Sacrifice of Angels 2 - Home Page
Loads instantly for me unlike the previous host.
The hits are probably bots, though.
Thanks for the heads up
How did you guys do the floating Starfleet Command on this thread, cool and creepy at the same time...
How did you guys do the floating Starfleet Command on this thread, cool and creepy at the same time...
Same Reply...

Now off with you before your avatar turns into a pink pony!
One of my favorite quotes, "Three people can keep a secret if two of them are dead."
I think we're all afraid to say anything at this point.
backs out the room really slowly...
Hey guys. First off, I just want to say, to the creator of SOA, thank you. This mod is amazing, through and through. I love it. I was wondering if there was any sort of like...guide...or...something...to the mod? I'm new to SOA, just recently got Rebellion and am having a blast. But sometimes I feel like I don't know what ships are built to counter what, or what ships are meant for which roletype. Like I get the Miranda, and the Constellation, but what about the Akira? Is it a carrier, an anti-structure...both? Where does the Intrepid fit in?
I've only played Federation so far, but I haven't been playing long. I was just wondering if there was any kind of "ship guide" to your mod that breaks down what ships counter what, what ships are in the different fleets. I'm going to go out on a limb here and assume the answer's "no", but you can't blame a guy for trying, right?
Anyway, thanks again for taking so much time to creating such a fantastic mod. I can honestly say it's the funnest Star Trek game I've ever played!
Thanks for the support.
No, we don't really have detailed ship stats, all we have is what is in
the links in the OP, shown right --->
Same info can be found on our modDB tutorials pages.
When the mod first started we tried to fit ships into what the roletype in the ship slot was, or be as close as possible. However since we found out that the ships do not have to act like the roletype in the slots (with a few hard coded exceptions). The Sins roletypes pretty much mean nothing now in SoA 2, and the ships are tuned more for what they are really meant to do. Like fire support roles, or repair roles.
The Akira is a heavy cruiser that specializes in torpedo attack (whos ability is in its anti structure roletype) PLUS it can attack ships the same way, because we found a workaround for its anti structure only role.
The Intrepid is a heavy cruiser that is pretty much a jack of all trades. We are focusing on what that ship "should" be capable of instead of what we saw on Voyager. For obvious reasons.
Tell me how to use the ability of «Transwarp Conduit» in «Scout Cube»? How many did not try, did not understand. I apologize for my English.
It's buggered, fixed for the next update.
Got it, thanks.
P.S. Thanks for the mod! This is the best of the mods that I've seen.
Hey all been away for awhile now been playing and modding Skyrim, but recently needed to return to my old fav SOA2 see Rebellion is out which is the better mod to use Diplomacy or Rebellion are both current builds or is Rebellion still going through porting over woes?
Other than the new planet research in rebellion, they are the same.
Thanks myfist0 Yeah I downloaded rebellion and that version of the mod, I noticed all the files are in Bin Format could you post a link on how to convert them again its been over a year thanks.
Never mind found your post on the subject thx
Ok got it now, but before I start converting can you tell me if subdirectories work under the gameinfo folder I like to sort it out a bit you know fed ships in their own directory klingons in theirs there are so many files under the gameinfo folder its just a mess trying to find any one thing.
I answered my own question on that one too
Hey guys do you have any idea what is different in version 3 maps versus version 4 maps is rebellion I cannot get my custom made maps to work with rebellion? Does Harpo's Tool still work to convert them?
And Psy is their any way to constrain the Damage Control / Repair Ability so that it is limited to say 75% of maximum hull points.
You are best to ask harpo direct about map differences, maybe in the maps pinned post, he checks there often.
From BuffUnyieldingWillSelf in vanilla Rebellion:
instantActionTriggerType "OnCondition"
instantActionConditionType "IfOwnerHasHullLessThanPerc"
hullPerc
Level:0 0.750000
Level:1 0.750000
Level:2 0.750000
Level:3 0.750000
Change a repair functions trigger type into one of these, and you've got your wish.
Hey guys do you have any idea what is different in version 3 maps versus version 4 maps is rebellion I cannot get my custom made maps to work with rebellion? Does Harpo's Tool still work to convert them?
TLDR
yes the rebellion map updater DOES update v3 maps to v4 but one minor item missed for the new victory condition.
harpo
As always you guys are awesome with your answers.
I spent the day playing with Galaxy Forge and figured out what has changed from Version 3 to 4, and all Grab the updater Harpo thanks it will save me a lot of cutting and pasting.
As for you Psy your a God, now if I could just get you to create an ability/buff to transfer your SUPERIOR INTELLECT to me so I might understand exactly what you meant
I did convert that buff you mentioned and looked it over, I guess I am just a bit over my head right now for that, but hell I have only been at it for a few days, give me a week
Just to clarify what I wanted was a trigger that would enable a repair function to activate at say between say 50% and 75% of Max Hull Points and then terminate once 75% of Max Hull Points was restored.
I like it somewhat customizable in that Construction Yards can achieve 100% Repair, Constructors and Repair Ships would be limited to say 75% Max Hull and Emergency Repair Crews might be able to handle 10% - 20% of Max Hull Points
When the mod first started we tried to fit ships into what the roletype in the ship slot was, or be as close as possible. However since we found out that the ships do not have to act like the roletype in the slots (with a few hard coded exceptions). The Sins roletypes pretty much mean nothing now in SoA 2, and the ships are tuned more for what they are really meant to do. Like fire support roles, or repair roles.
The Akira is a heavy cruiser that specializes in torpedo attack (whos ability is in its anti structure roletype) PLUS it can attack ships the same way, because we found a workaround for its anti structure only role.
The Intrepid is a heavy cruiser that is pretty much a jack of all trades. We are focusing on what that ship "should" be capable of instead of what we saw on Voyager. For obvious reasons.
I still curious on this Role Type with regard to the damage output multipliers. Do they still exists in SOA2 or did they get changed to a straight 1 - 1
Example an Excelsior would have a positive damage multiplier against what Klingon ships or is it the same across the board.?
The only reason I ask is in Game there is no way short of memorizing ship types to know which enemy ships fit which role.
The file set for Unyielding Will comes with conditional triggers and finish conditions based on hull percent. Look at the ability and see how it works to get an idea.
instantActionTriggerType "OnCondition"
instantActionConditionType "IfOwnerHasHullLessThanPerc"
hullPerc
Level:0 0.750000
Level:1 0.750000
Level:2 0.750000
Level:3 0.750000
This in a file means that the ship this file is being applied to has to have 75% or less hull left for it to trigger the instant action.
finishCondition
finishConditionType "OwnerHullAbovePerc"
hullPercent
Level:0 0.750000
Level:1 0.750000
Level:2 0.000000
Level:3 0.000000
This will allow the buff to terminate at the proper percentage. Between them, firing and ending with respect to a particular percentage is very easy.
You are not out to accomplish an easy task with respect to targeting, however. The condition works only on the caster, you'll need to use HullDamageExceedsAmount to make them fire if you want to do this at all in an easy manner, which is horribly sub optimal as ships have a rather diverse range on total hull.
If you want to do it right, and have these function flawlessly, we're talking about interlocking abilities. A self cycling buff applied to every ship as they come out of the shipyard would work perfectly. The easiest is to just have it apply and finish the various stages you need exactly like BuffUnyieldingWill does, and then limit your repair abilities based on the existence of those buffs as is done for the boarding party related abilities in vanilla Rebellion.
I'd prefer something like this myself, but it wont be going into the mod for performance reasons. This will eat a bit of cpu. The messy one is efficient, but it's very, very messy. 75% damage on a Sovereign is more missing hull points than a lot of ships have. There are many ways to accomplish the desired results, but none of them are both efficient and effective.
The file set for Unyielding Will comes with conditional triggers and finish conditions based on hull percent. Look at the ability and see how it works to get an idea.
You are not out to accomplish an easy task with respect to targeting, however. The condition works only on the caster, you'll need to use HullDamageExceedsAmount to make them fire if you want to do this at all in an easy manner, which is horribly sub optimal as ships have a rather diverse range on total hull.
If you want to do it right, and have these function flawlessly, we're talking about interlocking abilities. A self cycling buff applied to every ship as they come out of the shipyard would work perfectly. The easiest is to just have it apply and finish the various stages you need exactly like BuffUnyieldingWill does, and then limit your repair abilities based on the existence of those buffs as is done for the boarding party related abilities in vanilla Rebellion.
I'd prefer something like this myself, but it wont be going into the mod for performance reasons. This will eat a bit of cpu. The messy one is efficient, but it's very, very messy. 75% damage on a Sovereign is more missing hull points than a lot of ships have. There are many ways to accomplish the desired results, but none of them are both efficient and effective.
So there is no way to link this with the repair droids like on the Shelby then? Darn I was hoping like it is now that if a ship was nearby with damage say more than 75% but less than say 50% the Shelby would be able to move in autocast and repair the ship till it fix it up to the 75% mark. If the owner would want more than that he need to send the ship to a yard which would be able to repair it back to the 100% mark.
And again you dazzle me with your response, didn't fully understand it other than it wouldn't be easy or messy and if it were you would have probably already included it that way.
It's possible, just not clean and simple.
Also, don't give me a god complex, I'm irritating enough as it is.
It's possible, just not clean and simple.
Also, don't give me a god complex, I'm irritating enough as it is.
Alright then I'll stick with my original plan of using what is and making yards very efficient with repairs, repair ships somewhat efficient, constructors not so efficient and emergency repair crews better than nothing at all.
Well I probably wouldn't marry you, but I wouldn't say your irritating
https://forums.elementalgame.com/332613/page/5/#2006484
My crowning achievement on the Stardock forums, reply #110. I got karma for creative swearing. Most of it's from similarly insulting posts.
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