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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 #2076 Top

Btw, any way to get the ships to behave in a fleet? Tried with normal (default) and loose range but ships are still colliding into each other when idle. They are just flying around and are not able to sit still 
End of quote

That's because of the fighter style movement they use which has its limitations but is definitely needed for Star Trek ships. That or the tradition stop and face each other like old British soldier lines.

My eyes are getting pixelated from all the UI work lately so I thought I would take a break and work on an Opening theme. Very rough draft as I can do better with the mixing times but you will get the idea of what I am looking for. Need to be longer as well because while it should loop I dont like to hear the same thing over and over.

Opening Theme

Reply #2077 Top

one thing that bugs the hell outta me about every mod in sins is that the fleets arrange themselves incorrectly imo.

 

frigates and cruisers in front of the cap ships just says 'SACRIFICIAL LAMBS HERE!"

 

would be awesome if the formation recognised EVERY ship as a capital ship so that all the ships are arranged as a mix rather than

 

'here are the sacrificial lambs'

 

'here are the cap ships'

 

would be awesome if its possible.

Reply #2078 Top

It is possible as long as they don't use fighter style movement.

formationRank value

and movement 

usesFighterAttack TRUE

Reply #2079 Top

My eyes are getting pixelated from all the UI work lately so I thought I would take a break and work on an Opening theme.
End of quote

 

Fix the research screens first. :)

Reply #2080 Top

Fixed  :D

 

 

Reply #2081 Top

You probably should, I'm sure there's something I'll find if I hunt long enough trying to figure it out.

Reply #2082 Top

so sry psy, messenger is working again

Reply #2083 Top

Quoting myfist0, reply 2078
It is possible as long as they don't use fighter style movement.

formationRank value

and movement 

usesFighterAttack TRUE
End of myfist0's quote

 

Sweet, tried that and it worked! Ships were behaving as in vanilla.. (sure a bit boring since they arent moving around as before but.. i prefer it this way as ships with higher range actually sat back and didnt rush in head to head with a capital ship :D)

 

There is still one thing that is absolutely the same as before even with usesFighterAttack FALSE. Ships are coliding with each other. It seems as if they all want to go to the same location when in fleet, or they think their ships are much smaller than they really are (hitbox).

 

Just had a fleet of 20 dominion light frigates, they were so packed to each other, that I thought they transformed into a new ship when idle ! :D

 

Is there any way to tell them, dude you are a big ship, keep at least 1km from others when in a fleet ?

 

PS: Loved the opening theme, keep up the good work !

Reply #2084 Top

You can try raising the BoundingRadius value in the ships mesh files but not sure of its effect on ships. Only did with some planets I made. Make backups.

Reply #2085 Top

Quoting myfist0, reply 2084
You can try raising the BoundingRadius value in the ships mesh files but not sure of its effect on ships. Only did with some planets I made. Make backups.
End of myfist0's quote

Thanks for the tip. Tried increasing the "hitbox" and while in fleet and moving to destination, one noticed that the destination arrows (green line arrows ingame) were actually bigger, but the points they pointed to was still the same. It seems that the engine doesn't take into consideration the size of the ship when calculating new ship fleet movement coordinates. Maybe same types such as frigates, capital ships have predetermined values for how big they are when fleet move coordinates are calculated :(

Reply #2086 Top

Myself and Darkshimmer tried to adjust the bounding radius's but they made things worse as far as ships bunching up. fleets would not line up to warp. Plus it screwed up the direction arrows. That is a problem with fighter movement, and there is no solution that i am aware of. IC did something screwy with the formation codes that i do not understand yet.

Myfist, That theme would be great if you removed the opening fanfare, and used it for one of the Romulan themes. Myself personally i would remove all music with that opening fanfare... TBH i am just tired of hearing it over, and over again. That is why i used the TMP soundtrack for the feds (all of the music that did NOT have that opening fanfare).

Speaking of Romulan music.. Can anyone rip the music from Rome Total War? There are a few battle songs that would fit the Romulans perfectly.

For the Dominion there are a few songs from DoW2 Chaos Rising that would fit perfect as well (that are NOT on the downloadable soundtrack).

Reply #2087 Top

Ohh I think I still have Rome TW but not DOW. My local library has loads of OSTs and I picked up all the ST OSTs they had, got the WAVs on my comp. Also borrowed my friends ST DVD collection and I am grabbing loads of new sound bytes. Working with the last 3 that has Picards crew.

I think I am going to make a few versions of the Opening Theme so people can pick their own. I can see your point with the opening FanFare but I also think it is as much a part of ST as the Enterprise and I did use the shortest one I found so far.

Reply #2088 Top

I just updated to v0.4.6.  and would like to second the request for a change in the current 'pirate' faction being ST frigates instead of the original vessels.  Although for regular skirmishes it makes sense, some of the maps were balanced for the old version.  For example, Wolf 359 is now impossible to beat against the Borg.

Otherwise, great update!  Keep up the good work.

Reply #2089 Top

Using the pirate models and just bumping up their stats doesn't work very well.  They weren't set up with fighter movement in mind, and don't have the weapon pointing for matching up with it.

Reply #2090 Top

Seems I have fixed fleet colliding! I just resized both the ship and shields meshes of a ship to 50% of it's size (tested on cardassian galor) and the fleet acted as a fleet ! Seems that my assumption that a frigate must not be bigger than certain values is true. That, or there is a hidden feature in some other files that specify how big a frigate can be in order not to collide with each other.

On the previous page, i had a fleet of galors in a mess, but look now ! 

Reply #2092 Top

Hello all,

first post here, gotta say I like hte choice of music and phrases for the opening, gj.

Been playing the mod a bit but will hold comments on it for later other than overall, it is a great effort so far.

Take Care and God Bless,

Lharrs

* Had a couple of thoughts on some music for the game.  Yall might want to try some music from the Alien Series of movies in it.  Chiefly the opening themes, for general ambient music. Some of the military themes could be good for combat with some of the calmer military selections being used for background music for all races except for the borg.  The borg don't do drums imo.

Reply #2093 Top

Quoting myfist0, reply 2091
New Opening Theme.mp3 or the first mix Opening Theme V1.mp3

http://soa2.weebly.com/ost.html

Great job zero. So did you actually make the ships smaller in-game. What did you do to get this?
End of myfist0's quote

 

Yes, the galor ships are around 50 % smaller ingame now. In order to do that, I rescaled the whole meshes of the ship and it's shields. Only changing the bounding radius did not help. Used the mesh rescale tool by newboerg.

Noticed also a huge improvement in time it takes for a fleet to jump to another system. Before, due to ship colliding with each other, it took them 10-30sec in order to line up and jump. Now, they jump as soon as they arrive to the end of the gravity well and have a nice formation. Works wonders.

+1 Loading…
Reply #2094 Top

k1  your 1st karma zero

Edit: Finished the Nemesis Tracks. http://soa2.weebly.com/ost.html. Need some tweaking still but well on the way  :D . On to First Contact.


Reply #2095 Top

Ok, not sure if you guys are aware of this, so I'll throw it out there.  Just played a game on battle of the quadrants as dominion vs 3 unfair comps as feds, rommies and klinks (no borg).  I was going through all the stats at the end of the game and noticed that the federation was the only race (besides me) that built 16 capital ships, while the other 2 only built at most 2 at a time.  Any idea what causes this?  Would it make that big a difference if the feds were an agressive comp or economist comp?

On a less important note, I lost 10 enslavers to the feds in a battle.  10!!!  That doesn't seem quite right, although I think I know why it happened.  I believe it was because I was having them all focus their attack on the galaxy classes (since they were pissing me off at the time), and after I went away for a sec to do some research, I was too late to realize they weren't dying.  I noticed that after a galaxy's shields went down, its hull repair rate shot up to 80 a second.  Is that the repair crew ability that's doing that?  Still though, I feel that if if those enslavers were 10 sovvies or neg vars instead, it wouldn't have turned out that way at all.  I could be wrong. 

Reply #2096 Top
Klingon Theme 1.mp3 Might not be canon but when I hear this I think "OMFG, It's the Klingons. RAISE SHIELDS RED ALERT".
Klingon Theme 2.mp3
 

 

  I also created a streaming playlist (.m3u) which will load all the tracks to your favourite player allowing quick skip to the next track or randomizing and not having to open a new window for every track.  The first time tracks are played they may skip a little as they are downloaded to a temp folder.

Sacrifice of Angels OST Online.m3u

 

Mephistopheles

 

Reply #2097 Top

Ok, not sure if you guys are aware of this, so I'll throw it out there.  Just played a game on battle of the quadrants as dominion vs 3 unfair comps as feds, rommies and klinks (no borg).  I was going through all the stats at the end of the game and noticed that the federation was the only race (besides me) that built 16 capital ships, while the other 2 only built at most 2 at a time.  Any idea what causes this?  Would it make that big a difference if the feds were an agressive comp or economist comp?
End of quote

 

It's more circumstances than AI type, but that will aid in the circumstances they end up in.  Fed capital ships are particularly durable at the upper levels, the AI is less inept at keeping them alive as a result.  When fighting winning battles, it is exceedingly rare for them to lose those tough upper level capital ships.  In a war they have the upper hand on, they end up being relatively flush with cash, and an AI that has the cash for it will prioritize building a capital ship.  An AI without the cash will spend it as it comes in, trying to reach the fleet limit and never managing to build more than one or two at a time.  So, the AI that are losing end up having very few capital ships, the AI that are winning end up with more, and Feds are particularly good about not dying in winnable situations.  You'll only see large numbers of capital ships when a side has been winning battles, and you'll typically see more from the Feds than the other sides, Dominion will be last by comparison, their speed deficit gets them killed more often.  If the AI had a better grasp on resource management it would do much better, but it basically spends every dime it makes, regardless of strategic priorities it should be paying attention too.

 

On a less important note, I lost 10 enslavers to the feds in a battle.  10!!!  That doesn't seem quite right, although I think I know why it happened.  I believe it was because I was having them all focus their attack on the galaxy classes (since they were pissing me off at the time), and after I went away for a sec to do some research, I was too late to realize they weren't dying.  I noticed that after a galaxy's shields went down, its hull repair rate shot up to 80 a second.  Is that the repair crew ability that's doing that?  Still though, I feel that if if those enslavers were 10 sovvies or neg vars instead, it wouldn't have turned out that way at all.  I could be wrong.
End of quote

 

Ouch?  The Galaxy class has it's own repair ability that can stack up to 30 points, and ten Excelsiors can stack up to 50 points on a single target.  It took a lot of support to hit that, but yeah that's what you're seeing.

 

If you had a fleet of Enslavers and no supporting fleet, you're quite right about the other two classes surviving a fight they could lose.  A Sovereign is much better at dueling tough targets, and much better at surviving heavy fire.  The Enslaver excels at doing massive damage to a large number of targets while supporting a fleet of Jem'Hadar frigates.  Ten of any capital ship isn't a particularly tactical choice.  You just happen to be comparing purely self contained warships that excel in defense and individual firepower against one with a powerful support ability for an ultimate, a long cool down on a high target count attack ability, and another ability that only works on shields.

 

A duel between the two works out like this, your Enslaver does absurd damage, rapidly stripping off the enemy shields, dishes out a few thousand points in damage to the Sovereign from the torpedo spam while it does, then stalls out when the shields drop, doing little more than Ablative Armor will repair.  The Sovereign does sustained high damage with a riddled with interrupts, potentially negating your torpedo spam in the process, while having high armor and repair rates.

Reply #2098 Top

Hi Guys. StarTrek for Homeworld2 has been given permission to use some of your models as long as we give credits. I've downloaded the mod but am not sure what to use to open the .MESH files. Can you help us please?

 

Thank you

Charvell

Reply #2099 Top

Yea psy I wasn't going for tactical thinking, just trying to be a badass I guess, just thought they were a little more durable than that.  Thanks for the information about the capital ships.  I started another game before your reply with all feds to test it, and it seems you are right so far.  I still do find the feds a lot more challenging of an opponent than anyone else though.

Reply #2100 Top

Yeah, some of the abilities are in severe need of balance work, Ablative Armor is way too powerful.  They're also easier for the AI to play.  It can't use cloaking, will never understand the finer points of synergistic ships, doesn't grasp defense in the slightest.  Relatively self contained and simple makes for good AI usage.  The Feds are the side that fits best in the AI box.