then unzipped the update/fix straight into the SOA folder.  I replaced all the data and closed.  After restarting Diplomacy I get yet another 3 mini dumps after trying to enable the mod.  Did I put the mod in the wrong place?  Is there currently no patch for 1.31 and I mistakenly downloaded something.  

 

If anyone knows I would appreciate the help. 

Reply #2604 Top

Did you update than 1.21 release, or did you update the buggered version put out a while back?

 

When you extracted, did you verify that you actually updated the files, or did you simply copy a containing folder into the directory?  If you also downloaded the 1.21a patch and did the same thing, you'd still have overwrites despite the faulty install.

Reply #2605 Top

I am not for sure which version I have, if i was to delete the entire mod what should i do to fix the problem?  Should I go and re-download 1.21.  I didn't know there was a bugged version was it of 1.21 or the 1.31?  I think just starting from scratch maybe a better solution.  As far as your question, I extracted the files into the mod folder my mod folder is called Soa2-diplomacy 1.19rc it's is currently i the Mods-Diplomacy v1.31 folder.  

 

I hope I answered your question but honestly my intelligence fails me in this mater as I don't know how to verify that the files were actually update, besides maybe checking to see the date they were last modified.   

Reply #2606 Top

Ok, that's your problem.  You patched 1.19, which is horribly broken, with 1.31.  Do a clean install of 1.21, and patch it with 1.3.

Reply #2607 Top

Hey thanks for the reply, sorry about mis spelling earlier..i spilled a glass of rose wine all ove my laptop n the keys like to stick from time to time...but anyway thanks..updating sins dip now via impulse...shudders...

Reply #2608 Top

An oddity that might of been caused by having a buggy version of the game.  I was playing before the most recent patch.  An AI(Normal) was playing as the Romulans.  After I finished the game I went back to watch the game.  At first I couldn't find their starting capital ship.  Then on one of the planets that looked like it had been cleared away by the Romulans I noticed a strange occurrence.  I watched a V1 warbird flying away from the planets' gravity well.  I couldn't figure out what it was doing but off in the distance.  I found out what, much further a ways than it should ever be possible was their starting capital ship.  It was sitting there with one of the local defenders right behind it shooting it in the tail.  It seemed stuck as if it was trying to make a long circular turn but went to far out and got stuck.  It didn't seem like it could move except it was steadily moving forward away from the planet.  

 

It was slowly being killed by the defense vessel, the Romulan AI, didn't take this lightly and all in all dispatched 35 V1 warbirds to try and destroy the defense vessel.  However it seemed like they could never catch up.  At one point in time they were so far away from the planet you couldn't see the Romulan capital ship any more, it would disappear if you tried to find it.

 

I had to leave so andI couldn't finish the replay, I have no idea what happened to the capital ship or the 35 warbirds that followed it along its path.  I am not sure if they all got stuck there or what happened.  I finished playing the game before the latest patch and I don't think I can review the game any more.  All in all, I feel sorry for the AI and their lost ships what a way to go, trapped in what I guess was glitched phase lane.

 

If this helps the map was a custom map I had created with the built in creation editor, nor for sure if that had any thing to do with it.

Reply #2609 Top

I Found one Bug in your Mod:

In "in Game" Interface i don't see the Character Pic that i select bevor!

 

Cu

Martin

Reply #2610 Top

quick problem...when you select the players for the game..eg which faction you want to play and the symbol and colour of your logo, sometimes the style of logo stays but the colour very rarely in game is the one i select..so say if i choose federation and a blue starfleet com-badge symbol, when i start the game i usually end up with a different coloured com-badge symbol..and sometimes its not even the symbol that s correct either...any info or will this be fixed in the..what i presume will be 1.4 update?

Reply #2611 Top

This may very well be an inherent "Sins" issue but figured I would ask anyway.  So, fleet of cloakable ships selected....any way to get em to all cloak at once or must it be select-cloak, select-cloak, select-cloak...all the way through the list.  Jst wondering.

Reply #2612 Top

ooo..2 posts in a row here (Sry)

 

So anyhow, I have been reading a lot about the mod and it seems everyone talks about how overpowered the Borg are.  So, up until today I never had them in a game but finally I decided why not.  So I played a game with myself as Fed, allied with Klingons with The Dominion, Romulans and Borg (all on their own teams).  No diplomacy/team switching allowed.  The Klingons, Borg and Romulans were on Hard and the Dominion was on Unfair.

 

Long story short, the Borg are tough...like, plenty tough.  But they didnt wipe me out and really only pushed me back a minor amount before I was able to reclaim a couple territories from them.  Now I will admit, when I came across a UniMatrix....I crapped my pants, saved, and quit cause THAT seemed unfair.  But just now I got up the gumption to go in the with a BIG OL fleet to see what would happen and, guess what, I blew it to bits.  Lost many ships and I was vunerable at home since most of my fleet was on the "mission" but still I won.

 

Bottom line..the Borg are tough..just as they should be!  I dont see much need to change em.

Reply #2613 Top

All of your frigates have the cloak ability in the same position.  With a group selection, simply put it to autocast and every frigate will cloak in the next few seconds.  Once they've cloaked, switch it back off and use the fleet decloak to take them out when needed.  Your Elites are the only ones you'll have to manually cloak.

