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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 #2201 Top

Quoting Yanxa, reply 2199
Me thinks Federation 'Loyalist' faction should be the default Fed's, with 'Rebel' faction being the Terran Empire.

Mmmm, wishful thinking.
End of Yanxa's quote

Lol, I was thinking more the 'Maquis' for the Federation. Though personally the Terran Empire would be more interesting, and actually realistically have the same capital ships.

Perhaps a fictional 'Republic of Romulus' for the Romulans, Church of the Latter Day Warriors for Klingons, something Cardassian or Bajoran with the Dominion. I'm a bit curious as to how this 'rebel' thing would work. All I can think of is something similar to changing your government with a revolution in Empire Total War, when you lose either non-capital regions or the capital land, and whoever wins obtains the whole. Sounds like something that'd tick me off if half my planets are lost to 'rebels', and get my butt whooped by the enemy due to my suddenly poor economy.

Curious as to Titan class ships too. Sounds like something that'd be excruciatingly slow moving and available in the late game only.

Anyway keep up the great work, guys! Anxiously but patiently waiting for the next release! Take your time, too.

Reply #2202 Top

It's not clear that the six factions need to be twin versions of three factions.

In fact, I'd put money on the notion that they are not linked at all - I'll bet they're just trying to avoid the hard work of coming up with another back story for three more races.  Coming up with a "varient" race is much, much easier since you can duplicate plot and stats/models.

And since this mod has demonstrated you can already have far more races, I don't see any benefit.  However, it would be nice to see some improvements in such pains as the 2 gig bug (may not be hitting the mod team now, but it has been a pain in the #$$ before).  There are probably others that Stardock could help out with, but I won't hold my breath.

Reply #2203 Top

Oh Hello!

Is there a community of people playing this online? I would be interested in playing with some people every now and again if possible.

 

I'll admit I have not gone through all the pages, and I skimmed through the main post. So you can just say "read X" and save your...fingers. :grin:

 

 

:cylon:

Reply #2204 Top

you guys still modding this?????

Reply #2205 Top

They are indeed darkshimmer, and they're doing a damn fine job too.

Reply #2207 Top

Klingon trade ships seem broken, they spew missiles everywhere like mad and are able to take down fully upgraded miranda's very quickly, did you accidently add an extra '0' to their DPS?  8C

 

Also I think the borg need to be rebalanced a bit, they seem a bit too uber, most of the time I can just send a tactical/assimilator cube into a huge enemy fleet and it will win and/or assimilate most of their capital ships with little effort (especially dominion ones). Borg coffins on the other hand seem a bit underpowered/overpriced

One more thing, I'm getting a bug where my capital ships keep moving away from the enemy, it's getting really annoying as I have to keep telling them to go back, they will just carry on going in the opoosite direction forever otherwise: 

Reply #2208 Top

The Borg are supposed to be overpowered, because that is what they are in the series' that count (TNG and the first episode of DS9).

Reply #2209 Top

I like realistic balancing too and I agree - I usually hate it when something that's supposed to be nearly invincible in a tv show is nerfed to be just a bit better than other things in its related game, but in this situation it seems they're so overpowered there's no way to defeat them, a couple of cubes will completely obliterate anything in their path while adding more to the fleet each system they clear, even the combined force of multiple players won't defeat a bunch of cubes and assimilated capitals.

I'm currently playing as borg vs 3 unfair AI's that are allied with each other and so far I've utterly destroyed anything they throw at me and my fleet now consists of roughly 20+ capital ships from the other races, a few tactical cubes, spheres and assimilater cubes, the fleet does so much damage that warping in on a fully upgraded station or opponents fleet insta-kills them.

I've assimilated so many enemies that my support is somewhere around -4000. If the borg aren't meant to be a race you play with seriously (online) then that's fine, I like that, but if the borg are intended to be a balanced race, currently they're so extremely overpowered that you basically win the second the first cube has been built.

If it's possible - an alternate version of the mod could be made that has tv show balance, while the other has game balance, but I fear that'd be too much work for so little gain, but I'm just throwing it out there, personally I love the borg being this OP since it really does feel just like the show, but on the other side, there are people who'd want to play a balanced version of them for online games.

+1 Loading…
Reply #2210 Top

what would be nice would be for there to be 2 borg teams

 

borg team 1, just like now completely OP so that it requires multiple teams to defeat it

 

Borg team 2, a heavily balanced team so that 1v1 games are an option

Reply #2211 Top

perhaps as hugh's borg?

harpo

 

Reply #2212 Top

Meh, do like I did and learn to fight the borg or or dont play against them. They are beatable after some research but if I encounter the borg early game, I RUN. Not sure about the other races but the Feds have ships and research specifically for borg.

