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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 #3001 Top

Quoting Major, reply 2997
Salutes to the SoA 2 Team for a fine release. Outstanding work guys.

Enjoy the new skybox's, ships, and structures. Hopefully with no freaking crashes this time lol.

Fleet supply was tweaked a little, but not to the extent of the fleet supply mod. Use LARGE fleet sizes in your game options.
End of Major's quote

 

I will also be uploading a new fleet size mod for SOA2. Warning this is only to be used on high end machines and may cause lag. use at your own risk. File upload is in porgress.

 

ps thinking of making one for the people who complain of borg superiorirty.  Thoughts??

 

 

thanks jay

 

 

Reply #3002 Top

Curious..a day before the vote..... *_* lol

Reply #3003 Top

Others have thought as you have Jay.. They tried to fight the inevitable... Now they are all Borg... :borg: :borg: :borg:

Reply #3004 Top

If we wanted to coincide with the contest, it would have been a lot smarter to release last weekend. :)

 

Especially since Moddb still hasn't authorized the bleeding download....

Reply #3005 Top

Quoting Major, reply 3003
Others have thought as you have Jay.. They tried to fight the inevitable... Now they are all Borg...
End of Major's quote

 

not if played right. I found this out testing heavily. With diplomacy and pacts it can rather be easy to take out the borg.

 

 

thanks ajy

Reply #3006 Top
In the game set up screen you still can't choose a correct icon for the teams. You choose one and another one is displayed.
Reply #3007 Top

Yea we know about the faction icons. MyFist0 pulled that UI off by himself from scratch. So no doubt there is still stuff that needs doing (like re-making the correct faction icons). UI is still WIP, but its MUCH better than last release.

I never said the Borg were "impossible" to beat (unless you turtle too much and let them tech up in which case you deserve to get your ass handed to you). The Borg are just "difficult" to beat.

Reply #3008 Top

Finally! Did minidump once when purchasing a level for the first Ambassador, but it wasn't persistent so it probably isn't a big deal.

Reply #3009 Top

Quoting Sobekeus, reply 3008
Finally! Did minidump once when purchasing a level for the first Ambassador, but it wasn't persistent so it probably isn't a big deal.
End of Sobekeus's quote

I had one last night around the same time as an Ambassador level up(first game new ver)....but restarted with no problems.

Reply #3010 Top

The faction icons have to be locked or you get other players with wrong icons. Klingons should not get borg icon and borg do not get fed icon, etc.. When a player has a chance to pic a random icon so does the AI. I might get rid of that selection window all together.

EDIT: After looking into the files I see that my work was once again replaced with stock reference files by someone using our old live sync. Half the errors i recently fixed were do to someone on the m0d team borking everyone's work.

My rig would be classed as a POS now and not 1 crash while testing many many games.

Debug and request site

USE THIS for reporting. To me every crash is a big deal :annoyed:  

Reply #3011 Top

The thing i hated the most was seeing my hard work getting overwritten by older crap on the old sync site. That is why i damn near had to rebuild 0.5D.1 from scratch when i added TSOP to it. Too much crap from the older entrenchment versions in it, and stuff being overwritten by old crap by peeps not paying attention, or by peeps not asking if the mod was updated. I am glad we switched to SVN. There was one instance where i accidentally overwrote Psychoaks work (oops!). But there was that handy revert function in SVN that saved our ass's.

My Windows 7 64, i5 3.2 gig, 6 gigs ddr3 ram, rig is now pushing on the "low end" spectrum too. Bought it last year, but the stuff coming out now is damn near unplayable on it (SoTS 2). However, i can play SoA 2 on max settings on my crappy laptop (with an even crappier intel video chip), and i get a very good frame rate. I can run large maps with 5 vicious AI factions damn near all day until the typical late game slow down. Ram usage never goes above 1.6 gigs.

Reply #3012 Top

I can't reproduce the Ambassador crash. Not sure what's up there.

Fixing the faction icons and a few other minor issues. Psy is working on some balance work. We may have a patch before Christmas. 

