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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 #2926 Top

I was wondering if you were ever going to implement more planet types.  I love the "Class" type classifications, but I think adding something like Sins Plus to this mod would bring A LOT to re playability. 

Reply #2927 Top

i'm sure this is an issue that is well known but I wanted to bring it up since I haven't seen it mentioned anywhere. Could you fix the ships to say i.e. Sovereign Class instead of Sovereign Class Class?

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Reply #2928 Top

Not quite understanding how the borg (non -capital) assimilation works. I'm try to mod it so that borg ships can only assimilate frigates (or attempt to assimilate) who have no shields. Anyone got an idea on this ?

Reply #2929 Top

Quoting zoommooz11, reply 2928
Not quite understanding how the borg (non -capital) assimilation works. I'm try to mod it so that borg ships can only assimilate frigates (or attempt to assimilate) who have no shields. Anyone got an idea on this ?
End of zoommooz11's quote

Domination on the Advent Rapture Battlecruiser would be your best bet, because it can only target frigates.

Reply #2930 Top

You need to add another buff file from BuffAssimilation.  One that finishes with the same conditions as BuffAssimilationSuccess, as well as on shield failure, and has a periodic action removing BuffAssimilationSuccess.

 

Call it on a 7 second delay so it's running when the takeover period starts, half second intervals should be sufficient to prevent most attempts.  If you want a more concrete method, you have to redesign the ability from scratch, as it's been designed to be less than predictable.

Reply #2931 Top

This game is so far superior to the TBS games I mod. I am loving this mod in particular. Thanks for all the hard work!  :beer:

Reply #2932 Top

Quoting psychoak, reply 2930
You need to add another buff file from BuffAssimilation.  One that finishes with the same conditions as BuffAssimilationSuccess, as well as on shield failure, and has a periodic action removing BuffAssimilationSuccess.

 

Call it on a 7 second delay so it's running when the takeover period starts, half second intervals should be sufficient to prevent most attempts.  If you want a more concrete method, you have to redesign the ability from scratch, as it's been designed to be less than predictable.
End of psychoak's quote

 

That maybe stretching my modding abilities, but I will give it a go. I thought that because Buff frigate assimilation x2 had a reference to shields in its constraint section, perhaps just a bit of tweaking here coud do it. Regardless, thanks for the info

 

Cheers

 

Edit: On a separate note, I've noticed that trader ships have a higher system to system phase speed then other types of ships, which begs the question (as I assume that they are still considered part of your race and are subject to the faction specific phase speeds) how are these individual ship types given a unique phase speed?

Reply #2933 Top

I guess you asked a good question LOL.  How long has it been without a response?

Reply #2934 Top

Meh, I've never looked at them.

Reply #2935 Top

AFAIK  Phase Jump speed is faction specific AND hard coded. In the faction entity there is only one entry for Phase jump speed and it applys to all ships. I see nowhere on the Ship entitys where you can change phase jump speed. Trade ships may be an exception, but not the rule. We will research this some more, but i am pretty sure that you cant set individual phase jump speeds for Player Controlled ships.

Reply #2936 Top

They are not set anywhere.

Reply #2937 Top

Guess that settles the phase jump speed subject then.

On another note.. Yea i havent been around lately I think i said before i got slammed again with RL work. I also created a dual boot Win XP/Win 7 system. The Win XP disk is for the sole purpose of running XSI 6.0. I did this to prove a point. That there are issues converting models made from XSI 7.5+

After fixing mesh issues, and reconverting models with XSI 7.5 When i re-converted the models the mesh errors pretty much got WORSE instead of better. Ships that didnt have mesh errors before when i converted them with 6.0 now have errors on them. The average person prolly wont notice these errors, but I DO, and it is frustrating beyond belief! On some ships NOTHING was changed on the mesh at all. Just some hardpoints were added, and/or changed. The tangent maps remained the same. Not a single point, or poly was touched.. Yet they all converted with the "glowwy polys" error i have been getting ever since i started using 7.5.

So once i managed (with great difficulty mind you) to make my system dual boot, and got Win XP running again with XSI 6.0. I did a few test converts with those same ships again, and guess what... No Errors. On some ships i still have the flipped face issue i am still working to fix (might just wind up re-meshing the whole models). Just blows my mind how the faces come up flipped in sins, but the model is fine in any other program (and game i import it to) that i use. Sins is great, but it is also unforgiving when it comes to meshes.

Ill let you guys know when i make some progress on this. I got to re-re-convert the models i "fixed" using 6.0.

Reply #2938 Top

Well I've seen mods that have research for increased phase speed, just add some tech upgrade to set the phase speed at your desired speed. Have it very cheap possibly.

Reply #2939 Top

Research, like the setting in the player files, is set for the side.

Reply #2940 Top

Quoting Major, reply 2937
On some ships i still have the flipped face issue i am still working to fix (might just wind up re-meshing the whole models).
End of Major's quote

Maybe give a try with Meshlab, using the filter "Re-orient all faces coherentely"... or if you know where is located the poly who make problem, select it and use the filter "invert faces orientation" ( these only flip the handedness of the poly normal )...

