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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

 

12,663,035 views 5,100 replies +12 Loading…
Reply #2726 Top

Glad to see that you enjoy the mod :) Just wait till we release 0.5.1D A lot of stuff got fixed. Still hunting the last of the bugs caused by the 1.32 update. Plus bugs created from leftovers of previous versions of the mod.

I wish we could have salvaged the Volumetric Explosions mod. Unfortunately nobody that i am aware of has been able to figure out how it worked, and update it for Diplomacy. I am gonna look into particles, and see what i can conjur up.

Reply #2727 Top

I think the volumetric explosions mod is currently in use in the requiem mod, you might want to ask them.  On a different subject, anyone interested in playing some compstomps online with this mod?  Of the few people I play with online, 0 so far use any mods except maybe DS.  Anyone?

Reply #2728 Top

is there anyway to give the shields a more trekkie look?

Reply #2729 Top

How do you mean? The shield meshes are TNG style bubble shields. You cant get much more trekkie than that. Hull hugger shields are out of the question. They would make total poly counts on the map way too high for the mod to be playable (except for maybe on gods own computer). Beyond that there isnt much else we can do with the shields themselves.

Reply #2730 Top

http://images2.wikia.nocookie.net/__cb20050927154018/memoryalpha/en/images/c/c6/Voyager_shields.jpg

http://images1.wikia.nocookie.net/__cb20090720115910/memoryalpha/en/images/2/2a/Cadderon_force_field.jpg

http://images2.wikia.nocookie.net/__cb20051207181432/memoryalpha/en/images/c/c7/Sisko_forcefield.jpg

 

The blue grainy style of shields like on that first image for federation but just that kind of grainy shield style.

Reply #2731 Top

Think Psychoak came up with hit effect similar to the shield hit you posted. Its in the particle hit effects. We already got a slight blue tone on the shields when they get hit (for next update). We dont want to go too overboard with the effect, because when multiple weapons hit the shields they could turn into an ugly bright fluorescent blue orb. That is just the nature of Sins shields. Non of us are programmers so we have to make due with what we got.

TBH I don't think Voyager is a good source of info. It may be canon, and many of the younger generation think Voyager is the coolest thing since sliced bread, but Voyagers "style" just doesn't appeal to us on the mod team at all. We try to keep as much of the Voyager absurdity out of the mod as we can. We look at TNG, DS9, and the Prime Universe trek movies for reference. As far as the Borg go, Yes we do use Voyager Borg, but they are not useless, and "neutered" like they were in Voyager.

Reply #2732 Top

Elladan pulled that off, it needs a bit of tweaking though.  Gets pretty solid in heavy fire. :)

Reply #2733 Top

We need to find a different particle effect for Klingon ships calling in BoP re-enforcements. The mini shield orb messes me up into thinking the ships shields are broken lol. Ill see what i can conjur up. Perhaps a klingon symbol underneath the ships like the akkans target ability.

Reply #2734 Top

It could just be nothing too.

Reply #2735 Top

True

Reply #2736 Top

So anytime I try to load a game with this mod, I get Minidump the moment the map loads. I see my frigate factory but as soon as I move, it crashes. It's my first time using this Mod and I have the latest version with 1.32 Trinity.

Any Suggestions? Do I need to lower settings maybe if I am possibly hitting 2 Gig limit?

I play DS all the time with Max settings and no problem so just wondering.

Reply #2737 Top

I can run DS at all max as well, but with this mod I need to set it to Medium/Low/Low to avoid minidumps.

Reply #2738 Top

Quoting Doshka19, reply 2737
I can run DS at all max as well, but with this mod I need to set it to Medium/Low/Low to avoid minidumps.
End of Doshka19's quote

Ok, cool. Will try that.

Reply #2739 Top

I took some time to fix the borg sounds (weapons and effects to mono and amped down) and came up with an alternative dominion poleron beam and cardie phaser sound.  I also made a cool sound for borg warp charge up, and an alternative for the hyperspace travel sound that's more trek like (i'm not sure it's all that much better that what was there though).

Are those something you guys could use?  If so, where do I send them or post them? 

Reply #2740 Top

PM me with a link.

If you keep crashing at game start there is a good chance you have a corrupt DL, or you installed the mod wrong. Try getting the Mod DB version, and re-install the mod. Make sure you have the correct version, and patch. Remember not to have any other mods enabled when you run SoA 2. We dont have TSOP incorporated in the current version. It will be in the next release. Along with a TON of other bug fix's.

Sometimes restarting the game right after the crash will run the mod normally.. Known issue and we already fixed it for the next update. If you can run DS at max settings you should have no problem with SoA 2 at max.

I havent found ANYTHING better than the vanilla hyperspace travel sound. The IC sound guys knew what they were doing with the sound effects.

Reply #2741 Top

My last DL was also corrupted  :annoyed: .

