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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 #3426 Top

Hi Everyone,

Hope I'm submitting this to the right place.

Really excitied about this mod, it looks amazing, but I can't seem to get past the crash mini dump problem.

Spent some free time today looking at various forums and googling and haven't had much success. Tried lowering the detail and no AA, doind a new install, starting the game directly through the .exe, clearing out the mod folder and starting over, but nothing works.

It gets to the progress screen with a spaceship picture and the progress bar and doesn't move any further and I then I need to tab out where I get the mini-dump error.

This is for all versions (Original, Ent, and Diplomacy)

Vanilla runs fine, no issues.

Game is through Impulse, all patched.

-WIn 7 64
-8 GB Ram
-460 SLI

It looks like the crash mini dump is persistent in general with the game, so I'm frustrated, but at least I know others are also running into it.

Thanks in advance to all.

Gul

Reply #3427 Top

You should have put this

http://www.moddb.com/mods/star-trek-sacrifice-of-angels-2/downloads/soa2-5d-r275-for-diplomacy

Followed by this

http://www.moddb.com/mods/star-trek-sacrifice-of-angels-2/downloads/soa2-05d5-patch

into the AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Diplomacy v1.34 folder.

 

There should be a single containing folder, the name of which is displayed in game as the mod name, directly within which are GameInfo, etcetera.  If this is the case, assuming it isn't already enabled, enable the mod by editing EnabledMods.txt in the Mods-Diplomacy v1.34 folder to contain:

TXT
Version 0
enabledModNameCount 1
enabledModName "folder name"

 

Then go to the sins install directory, and find the dev executable, Sins of a Solar Empire Diplomacy Dev.exe.  Run the game from here, it should start in window mode, and throw up error messages.  The only one you should see in a proper install is the following, and only from non-Trinity installs.

Assert @ C:\Projects\P4\SinsDiplomacy\Release\CodeSource\GS/Window/Screens/MainMenuScreen.cpp(18)

false

 

Click through them and post them here and I should be able to tell you what's wrong.

Reply #3428 Top

Quoting psychoak, reply 3421
It's on the trade stations.
End of psychoak's quote

Very True. Forgot about those however I struggle to understand the rationale for only affecting 2 targets at a time, I suppose since it's passive.

Also- the Barkus repair ability is great for helping shields.....in a battle but it kind of stinks when it comes to helping after the battle. Don't quite understand the limitation that there MUST be hull damage. This greatly limits this ability to assist in recharging the vast shield reserves of the cap ships.

Reply #3429 Top

Resupply is bugged, it's a two level ability with a one level implementation.  It should be upgradable to 6 targets.

 

For the other one, because I'm sadistic.  The ability is specifically designed to only help them out with keeping their hull in tact.  If it weren't limited to a ship with hull damage, restoring their massive shields on the move wouldn't be problematic anymore and they'd be insanely over powered as a side.  As it is, the ability will minimize your hull damage quite nicely, allowing you to restore shields at your trade stations without needing a ship yard or starbase for repairs.

Reply #3430 Top

Quoting psychoak, reply 3429
Resupply is bugged, it's a two level ability with a one level implementation. It should be upgradable to 6 targets.
End of psychoak's quote

Ahhhh

Quoting psychoak, reply 3429
For the other one, because I'm sadistic.
End of psychoak's quote

It's your MOD so I can respect that  :P

In case I haven't said it enough, LOVE this mod. Totally get that there are bugs and kinks but by and large really great. The only other MOD that can touch this for overall quality and polish inho is Distant Stars.

Reply #3431 Top

Quoting Quiet_Man, reply 3424
General question: The torpedo damage for most races looks relatively low compared to the other weapons. It seams really useless to research upgrades as a low number + X% is still a low number. Is there anything special I miss?
End of Quiet_Man's quote

As psychoak noted, the torpedoes are very low DPS, but that's because they do heavy damage on an infrequent basis.  What that means is that they are of relatively limited use in ship-to-ship combat, but when you first approach an enemy fleet (or more importantly, a starbase), they can launch a devastating blow.

Upgrades are of limited effect mostly due to the fact that if you have the time and money, there are other upgrades that are more useful.

Reply #3432 Top

I tend to agree with psychoak's reasoning for why Barkus cruisers shouldn't be able to help out unless there is hull damage.  In the previous version of the mod, the Excelsior's healing ability had a similar control (I think the target had to be taking damage or something), but it seems like that one was balanced out in the current version by making the healing value more limited so that you can't just send a bunch of Excelsiors into battle and have them heal each other ad infinitum (which I totally did on the previous version, BTW).

Reply #3433 Top

Quoting Quiet_Man, reply 3424
@G-ADM_Prawn: Very good writing. Not sure if I understand SOA2 that much, but with the Romulan fleet support bonus, their strong heavy cruiser and the D’Deridex ability to "spit out" (it looks so ) more cruisers, they can have an incredibly strong late game fleet.
End of Quiet_Man's quote

It's true that a Romulan fleet mostly comprised of D'Deridex warbirds is a very, very powerful fleet that can romp right through enemy territory, but this is a specious argument.  If you have enough resources to build a fleet of D'Deridex warbirds (and get them up to lvl 3 or 5 so that the ability to spawn ships is upgraded), you could have spend those resources better elsewhere.  Further, ANY race that builds a fleet mostly comprised of cap ships has a poweful fleet.  While this is a fun strategy that works well against the AI, it doesn't work so well if you crank up the difficulty or if you are playing against human players who won't leave you alone for long enough for that tactic to work.