Reply #2614 Top

SoA2 Borg are powerful by design, and intention. Some have a lot of trouble dealing with them. While others may have no trouble at all. Knowing your enemy, and yourself, Strategy, and a little luck have a lot to do with it. We designed the SoA2 borg to where if one single faction fought them they would be very VERY difficult to defeat.

The developer intention was to make the Borg to where you would almost need all four of the other factions to fight them. Single player game could consist of you playing as the feds. Along with AI, or Human controlled Klingons, Romulan, and Dominion. The Borg would be a locked AI faction, because it is all but impossible to form diplomatic relations with the Borg. As the game progresses you would skirmish with all factions until you built up enough diplomatic points to form alliances. The Feds have the advantage in Diplomacy. You may, or may not be able to form alliances with all four factions.

By this point in time all should be teched up enough for the "real" fighting to begin. Playing vs AI Borg is like playing "beat the clock". The more you allow them to tech up. The harder it will be to beat them. If they get cubes on the map you will need all the help you can get. If the Borg by small chance manage to max out their research, then you, and your allies deserve to get your ass's handed to you. The Borg do not research like the rest of the factions. Their labs cost more in both resources, and logistics. This was by design to make them research more slowly than other factions. To show how "methodical" they can be. This will allow you to tech up enough to where you can do some damage to the Borg, and slow them down while you make allies that can help you defeat them.

While you can do it. Playing as Borg is not intended. The Borg are meant as an AI faction, but by the nature of Sins we had to make them a playable race. I usually play as Borg just for fun to clear out the map in a ridiculously short time, and to see how AI versions of the other factions play out.

Reply #2615 Top

From my understanding, Borg technology is not lab-dependent, in that researched technologies will not be lost when labs are lost.  Have you considered making Borg tech require labs?  The description for Borg labs states that they allow accessing technology from the collective, so if the labs are destroyed, shouldn't the access to the collective be lost with them?

Reply #2617 Top

AFAIK nobodys tech is "lost" when labs are lost. Then again that is not up to me to answer. I just haven't noticed it in the games i play.

When i think about it tech shouldnt be lost if a lab is destroyed. Once it is researched and you build, and use the tech for a while it should take a lot more than destroying a lab to lose it.

Reply #2618 Top
I believe labs should be tied to techs, it gives them more strategic depth if you have to defend them to maintain you current tech level. I'm just a player have no idea what the game engine is capable of.
Reply #2619 Top

Hello all just wanted to drop by and let everyone know that we have several new models and numerous game play imporvements coming out in the next patch so stay tuned for more. Also on another note keep the suggestions coming as they are helping us find stuff.  The ui work is on hold atm also.

 

 

thanks jay and soa2 team

Reply #2620 Top

The Nebula-class's Gemini effect shows up as an Intrepid-class, except for the actual holographic model?

Reply #2621 Top

It seems Techs arent really "lost" when you lose a lab, they are more...suspended.   I lost a lab to some pirates early on and while my currently built Trade Ports still functioned, I coulnd't build more till I had another lab built.  Didn't have to re-research the tech but couldnt use er till I was back where you need to be in order to research it in the first place.

 

(Should be noted, this happens in Sins.....haven't checked to see if its the same in SOA)

Reply #2622 Top

Quoting JTAYLORPCS, reply 2619
Hello all just wanted to drop by and let everyone know that we have several new models and numerous game play imporvements coming out in the next patch so stay tuned for more. Also on another note keep the suggestions coming as they are helping us find stuff.  The ui work is on hold atm also.

 

 

thanks jay and soa2 team
End of JTAYLORPCS's quote

 

Good stuff. Looking forward to it. :)

Reply #2623 Top

Quoting JTAYLORPCS, reply 2619
Hello all just wanted to drop by and let everyone know that we have several new models and numerous game play imporvements coming out in the next patch so stay tuned for more. Also on another note keep the suggestions coming as they are helping us find stuff.  The ui work is on hold atm also.

thanks jay and soa2 team
End of JTAYLORPCS's quote

Plus i am "semi" out of retirement to help fix what i can fix.

Reply #2624 Top

Good stuff. :)

Yeah another thing i noticed that i have forgotten abouth : the dominion orbital weapon platforms take up 2 slots, is this really worth it? Stats wise some of the others that cost just 1 seems better.

Reply #2625 Top

It upgrades.  Early efficiency is very poor, but the standard turret doesn't compare after the proper research has been done.  Poor damage, poor range.  Sadly, the fix got lost in some issues, so they're currently broken in the released version, they still kick ass fully upgraded though.

 

For four tactical slots, you can build two Will of the Founders, and increase the basic, unupgraded OWP from 128 damage, to 370.  It also gains an additional 40% range, 2500 shields, and a 40 per second shield restore rate.  Thanks to the bug, damage does not hit such a rosy value, only managing 157 damage, still poor.  The durability increase is still an immense advantage though. 

 

The Fed phaser platform starts out much better, but even the finished product after full research is no comparison in terms of survivability.  It takes a large fleet to break a cluster of OWP's.  The Dominion, if you can get them rolling, have a more impressive defensive line than the Borg do.  To attack them, you need to destroy the power source first, or your casualties can be immense at reasonable levels.  They are much stronger than a cruiser.