Reply #2941 Top

Thoumsin 3 ships have the flipped face issue..

The Excelsior in its deflector area has a very small flipped face u can barely see unless you look real close.

The K'Vort in its forward torpedo launcher. almost the whole bottom half is flipped.

The Vod'Legh (Emperor) Same problem as K'Vort.

All 3 have in common that the area with flipped faces is a cone. It shows up normal (not flipped) in 3dsmax. Lightwave, Deep Exploration, Direct X model viewer, and XSI before using convertXSI on it. They import normal into the Nano FX engine. SFC, Bridge Commander, and Homeworld. It has to do with both the tangents, and how the polys join with other sections. I just havent figured out how to fix it in XSI yet.

The glowwing polys on some sections of the ship using XSI 7.5 is a more challenging, and frustrating problem. Which is why i downgraded back to XSI 6.0. since that program is what the dev's used to make the sins models, and it seems the only version ConvertXSI was meant for.

Reply #2942 Top

Quoting Major, reply 2941
It has to do with both the tangents, and how the polys join with other sections. I just havent figured out how to fix it in XSI yet.
End of Major's quote

In fact, it have do to with normal...

I cannot help you with XSI since XSI hate me... but it will surprise me if XSI don't have a function for correct it...

By example, with blender, there is an option to flip all faces to define outside/inside. In EDIT mode, Mesh->Normals->Recalculate Outside... that flips allnormals to face out. That way you don't have to flip them one by one.

The only way that i can MAYBE help you is to have the model in .obj and in .mesh ( text mode )...

By the way, the ConvertXSI.exe is not fully bug free... by example, there is a problem with U1V1 value when tangent are set on "False"... this lead to shadow jumping from one poly to a other ingame... this can be corrected with notepad for softer shadow...

As how it look in other software, remember that a lot of these software are complex and can correct themself some minor error... like you wrote, the sins engine is not so much forgiven... in fact, some modeling method who will work in other 3D software are fully incompatible with the game engine...

EDIT : no sure that it will help you but take a look at http://isiforums.net/f/showthread.php/193-Modeling-How-to-solve-the-Flipped-faces-issue ... i think that it is related to your 2 problems ( flipped face and shinny poly )

Reply #2943 Top

Interesting. I already knew about reset x form, but didnt think it was necessary for the 3rd party meshes. Now i am re-thinking that. Ill test it out once i get some time.

On cloned objects i flip the faces twice then convert to an editable mesh. Never had flipped face issue using clone object. Then again i didnt make the 3rd party models. So who knows how they were made. Ill look them over 1 by one in max to see whats going on despite the fact they look perfectly normal in 3dsmax.

Reply #2945 Top

Hi guys,

 

I've been following this mod since the version for Original Sins, and I love it. I just wanted to drop in and say that I love your progress so far. I have spent a lot of free time modding stuff for Sins on my own PC, and have learned a lot when it comes to the .entity files and such.

 

If you guys need any help in coding, I can offer my assistance... I do have some free time at least 3 days a week, and I've gotten very good at editing the files in the GameInfo folder.

 

Unfortunately I'm not very good in the 3D modelling and graphics areas, but if you guys could use a lackey to incorporate changes in the various text files and such, I'd be willing to help. I'd be happy to do the grunt work on making changes in the text files as the team discovers solutions to problems, that way the experts can work on solving issues, and I can do the basic stuff making the changes to fix things.

 

If not, no biggie, but I love this mod, and wanted to offer my help if it was needed. :)

Reply #2946 Top

The over employed are the two modelers. :(

Reply #2947 Top

This over employed modeler is also "over employed" in RL (Not that i am complaining, least i have a job, and the bills don't pay themselves). I am Lucky to have 15 minutes to a half hour a day on the computer when i get home from work. I don't know what is more frustrating. Dealing with the mesh issues, or not having the free time to deal with the mesh issues. So yes, WE NEED MORE MODELERS! Yesterday! Especially modelers that are XSI savvy. The Mesh issues, UI bugs, Minor Ship Stat issues (mainly the fleet supply), and some minor English.string issues are the only thing holding us up from releasing 0.5D.1. Unfortunately, I just dont have the free time to work on any of it :( We NEED Help!

EDIT: Damn Diplomacy is on 1.33 now?! Please tell me the mod aint broken.

Reply #2948 Top

It ain't.

Reply #2949 Top

I really wish I could help, but I've never even used a modelling program... I wouldn't even know where to begin.

 

I'm definitely looking forward to 0.5D.1, with TOS and all the new goodies... might be able to play bigger maps without a minidump.

 

I wish you guys the best of luck, in any case!

Reply #2950 Top

If I had a shit load of money, I would pay someone to mod  this game just like a mini development team.

COME ON!!!!!There has got to be a rich fuck playing this game!!! lol

No Their probably making money..... :annoyed: