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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 #3351 Top

Well the issue was resolved with a re-download and now it works fine except for the first run minidump, but that is fairly common, I guess it was just a corrupt file somewhere in the other download.

Reply #3352 Top

You guys never disappoint.  I played this mod for 5 hours last night as the Federation.  Unfortunately the dang Borg kept assimilating my fleet.  LOVE the mod tho.

 

1 Comment tho.  Are they supposed to be able to assimilate with the shields up?  I always remember from the series, that the shields unless overwhelmed kept them out or am I remembering wrong>

Reply #3353 Top

Hey Jartigerx. You are correct. But remember that the Borg adapt very quick. That's why you would hear in the background by someone "Re-modulating shields". See Federation shields were only good for the first volley attack then the Borg adapted. Now their cutting beam would cut straight through their hull like the first time the Enterprise meet the Borg. In the movie First Contact The Enterprise E's shield help up probably cuz of their high shield mitigation.

Reply #3354 Top

Since we're in the topic of micro details. I'm looking at some ships abilities. Would it be logical for the Capital ships Klingon- VoDleh and the Romulan-DDeridex that spawn ships for aid to permanently keep them and deduct the ships from the  fleet capacity? It's not like the Federation Norway that cause an Illusion or the Nebula class that tamper with the Space Time Continuum. This would be a nice addon unless you guys don't think so Because there only spawning small weak ships.

 

Reply #3355 Top

I wouldnt mind that, since they arent an illusion.  The Call To Battle skill im assuming.  They need to have the same stats as similar ships imo if they are going to be permanent.

Reply #3356 Top

Permanent summons have to cost resources or you turn the mod into a summoner collecting game.  In which case, you can't just use them willy nilly as you can now.

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Reply #3357 Top

What a great mod...one thing I've had trouble with in Sins is identifying with the races..Star Trek makes that easy!

 

Beyond the Lore/flavor what are the designed strengths/weaknesses of the races?

Reply #3358 Top

Quoting jartigerx, reply 3352
You guys never disappoint.  I played this mod for 5 hours last night as the Federation.  Unfortunately the dang Borg kept assimilating my fleet.  LOVE the mod tho.

 

1 Comment tho.  Are they supposed to be able to assimilate with the shields up?  I always remember from the series, that the shields unless overwhelmed kept them out or am I remembering wrong>
End of jartigerx's quote

I've was just playing the Borg and one of the abilities they can research is a "Shield Ripper"...  I think the name says it all...    8C

Reply #3359 Top

Hey jartigerx. If you want to change the D12 Brel  (NoJubeth) class to the more common D12 Brel Bird of Prey. The fastest way to do this is to go into the FrigateKlingonNoJubeth.entity file; select all and delete, then go to the FrigateKlingonLongRange.entity file select all copy and paste it on to the FrigateKlingonNoJubeth.entity file and your down. Good old fashion birds of prey.

Reply #3360 Top

Quoting enoeraew37, reply 3357

Beyond the Lore/flavor what are the designed strengths/weaknesses of the races?
End of enoeraew37's quote

The lore for the mod itself is still a WIP though i cant help but to think STO "borrowed" our ideas for post tng Klingon lore since it is strikingly similar. Except in our lore Worf eventually returns to the empire, rally's the remnants of house Martok, and others opposed to Kodan, defeats Kodan (in epic personal combat that rivals Khaless vs Molar), and finally becomes Chancellor/Emperor. This time he wont pass it on to someone else.

We were planning on guides for each faction. ill give the general idea.

Federation: Balanced all around jack of all trades faction. Strengths are Diplomacy (culture), Fast research, and Strong ships that are multipurpose. The multipurpose ships are also its weakness, because they have very few ships that "specialize" in a certain aspect (Anti-Borg abilities for example).

Klingon Empire: Strengths are Economy, A selection of cheap, fast, weak hull, but heavily armed ships, with Powerful elites. They can swarm, and overwhelm you in sheer numbers, and replace their lost fodder units (brel ktinga d-10 etc.) very quickly. However their elite units like the Negh Var are very expensive, and are not so easily replaced.

Romulans: Strength is stealth, and specialize in hit, and run. All combat units can cloak (just wish the AI would use it). They use more older ships (100+ year old) than the rest of the factions, Along side new state of the art ships. This is because during the 1st Dominion war the Romulan navys DDeridex fleets was almost decimated. They brought many older ships out of mothballs to fill the void in their fleets. Including the 22nd, and 23rd century BoP's, and the old D-7's they acquired in past tech exchanges with the klingons. Do not underestimate the older units. They have all been fitted with state of the art weaponry.

Dominion: Strengths Most powerful elite units. 2nd only to the Borg elites. However they have weakest fodder units (the Cardassian battle thralls that will rebel at 1st oppertunity). Breen specialize in disabling units.