It's a lot of fun, but I recommend cranking up the difficulty until this strategy doesn't work and you are forced to find new ones.  You'll still have fun and you'll learn a lot.  I frequently go lone-wolf against multiple enemies on the harder settings to see if I can pull it off - you'll lose (or maybe have to reload) more often than not, but when you win it is far more satisfying.

Reply #3434 Top

It's the Galaxy class that has a similar setup, but it only has a 50% shield regen boost so the hull repair is what you're after anyway.

 

Only restriction on the Excelsior's is that they have shield damage, and the Federation side is designed for on the go repair.  With max stacks from it, you can get 25 hull repair and 1500% shield regen.  That does mean 5 Excelsiors though.

Reply #3435 Top

@G-ADM_Prawn: I pretty much agree with you. It was just that from your text the Romulan appeared to have no strong fleet. Regarding the playing, I'm more into the role playing. I setup a random Galaxy and try to "save" as many races as possible by making alliances (which pretty much fits the Federation).

Sadly the developers "limited" the diplomacy AI by not allowing it to make Peace with other AI that are not in their group from start. So they go to war with each other as soon as there is no other enemy around, whatever their relationships level are.

Reply #3436 Top

You need to change the allied victory settings. :)

Reply #3437 Top

Personally my favorite race are the Romulans... I love being sneeky and stealthy... and the star bases make them, in my opinion, almost unstoppable... especialy the ability for a starbase to cloak and recharge it's anti-matter, instead of draining it. 

Last night, I beat the Borg set to Vicious last night 1vs1, with no cheating... and I even allowed the Borg time to recearch cubes and unicomplexes....

The way I did it was wait until the Borg are out invading one of my systems, then quick plunk a starbase in the Borg-Star gravity well.  Oh, FYI, in this game both the Borg and myself were in seperate star systems....

Anyway, when the Borg came for me, I took some of my Cap ships and sent them to the Borg star, along with my starbase constructor.  Before the Borg could return, I had the station built and the 1st level of Cloak researched.  Then I cloaked my cap ships, and went to the nearest Borg planets and began attacking the labs and such... basically terrorist strikes... and sure enough, the Borg broke off their attack and came back to defend their system... only to find me gone again.... 

This is were the fun began, because the invasion fleet tried to leave again, except my cap ships and star base started seriously screwing with them... uncloaking when they're on the other side of the gravity well, so they'd head that way, then uncloak another ship somewhere else... all the while picking off whatever ships I could... mostly stragglers...

The big advantage is the ability to uncloak, hit a Borg fleet with a D'Verix Singularity vortex to cripple them, then nail them with D'Deridex Torp barrage and Norexian Nemesis-refit, and then do it again if possible... and re-cloak before they recover... this trick can do some devitating damage to even the Borg.

The biggest trick, and I maybe shouldn't be giving it away... is to bait the Borg to fight the Rommies in a star gravity well...  because all of the stars recharge anti-matter so fast, it makes pretty much all the Rommie ships able to stay cloaked indefinitly.... and that ability is what can take down even the Borg...

 

 

 

 

Reply #3438 Top

Quoting just_jim, reply 3437
Last night, I beat the Borg set to Vicious last night 1vs1
End of just_jim's quote

I'm vaguely jealous - what type of AI did you have the Borg set at?  I find that as you increase the difficulty level, the AIs diverge more.  A fortifier, for instance, just blows all of his cash on starbases that can be avoided by an enemy fleet and an econ player bends over backward to keep his supply low (which is silly for the Borg).

I have to confess, I hadn't thought of taking advantage of the star's ability to recharge AM.  Maybe I'm thinking too much like Star Trek vice Sins (always thought that particular feature was silly).  I prefer close-in knife fights (that don't have many stars) since they force you to build quickly and take advantage of every worthwhile part of the tech tree vice just topping out your stats then going on a roll.

I also have to say I'm not a big fan of cloaking starbases.  Given the incredible speed with which their HP+SP recharge, it seems unsporting.  Maybe if the Rom ships were nerfed more, but it seems unbalanced as is.

Reply #3439 Top

I had the Borg set to researcher, which is most like them in my opinion.  For the most part they seemed to be playing fairly balanced... but I did notice one issue with the Borg.  Normally when I make a galaxy forge map, or play one of the premades... I'll go in and add some stronger militia's to the planets, just to make it a better fight.  I also changed my GalaxyScenarioDef file so the militias own their planets.  I do it to all the mods I have... it's a pet peeve of mine... and maybe something the Mod team might want to consider... it's an easy fix, and much more fun having to bomb the planet before you colonize it.

