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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 #2626 Top

Oh.. so will of the founders stack! Didnt know that hehe, yeah for sure that will help immensly. And when the damage gets fixed they will be pretty darn nice.

So far ive favored klingon weapon platforms as they can rech what is it 680 damage with the boost although at the price of taking damage themselves. But when you hide them behind the meatshield starbase it works well. :P

Reply #2627 Top

Only twice.

 

Beware hiding behind starbases.  Works good unless the enemy fleet can drop your starbase, in which case it has significantly higher survivability behind a ring of turrets.

Reply #2628 Top

True that, when fighting 2 or more opponents i always do that. If only 1 unfair its not needed. :)

Reply #2629 Top
I think I may have found a bug in the Federation antimatter refuel pod research for the ship factories. The description for the research says that the pods will recharge ships and orbital structures antimatter. Once researched the ability only recharges ships not structures. I'm not sure if it's just a type-o in the description, or if it actually is supposed to refuel orbital structures antimatter.
Reply #2630 Top

p.s. Sorry about the editing, I'm not too familiar with these forums and not sure how to make it look neater. If anyone thinks this is useful I plan to do it for the other factions too

So I spent about half an hour doing an in depth analysis of the Dominion ships, cause they're awesome. This is what I came up with, the numbers are from the game and gameinfo files, but a lot is just my opinion:

Name - Armor - Weapon type (anti-medium, anti-very heavy etc) - Supply Health/Armor/Shields Damage/Damage - My thoughts

Combat Frigates:

Galor Class - Medium - A-H - 18s 1600/26/2200 66/21 - Surprisingly tough little ship, good in mixed fleets vs Borg. Spammable.

Insidious Class - Light - A-VL - 14s 425/26/1200 55 - Avoid this piece of crap unless you are being killed by swarms of fighters.

Scythe Class - Light - A-H - 15s 819/24/1950 70 - When upgraded fares surprisingly well in a mixed or large fleet. Can be decent vs borg. With it's ability to siege planets it's a good addition to an invasion force.

Dominator Class - Medium - A-M - 14s 650/30/1500 63 - Fragile but good dps with GREAT range. Mixed with Galors or bigger cruisers this can be a deadly ship. It's suicide ability can be a great "oh crap!" button to save bigger ships.

Combat Cruisers:

Kimal Class - Medium - A-VL / A-H - 10s 700/24/2200 49/8 - Very crappy in general, but a few in a fleet can provide anti-torpedo defense. Use sparingly only in mixed fleets

Assault Cruiser - VHeavy - A-H - 23s 1400/28/3200 83 - Tough ship, but doesn't scale well with upgrades. Can be decent if you are research starved.

Barkus Class - Medium - A-M - 26s 2400/40/3200 79/18 - Excellent support ship, can repair allies! Use in large/mixed fleets.

Virulent Class - Heavy - Composite - 20s 1000/36/3200 67/8 - Extremely versatile ship, should be a mainstay of Dominion Cruiser fleets. Spammably good.

Capital Ships

Leviathan - Great starting ship (for colonize) AND a great endgame ship in command of a fleet. Give it a fleet, upgrade it, keep it alive at all costs

Keldon - Another great fleet capital ship, provides multiple fleetwide buffs. Low supply, but fragile, so use sparingly and only if better options aren't available. OR use multiples with large fleets. Cannon fodder cap ship

Harbinger - A frontline cap ship that is fairly fragile but has high damage. Can be used solo or with small fleets without too much care. At high levels can be a beast

Devastator - Very tough and damaging cap ship, should be used with a fleet. At high levels can be devastating. Should be cared for and upgraded, losing it would hurt.

Enslaver - This thing is big in every way. Huge damage, health, shields and abilities make this your flagship of choice. Can turn a ragtag fleet into a bunch of suicidal maniacs with its top tier power. Do not lose this or use it unsupported.

My ideal generic fleet composition: Enslaver (flagship), Harbinger, Leviathon, a few Devastators, several Keldons, many Virulents, a handful of Barkus, a few Kimals and/or Assault Cruisers, manymany Galors, many Dominators, a few Scythes and/or Insidious

Reply #2632 Top

kimals are crappy? they essentially nullify strike craft

breen cruisers may not be as synergistic as virulents with cap buffs, but the latter are completely dependent on them

Reply #2633 Top

Hey guys, I rarely post on these boards, but I wanted to take the time to thank you for the excellent mod you have put together. This mod is the only way I will play Sins and the hard work you guys have done is very much appreciated! I wish I knew the ins and outs of modding cause I'd love to help, but as it is I'll jusy have to be your cheerleader instead hehe. Keep up the good work!

On a side note, one of my complaints of the game is there simply isnt enough supply for more ships on big maps. I know you have a fleet mod for Entrenchment, is there any chance you will do one for Diplomacy as well? That would make the game complete!

Thanks again for a great mod!

Reply #2634 Top

Hopefully these pics will show

Pic 1  Fed Fleet with one of the new Skybox backgrounds.

Pic 2  Klink fleet with another new Skybox. All of the skybox's are replaced with slightly less nebula intensive Skybox's made from hubble images.

I fixed the broken warp effect, Some wrong textures on ships, Texture errors on ships. Some graphics errors, and I fully incorporated TSOP into SoA 2. Also Replaced all of the skybox's, and cleaned up, and deleted a bunch of old stuff in the mod thats not even used anymore. The only thing i havent touched was the UI because i dont know what you guys did with it. I ran a 6 hour long random huge map, max settings, factions, and AI's test. The mod now runs at 1.2 to 1.3 gigs. Despite the new UI's TGA textures. So there is no way SoA 2 will 2 gig crash on you now.

Jay let me know where i can send the fixed version of the mod.

Reply #2635 Top

Check your pm's.

Reply #2636 Top

please send to me or psyhoack, my email you should have if not its below.  BTW outstanding job stress, once again my hat is off to you.:>

 

thanks jay

 

jtaylorpcs@live.com

Reply #2637 Top

Send it to me, I'm the one that can get it merged in. :)

Reply #2639 Top

I love this mod! This for me is what Star Trek Armada II should have been, thanks guys. Oh and I had one minidump that happened 5 minutes into my first game but have been playing a long game for at least 3-4 hours with no problems.

Reply #2640 Top

I can safely say it is because of all the older unused modded files from previous versions in the build that never got removed. Once you fire it up again the dump issue seems to go away, or take longer to happen.

New build has old, duplicate, and unused stuff removed. Plus many graphic fix's. We are on the issue. I am uploading new build to team this weekend. So they can add their fix's as well.

Reply #2641 Top

Hey guys I had a question, does there have to be a one to one correlation of original soase ships to soa2 ships?  I was thinking of trying to add a ship into the game.

 

Also is the last entrenchment release the last for entrenchment?  Or is the team going to continue support for the older mods?

Reply #2642 Top

When we finish the lineup and have all of the issues cleaned out, I've committed myself to back-porting the work to Entrenchment.

 

To the other question, no.  The ship lineup is limited by the number of build slots you have in the UI, 9 per type.  All ships must have proper role types to be used correctly by the AI, it attempts to build them in specific ratios.  The only drawback you run into when not duplicating the Sins lineup will be that any extra ships with duplicated role types will be built less often.

Reply #2643 Top

Played the latest version and I can say I'm almost satisfied. I expected the incomplete tech trees and such, and the increase in supply was unexpected at first, but later in the game, when I had it all, I saw why. Before anyone starts, yes, I did argue before about the Borg being too powerful, but they weren't as strong in this one as they were before, or so it seems. I was able to beat them back using my entire fleet, complete with the anti-Borg stuff, fortifying planets I took, then pushing on to the next. Kind of a wash, rinse, repeat thing. Could it be that I no longer need to alter it to suit balance?

I had only one major hiccup in my game play: I was playing in a large game, and it seemed that the music went to Romulan while I was playing the Federation. (By the way, great intro music.) I was one of two federation players and I used the TNG movie icon. For some reason, when I started another game with the TOS icon, the music went to normal.

Other than that, the other things that were sticking out were things that are slated to be added in later on.

 

Reply #2644 Top

I absolutely love this mod!  anymore i can't even play the original game bc it just pales in comparison to soa2.  i've just about played out the computer AI though, it's no longer a fulfilling challenger, but human players would add a whole new depth.  does anyone organize group games?  or, if not how about we get some huge games together?  send me a pm if your interested.  the AI just isn't cutting it anymore :|

Reply #2645 Top

Guys, I just updated Diplomacy via Impulse (1.31), downloaded the new 1.21 mod, applied the 1.30 patch, started up a small game - and got a minidump within 5 minutes. What gives? Not 1.31 compatible? Stardock and their (§&")/§" patches...

Anyway, it was the smallest map there is ("Quickstrike"), I was playing federation against a single Klingon AI. Video settings on high, game nowhere near the 2GB barrier (not even 1GB). I'm gonna try again on a random map later...

Am I the only one having issues?

Reply #2646 Top

It's believed the first time you play SoA you'll get a minidump just as I and others have mentioned, if you start it up again though you should have no problems.

Reply #2647 Top

Could you guys please post some new ingame pictures and give bit more info on the status of the mod? For example i wonder if the structures for all the races were already replaced with the proper trek models, or they are still Sins placeholders?

I am thinking about trying it out, as it looks brilliant, but tbf, if there is still half of the stuff missing, i  think i will wait for the final version. This thread could definitely use a bit more info on this matter.

Anyway, great work.

Reply #2648 Top

^^^^

 

Its a Mod..there will prolly be NO "final" version thats 100% complete.  Really, to be fair, it is so darn near "complete" already that many have abandoned the regular game.

 

And not to sound like a jerk but, the damn thing is FREE so download it, try and it YOU figure out if you like it or not because in the end, only you can make that decision anyway.  (Most structures are Trek, a few are Sins, NONE of it makes a diff, the mod is still amazin)

Reply #2649 Top

There probably will "never" be a "final" version of SoA 2. As long as there is an interest in it from both the players, and modders points of view.

Not all structures are replaced yet. TBH we havent found, or have been able to create decent replacements for them. Structures like labs, and trade ports are kind of low priority. Though all of the factions have at least one structure slot replaced with a trek counterpart as of the latest build. The focus on artwork is more on the ships themselves, and the gameplay from the coders. Once we get it down then we can focus on the "small things" ;)

Reply #2650 Top

Go to the mod db page if you want new new screenshots. I'll be posting all new artwork there.