As for the template you were asking about is exactly what I was doing with the UIPlayer texture files. Every brush on those sheets is player specific and the brush files I created for each race house all the links to the UIplayer texture. If you just changed all the player entities without copying my new brush links you lost all the changes I made.

I got real pissed when I lost my HD and all my project files for SOA and Battlefiled (Had a sweet mech model going) and I stopped modding everything for a while

I will try to reDL again soon to see whats what.

Reply #2742 Top

Oy, get in touch with me on msn. :)

Reply #2743 Top

Quoting Major, reply 2740
PM me with a link.

I havent found ANYTHING better than the vanilla hyperspace travel sound. The IC sound guys knew what they were doing with the sound effects.
End of Major's quote

PM sent.

I agree the existing sound is really good, I just wanted the trek warp sound; specifically the sound you'd hear when they'd show the Enterprise moving by at warp on the screen in an establishing shot.  It'd be nice and loopable, but I couldn't find a decent sample anywhere and don't have the setup to grab one off a video or something.  It's a small thing, but I just wanted to try it out.  What I came up with is a modified flyby sound mixed with an engine hum, but it isn't the same.

Reply #2744 Top

I think in your next version for entrenchment you allow us to play as Vulcans, that would be fun, maybe some more ships as well.

Reply #2745 Top

Hello!

as it's quite illusionary trying to read through all the 110 pages: is there a post hidden somewhere in this thread which gives some overview about the different ships and their abilities?

Beside that: a really wonderful mod indeed you created here!

Even though I thought after my first few hours  - where I picked of course (!/?) Borg as my race for the coolness factor - that it must be extremly unbalanced as they were so extremly powerful.

But then I found a message here saying that they weren't really designed to be a "playable race"...which explains that of course ;-)

Anyway, if there were some nice little roundup about the different ships and maybe also an overview about the races and their strengths/weaknesses - I'd be very grateful!

Reply #2746 Top

A guide for each faction? We were doing just that before i "retired" from modding. The forum is not big enough to post all of the info, and i know its a pain to sift back through pages. Plus i hate repeating myself over and over again. However this is really the only medium we got at the moment. The only true way to learn is to play each faction, and check everything out. Well see what we can whip up if we got time.

Yes the Borg are intended to be an AI faction.  At first the Borg were the Pirate faction. However the Borg were just pure steamroll as pirates. Every 30 minutes one of the other AI factions would die! Plus there were problems with game crashes with the Borg as pirates. Something about pirate raid weights we didnt understand at the time. We wanted to make it to where you couldnt select the Borg at all, but that would have caused more problems than it solved. So we live with them being selectable. Which is not a bad thing. Players can check them out and see what they can do. Just know if you play as the Borg the game is a cakewalk.

With Rebellion it will be interesting to see a Borg "rebel" faction.. A splinter in the collective like Hue. Yikes that will mean 10 different factions in SoA 2 for rebellion 8(| No worrys we are still gonna focus on Diplomacy until we get the new update out.. Dont ask when it will be out. We still have a LOT of things to fix, and to do to it.

Vulcans as a faction are out of the question in a TNG+ mod. Wouldnt make any sense for Vulcans to fight the Federation. No we are NOT doing other era's... least not yet. Besides there is NOT going to be another "official" update for Entrenchment. However once we get the new Diplomacy update out, we will look at "downgrading" it for Entrenchment. IF we have the free time. As far as Original Sins goes. I can safely say we are done with that. No point in making another version for OS.

Reply #2747 Top

Hey um I've been playing your mod (I think it's pretty amazing btw) for a while and I just had some questions...I'm really sorry  if I repeat something that has already been said.

Some of the Klingon Birds of Prey, especially the ones being called in for reinforcements, don't appear properly. The top part of the ship is just missing and you can only see the bottom. I didn't know if this was some screw up on my comp or if the work just hasn't been done yet. I don't mean to pressure you guys to finish I just want to know if my comp is screwing up the game.

I was also wondering if you guys planned on making the capital ships gain hit points and shields as they level up in addition to increasing their damage.

Reply #2748 Top

Quoting Major, reply 2746
The forum is not big enough to post all of the info, and i know its a pain to sift back through pages. Plus i hate repeating myself over and over again. However this is really the only medium we got at the moment. The only true way to learn is to play each faction, and check everything out. Well see what we can whip up if we got time.
End of Major's quote

soa2.weebly.com  :grin:

There is very little info there now but if anyone knows html I will add them to the editors list.
I have the page templates.

 



Reply #2749 Top

No, your computer is not busted. The Inside out BoP's are a known issue. It is actually a new model that hasn't been properly textured yet. Will be fixed in next update.

MyFist TY for the offer :) Go ahead and make the templates once we get the guides written we will post them to you.

That is the one thing about Elite Units that differ from the vanilla cap ships. They do not gain hit points, weapon, or shield buffs for each level they gain. This is by design. The only thing they gain is the use of new ability's.

Reply #2750 Top

Eh, they do gain some stuff...