Hi All
Its been awhile since I last looked at this forum as well as played sins, I only keep it on my hard drive for this mod. So glad to see its still going. Thought I would try the lastest Entrenchment version of the mod (do not have Diplomacy yet but will get it if you release version 0.5D) but when I click on the link I get the following message on the web page that pops up.
"The file you are trying to access is no longer available publicly"
Am I doing something wrong or is the link broken or is the mod nolonger available?
Keep up the good work guys I've played some of the ealier versions of this mod and they were awesome.
Thanks for any help,
Bin.
Links are Fixed.
usesFighterAttack TRUE
where is this and how do i change it?
thanks to this mod i just cant enjoy other mods with static combat..
In the ship entity files. In vanilla ships it is set false by default. just change to true to enable fighter movement.
Thanks guys downloading now.
Sorry to report the link to the fleet mini mod (whatever that might be) appears to be not working.
Thanks agian to all the SOA2 Team for all your hard work. And Stress glad to see your still on the forum, always enjoy your insights into the Trek universe.
Oh yea and thanks for all the work on the mod! Been around since page 2 or something and though it took pacience i am glad you guys took your time to do it right.
I know ship roles are verbatem, but there is one thing as a rommie player that just dosnt "feel" right is not being able to build TNG BOPs as a heavy cruiser. I know its on par with a Galaxy but all we have really seen of the Romulans is from TNG and it was always a freaking BOP. I havent played the new version as i just updated from months back so maybe its a mute point but. The Feds have different caps, from the different "flag ships" of the different shows and film (Galaxy, Defiant, and i think Ambassador is preatty much the enterprise from the later Original Series movies, Sovriegn) and the Klingons have the different emporer ships for Caps. Rommies were never shown to have a selection of Caps just lots of BOPs.. lol. Not sayen "UR Doin it Wrong" just thought i would put it up for discussion to keep everyone distracted while you guys work on finishing the Rommies. ![]()
And where are those files to edit? I remember how to open them and change them I just been a while since i went poking around in sins...
Hello guys,
I only have one issue which is odd and I can't seem to figure it out. The light map for the Excelsior model doesn't seem to be working. All my other Federation ships have their cool glows but the Excelsior is not lit at all. From opening the DDS files I can see that the file is there and it looks just like the ones used on other ships.
I noticed also that the light maps are all in shades of greenish yellow. I was toying with the idea of changing some of the light maps to glow differently. Is this something you do to the DDS file itself or are their lights actually on the ship models of various colors?
I know a bit about modeling and texturing objects but not much about light maps / ship model setup in sins. Any help on this issue is appreciated.
This is a fantastic mod and I just wanted to say thanks for all the work on it. Since I know a bit about game design I can appreciate the amount of work that goes into something like this.
The borg are great to play for sadistic steamrolling of lesser races LOL. I rarely put them in to fight against though because they are way OP!
So is this gonna be a Diplo SOA2 weekend?
It's more up to the rest of the team as I am the new guy but the UI is still in pieces and the textures I am creating also need optimizing when the sheets are done. I also have a lot of music to edit and add. I would say 2 weeks but if the team wants to release an Alfa, that's up to them but dont tell me about UI stuff that needs work as I already know what is not finished.
I am currently working on fixing all the icons which as you know there is almost a 1000 to check and repair as needed.
OK, I have a question concerning Entrenchment, Diplomacy, and the Romulan Starbase...
It's probably posted somewhere, but there are a lot of posts to go thru, and honestly, I'm just lazy. I know somewhere reciently someone mentioned a Romulan Starbase, which is the only one left, being maybe released soon. Quite frankly it's the one thing I've been waiting for more than anything else... Vanilla SB's just dont' cut it.
But if you guys are near finished woth it, what version will it be released in? Will it be an update for entrenchment, or do I need diplomacy. I don't really care one way or the other... the only reason I've held off updating to diplomacy is this I'd rather play this mod. But if there isn't going to be another entrenchment patch for the Rommie SB, and it's going to be in the diplomacy version only, then I'll go ahead and get diplomacy when the mod is ready.
I'm not implying to hurry either, I'm just trying to figure out what I'm doing here about getting diplomacy or not... I wasn't clear one way or the other what you guys had planned next.
Other than that... I'm absolutely loving this mod... no complaints.
Eh. The Diplomacy version is going to be better, it's pretty cut and dry on that. Whether you have the expansion or not wont change anything in regards to Entrenchment though. I'm already committed to back porting important changes and fixing my bugs in the existing build, but the extra capabilities that come with Diplomacy are out of the question.
It may be a half ass pirate implementation at the moment, but a TC doesn't care about the vanilla stats that screw the expansion into the ground. Pirates, when the poor overworked modelers catch up to the barking mad coders, will have a more meaningful existence than they can in Entrenchment. They'll be able to grow in strength in a less than conventional manner in order to remain a threat to be taken seriously.
Having the Borg around without locked teams is simply untenable in Entrenchment, it has possibilities in Diplomacy. The Borg are essentially impossible to ally with, solving half the equation. You can play a huge, unlocked game, throw in the Borg, and not have a guaranteed loss at the end of it. The AI still has no grasp of the situation of course, but nothing is perfect.