Borg: Strengths They are the most powerful faction in the game. Their only "weakness" is slower research time than the rest of the factions. If you allow the Borg to tech up to Cubes it is pretty much game over unless you can find a way to overwhelm them. You need more than one faction to defeat a single Borg faction.

 

Reply #3361 Top

kool thanks! Why are the Tal Sheir working for the borg ?

Reply #3362 Top

Because this is not their finally version. It's only 0.5.5 and they still gots a bit more for there final release v1.0

Reply #3363 Top

Quoting Major, reply 3360



Romulans: Strength is stealth, and specialize in hit, and run. All combat units can cloak (just wish the AI would use it). They use more older ships (100+ year old) than the rest of the factions, Along side new state of the art ships. This is because during the 1st Dominion war the Romulan navys DDeridex fleets was almost decimated. They brought many older ships out of mothballs to fill the void in their fleets. Including the 22nd, and 23rd century BoP's, and the old D-7's they acquired in past tech exchanges with the klingons. Do not underestimate the older units. They have all been fitted with state of the art weaponry.


 
End of Major's quote

thanks, it had been bothering me why there were so few classic warbirds

 

Reply #3364 Top

Hey, Hey. I think I miss something here. I position the artifacts certain planets. But playing through the game every thing was were it should be but then 1 of the other artifacts spawned on a different planet. How would I turn this off so it won't do that?

Reply #3365 Top

the only way to PREVENT the random spawning of artifacts is to set the 'planetArtifactDensity #.#######" line to 0.00000000

harpo

Reply #3366 Top

In my first game 2 opponents were defeated by themselves..they surrendered or something for no reason. I also had problems setting up the icons at the start of the game. Certain icons would stick with certain factions and not be changeable.

Reply #3367 Top

If you're playing on a custom map, the AI will surrender at game start if ownership of the starting planet wasn't properly done.

Reply #3368 Top

  Hey there guys, this is my first post in the Sins forums.  I just wanted to let the SoA mod team know that they, and they alone gave me the inspiration to purchase this game.  I remember seeing Sins on shelves back when it first came out, it seemed cool, and I was intrigued, but my computer at the time COULD NOT handle it.  Well, I was going through steam the other month and noticed sins was 50% off, and on top of it, there was a mod designed specifically for my type of Nerdiness.  The Trekkie kind. 

  Well, needless to say, the day i downloaded and purchased Sins, I had SoA installed 5 minutes afterward.  In fact, I think i played maaaybe 5 minutes of a normal game, otherwise every single game has been SoA with me as the Federation.  This mod is amazing, I still don't really understand the entire game of Sins, but it is certainly fun figuring it out with my friend Picard in the background :)

  Anyhow, I'm sure this just turned into a giant run on WALL OF TEXT, and for that, I apologize.  I just wanted to say how much I have enjoyed my time with this game.  There really isn't any Star Trek shows to hold my interest any more, but this Mod has done the trick for me so far.  :)  Again, Thank you SoA mod team for the hard work, and dedication you have given us. 

  Ps, I'm not quite good enough to start playing online, as the biggest map I have finished (got wiped out) was 1 star and 18 planets.  If any one wants to do a multiplayer game though, My Steam name is monkeygodbob, contact me if you want to chat about Star Trek, or Sins in general! 

Reply #3369 Top

sorry if i've missed something but are the trek maps included in the latest release or have they been uploaded somewhere else?

Reply #3370 Top

Thanks harpo. I can't believe i missed that field. Could you or myfist0 refresh my memory on how to permanently put races on a certain planet instead of random because randomizeposition False in GF doesn't work. I know myfist0 did a fast walk through but I was to slow to understand what he meant.

Reply #3371 Top

teabag, the line you want is the one ABOVE the one I pointed out ie

'randomizeStartingPositions TRUE' changing the TRUE to FALSE, but this ONLY places the particular player in that position, not the particular race.

I had attempted a long while ago to set up maps with a particular race staring in a particular position, but could not get it to work properly, (kept getting several starting items from both the starting player race AND the maps spawning of items and after a couple of weeks of fiddling I gave up on the idea.

harpo

 

 

Reply #3372 Top

Thank you sir. I was having the same problem and wanted to double check with you guys before I moved on to something else.

Reply #3373 Top

Quoting enoeraew37, reply 3366
In my first game 2 opponents were defeated by themselves..they surrendered or something for no reason. I also had problems setting up the icons at the start of the game. Certain icons would stick with certain factions and not be changeable.
End of enoeraew37's quote

 

They surrendered mid way through the game on a random-medium map. The races were Dominion and Romulan. They both were doing really well.

Reply #3374 Top

The icons are not finished maybe in later version. And I also seen my opponents surrender too, don't know if its a bug but I seen one of them lose a lot of ships in their war and lose a lot of planets. So maybe their resources are so low they can't keep up with the war and surrender. idk

Reply #3375 Top

We don't get to play with the surrender mechanics, so it's not mod related whatever the problem is.