Reply #3013 Top

Quoting myfist0, reply 3012
I can't reproduce the Ambassador crash. Not sure what's up there.

Fixing the faction icons and a few other minor issues. Psy is working on some balance work. We may have a patch before Christmas. 
End of myfist0's quote

 

It happened when I first activated the mod, and I didn't restart the game so it might have just been related to that.

Reply #3014 Top

It happened when I first activated the mod, and I didn't restart the game so it might have just been related to that.
End of quote

Oh that is probably your comp trying to fight my borg nano virus then. 

Resistance is futile.

Reply #3015 Top

I'll let you know if I get it again. Had a complete game last morning with no trouble.

Reply #3016 Top

Thanks for the new version.

 

I watched First Contact again and noticed that the sphere has been destroyed after it was hit by only 4 torpedos. What do you think was the sphere already damaged? Or are the torpedoes so strong? Anyway, is there a chance that you change the torpedoes in SOA anytime in the future? I suggest triple damage and twice reload time. Maybe the energy weapons reload time could be reduced for balancing.

Reply #3017 Top

New skyboxes are great.

Red in particular.

Reply #3018 Top

As picard said "they knew their ship was doomed" so they beamed aboard the enterprise to try and assimilate her. The sphere probably allowed itself to be destroyed easily as part of a grander plan. When the fleet attacked the sphere that was carrying voyager home they threw everything they got at it, and it didnt even scratch it.

Glad you like the skybox's . They are just random hubble pics blended into the texture

Reply #3019 Top

Just realized, why does it still say : [MOD WIP]? Aren't you guys past that point?

Reply #3020 Top

Its due to the fact that they are still working on the mod and besides when is a mod ever finished? There will always be ideas to add, balance issues to be addressed and of course the new patches that may break the mod and cause frustration to all.

 

Reply #3021 Top

The factions aren't much of a WIP at this point, but the neutrals are almost entirely WIP still.

 

You'd be amazed at how many ability bugs there are in the version I just put out that you'd never have any idea were there without spending a couple weeks pouring through the files.  I found half a dozen in some test games last night, spent the afternoon fixing them.  There's a few interlinking abilities that create branching conditional effects, no one is the wiser when one of them isn't working, only the designer realizes it. :)

Reply #3022 Top

Hello all,

I've always quietly browsed the forums without actually posting anything in the past. After playing the older version of SOA 2 for quite awhile and now the updated version of the mod I just wanted to say to the development team that I think it's a tremendously well done mod and the best mod I've ever played. With a few tweaks this thing could've been put in a box and sold on a shelf as an expansion. The entire package is professionally done and the updated skyboxes/textures are beautiful.

So great work! I look forward to any patches/balance issues that might be addressed in the future.

 

:beer:

Reply #3023 Top

With all of the frustrations, and hair pulling we went through over the years it is those comments that make it all worth the effort.

There is a new dump issue.. However we dont think it is a mod issue, but a Sins issue of not loading all of the mod files correctly at first run (Psychoak posted about this on the ModDB page). So if you experience a dump restart sins with the mod enabled. The mod seems to load correctly after restarting Sins with the mod enabled. Not sure why Sins is doing this.

As long as there is an interest in Sins, and SoA 2 it will always be a WIP ;)

Reply #3024 Top

Quoting Major, reply 3023
There is a new dump issue.. However we dont think it is a mod issue, but a Sins issue of not loading all of the mod files correctly at first run (Psychoak posted about this on the ModDB page). So if you experience a dump restart sins with the mod enabled. The mod seems to load correctly after restarting Sins with the mod enabled. Not sure why Sins is doing this.
End of Major's quote

If you mean say, a MD on booting up Sins, I've been having the same issues on my end. Seeing when they started occurring, SoGE after NU was added, I believe it may have to do with either the volume, total size, or both, of everything being loaded up.

Reply #3025 Top

If you mean say, a MD on booting up Sins
End of quote

The MD happens after the game starts anywhere from the first 2 minutes up to 2hrs in game. Always the first game after the mod is fresh loaded and enabled.