Hey, psychoak,
First off, I'm mostly lurking these days but the mod's looking good- can't wait til Diplomacy's out for it.
Secondly, Diplomacy has a value for Racial Penalty doesn't it? Is this hard-coded in or is it possible to change on a per race basis? If it is you could just give the Borg a massive penalty to relationships with "lesser races", making sure that AI at least won't be able to ally Borg and the other races. Or you could have a research that lowers their racial penalties with other races (ie they research assimilation and all other races hate them). Just an idea, I don't know if you guys want to look into it or not.
Either way keep up the good work
.
EDIT: Just re-read your post. My bad, looks like you've already sorted that. Still sleepy
.
- Micael
Has anyone here had the same problem with the Excelsior Model lighting?
I have the newest version of the mod and still no lighting up of the ship. Is anyone going to address my post?
all the modelers were killed in action at wolf 359 ![]()
Major Stress has retired on Riza. I will see if I can contact him.
Seems for some reason that the Fed_Excelsior-da.dds was not connected to the mesh but the file is in the textures directory.
Material
DiffuseTextureFileName "Fed_Excelsior-cl.dds"
SelfIlluminationTextureFileName "Black-da.dds" <----
NormalTextureFileName "Fed_Excelsior-nm.dds"
I made a new mesh file with the change
Material
DiffuseTextureFileName "Fed_Excelsior-cl.dds"
SelfIlluminationTextureFileName "Fed_Excelsior-da.dds" <----
NormalTextureFileName "Fed_Excelsior-nm.dds"
Place the fed_excelsior.mesh file inside ...\Mods-Entrenchment v1.051\SOA2 0.4.6.5E\Mesh. I left the file in txt format and you can also play around with the value.
Glossiness 9.999999
Other that that we need one of our very talented texture artists.
hey guys..can the "attack run distance" be decreased?.. the ships just go too far from their targets before making another pass..I don't remember ships behaving like this in the older version 4.2e...it's a game breaker for me when two battling AI ships just chase each other forever...because the ship that's being chased doesn't have enough distance between it and the target in order to turn back at the target.. edit: if I change the "usefighterattack" back to FALSE for all ships, will that have an impact on the gameplay? will it unbalance the game somehow ?
SOA2 0.4.6E UPDATE link is dead on adrive. Can someone repost it up plz?
ADrive is complete crap.
One of the team needs to point a mirror link to the MODdb page.
Complete full download
http://www.moddb.com/mods/star-trek-sacrifice-of-angels-2/downloads/soa2-0465e
Patch Update
http://www.moddb.com/mods/star-trek-sacrifice-of-angels-2/downloads/soa2-0465e-patch
It already is repointed. The links in top are to the ModDB download pages.
Taking fighter movement out will effectively neuter the game. It's like the commentary by guys saying they can put the Klingons on hold position and destroy enemy ships far more effectively. When you're dogfighting, your weapons aren't firing all the time. In a large scale battle you'll have most of them going continuously. When you remove fighter movement, forward centric weapon placements become always on weaponry. The balanced ships with rear firing weaponry and large batteries to the sides end up having greatly reduced output by comparison.
The range issues are being worked on.
Ah hey thanks for that. I figured it had to be something simple. Something exactly like you said that one of the textures was not connected to the mesh.
Really guys I love this mod. I know what it takes to model and texture a mesh. Do you guys you XSI or 3ds. I've never used XSI it looks kinda weird. I do have some practice with 3ds though. I can model but when it comes to textures i'm weak in that area. I can cube map a box LOL. I really wish I did have the skill to unwrap uvw map and set it up real nice.
Again just saying thanks for all the efforts.
There are a couple of ships you could include if you wanted to but I dunno if they are cannon. The USS Titan is a luna class ship. As well as the Aventine. These ships are in some of the latest novels and I found orthographic views for all of em. The Titan is a beauty.
Tested out your new excelsior mesh. She's looking good. Thanks!
Oh, I understand the Diplomacy version will be much better... I just have a $$$ issue... If the next entrenchment patch for this mod is ready before the diplomacy version of this mod, then I'm holding off spending the $$$ on the diplomacy upgrade. I'm not playing the regular Sins version of the game anyway, I only play this mod or the Star Wars one... so what's the point in getting upgraded right away?
But if the diplomacy version of this mod is gonna be ready soon, or before the next entrenchment update, then I'll go ahead and spend the $$$ and get the diplomacy upgrade.
I've just recently purchased a Windows 7, 64-bit, and when playing this mod, it caused the game to mini-dump about 10 minutes in. I very, very rarely - if ever - had this trouble with the mod before. I just wondered whether this was a known issue, or what?
The next Entrenchment patch should be a concurrent release with the Diplomacy version.
Yanxa, sounds like either you have a driver error or you've botched the install. Try running it in the dev exe, it's in your main installation folder, and see if it throws up an error.
https://forums.sinsofasolarempire.com/403793
I saw that Diplomacy is getting a major update/patch really soon, how is that going to affect the potential soon release of SOA2 Diplomacy version. From reading earlier posts it seems you guys were really close to releasing a Diplomacy version, but past Ironclad updates always broke the mod until it was patched for the new update. Really awesome mod guys, keep up the good work. Can't wait to see the final version.
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