Anyway, back to the Borg... One thing I noticed is as the game went on, they had assimilated so many militia and pirate ships, they had eaten way too many command points and there was no way for them to manufacture any ships of their own....  so even if they had researched Cubes, unless I anniliated a huge chunk of their assimialated ships first they couldn't build a cube.  But I don't know how could fix something like that...

As for the Rommie starbase, yeah, cloaking and recharging is a huge boost. But it also makes sense... the Rommies would definitly have something like that.  I don't know why all the orbital structures don't also have one...  I might experiment with that later.  Can you imagine jumping into an apparently empty gravity well, only to have a huge defense grid uncloak right in front of you???  It would definitly make one hell of a great movie scene!!!

But to play an effictive Rommie, you have to be sly... sneeky... devious..  basically be a rat.  They were cunning and vicious... and a cloaked ship reflects this... it's the ultimate sneak up and stab you in the back kinda ship.  Oh, here's another thing I learned... if they are close enough to a sun to get there and back and remained cloaked, you can sneak your scouts all around and nab all the available asteroid belt resources, most importantly the ones owned by your opponent.  If they aren't paying attention you can seriously cripple their income this way.

Remember, most importantly... you NEVER, EVER go against someone in a fair fight if you can stab them in back first...  think along the lines of the end of "Gladiator".. remember how the Emperor stabbed Russel Crow in the side before they fought out in the arena???  Now that's what I call being a Romulan!!!

 

Reply #3440 Top

is there any other place i can downlod this mod. i'm havng problems downloading file from tjis site

Reply #3442 Top

Main Mod for Dip 1.34

SoA 2 v0.5D.1 for Diplomacy 1.34

Update

SoA 2 v0.5D.5 patch

Reply #3443 Top

Quoting just_jim, reply 3439


Remember, most importantly... you NEVER, EVER go against someone in a fair fight if you can stab them in back first...  think along the lines of the end of "Gladiator".. remember how the Emperor stabbed Russel Crow in the side before they fought out in the arena???  Now that's what I call being a Romulan!!!

 
End of just_jim's quote

 

Only problem with that view is... the emperor guy STILL got killed by him XD

Reply #3444 Top

could you make the "UPDATED" from the header small letters? Always when I enter the forum I go YEA ... Oh ... ah .. no ... ^_^

Reply #3445 Top

Quoting EternalRequiem, reply 3443
Quoting just_jim, reply 3439

Remember, most importantly... you NEVER, EVER go against someone in a fair fight if you can stab them in back first...  think along the lines of the end of "Gladiator".. remember how the Emperor stabbed Russel Crow in the side before they fought out in the arena???  Now that's what I call being a Romulan!!!


Only problem with that view is... the emperor guy STILL got killed by him
End of EternalRequiem's quote

 

yeah, true... but most of the time on any given Trek episode, the Rommies also lost... hehehe 

But this is how they think... they were sneaky, always plotting, always trying start shit between the Federation against the Klingons... they were as devious as the Klingons were agressive. 

Reply #3446 Top

Favorite Romulan tactic.. "Lets You, and Him fight". We will watch in the shadows, and pounce on the winner. Who will be no match after he got all beat up by the other guy. If Romulans were like the rommies in Star Fleet Battles then they prolly would never lose, because they were way OP IMO in that game. Almost to the degree the Borg are now in SoA2.

Read the date after the "updated" usually thats a clue if its really up to date or not. Though we can prolly change it to "last updated". Just not arsed right now. long day, and tired.

Reply #3447 Top

It is just the capital letter go faster through the brain, only minor issue but many people might get distracted like me? Thanks for changing it.

PS: I'm not repeating how great this mod is, still thank to all involved making it. Also good news that myfist0 continues, hopefully also on this mod :thumbsup:

Reply #3448 Top

Quoting psychoak, reply 3436
You need to change the allied victory settings.
End of psychoak's quote

 

hmm, tried it, but as soon as the other enemy give up my allies start fighting each other, whatever their relationship is.

Reply #3449 Top

Then you didn't change the allied victory settings.  You need to change the count that is allowed to win.  It defaults to one, as in no allies.

Reply #3450 Top

I realize that the cloaking device would be an awesome military advantage in the Star Trek universe.  To put it in a real-world perspective, it would be an even larger advantage than unrestricted submarine warfare at the start of WWI, since you can re-cloak, but WWI subs couldn't reliably lose pursuers once their location was known (and were frequently sunk as a result).  This is one of the reasons it is completely implausible that the Federation would forgo cloaking technology (but hey, it makes for a good storyline in a fictional universe).

That said, I still feel cheap using the cloak repeatedly in-game.  It's one thing to use it to run past defenses, since RTS/4X games have a long history of rushing as a strategy, but using it over and over again... well... I just feel like I'm taking advantage of a glitch vice earning a real victory.

That said, I hold the discovery of this tactic in very high regard; while I may find it distasteful in a game, God knows I would use it in a second if lives actually depended on it (or if I were playing for money).

I'm going to look for other ways to beat the Borg on Vicious, probably with another race.  I'll let you know if I learn anything interesting.