Reply #2213 Top

Quoting darkshimmer, reply 2204
you guys still modding this?????
End of darkshimmer's quote


yes shimmer we are still building the best startrek mod out there and the newly announced expansion is only fueling the fire to go where no man has gone before. Also fyi people we will be migrating to sins of a solar empire rebellion once its released . As me and several others are on  the beta list.

 

thanks jay

Reply #2214 Top

Quoting G-ADM_Prawn, reply 2202
It's not clear that the six factions need to be twin versions of three factions.

In fact, I'd put money on the notion that they are not linked at all - I'll bet they're just trying to avoid the hard work of coming up with another back story for three more races.  Coming up with a "varient" race is much, much easier since you can duplicate plot and stats/models.

And since this mod has demonstrated you can already have far more races, I don't see any benefit.  However, it would be nice to see some improvements in such pains as the 2 gig bug (may not be hitting the mod team now, but it has been a pain in the #$$ before).  There are probably others that Stardock could help out with, but I won't hold my breath.
End of G-ADM_Prawn's quote

we have a few of the team on the private beta of the new diplomacy patch and myself signed up for the new expansion, so stay tuned as we roll updates out about the new expansion and new dip patch

 

thanks jay

Reply #2215 Top

Quoting myfist0, reply 2212
Meh, do like I did and learn to fight the borg or or dont play against them. They are beatable after some research but if I encounter the borg early game, I RUN. Not sure about the other races but the Feds have ships and research specifically for borg.
End of myfist0's quote

I've had no problms beating the Borg as a Romulin... but you need stealth, cunning, and the Black Vortex ability (found on the Rommie colony capital ship).  Use your cloak to get right on top of a Borg fleet, uncloak and hit them with the Black Vortex right off... this will disable the ships temporarily... then uncloak your fleet and hit them with everything you have...

The big trick is to use the Black Vortex manually... don't let the ships use it automatically or they'll all use it at once... Have 5-6 Rommie Colony Caps ready, then use 1 at a time... once the Borg come back online hit them with another ship's Black Vortex... over an over... if you are careful by the time you use the last ship's Black Vortex the 1st one should be nearly re-charged.

Another trick I like is dividing the Borg fleet... if they are too clumped together, perhaps getting ready to attack a neighboring planet, then take a cloaked ship into the gravity well, go as far to the other side of the gravity well a you can and uncloak...   This should provoke the Borg into attacking the cloaked ship... I've done it with 2 or 3 ships at a time, uncloaking and re-cloaking like Hide and Seek with the Borg...   Because the Borg ships move at different speeds it is actually possible to disperse the Borg fleet enough to hit just a few at a time and get out again...

You can't take on the Borg 1 vs 1... or even 5 vs 1, by using brute force...   But you can beat them if you think like a Rommie... stealthy, sneaky, cunning...

Reply #2216 Top

Quoting just_jim, reply 2215
You can't take on the Borg 1 vs 1... or even 5 vs 1, by using brute force...   But you can beat them if you think like a Rommie... stealthy, sneaky, cunning...
End of just_jim's quote

What do you do when 4+ cubes supported by spheres, coffins and planet assimilators begins sweeping through your systems, sneaking won't help when your structures and non-cloakable ships are being popped in seconds, adding to that I think the borg's diamond class cruiser is able to counteract the effects of most anti-borg abilities.

It's all very well somehow managing to disable all of the cubes switfly, but that means nothing if you don't have a force capable of destroying them before they become operational again.

Reply #2217 Top

Well the answer to that is in your map selection.

You can't go into a 1 vs. 1 map that's so tiny that you're butting up against the borg in the first few minutes of the game - they will eviscerate you.  You need to pick a map large enough that you can get out into the galaxy and build up your resources before you are regularly clashing with them.  As Jim notes, you need to have a few cap ships in your fleet if you're going to stand the slightest chance against them.

Reply #2218 Top

Quoting GeneralJohnny, reply 2209
I like realistic balancing too and I agree - I usually hate it when something that's supposed to be nearly invincible in a tv show is nerfed to be just a bit better than other things in its related game, but in this situation it seems they're so overpowered there's no way to defeat them, a couple of cubes will completely obliterate anything in their path while adding more to the fleet each system they clear, even the combined force of multiple players won't defeat a bunch of cubes and assimilated capitals.

I'm currently playing as borg vs 3 unfair AI's that are allied with each other and so far I've utterly destroyed anything they throw at me and my fleet now consists of roughly 20+ capital ships from the other races, a few tactical cubes, spheres and assimilater cubes, the fleet does so much damage that warping in on a fully upgraded station or opponents fleet insta-kills them.

I've assimilated so many enemies that my support is somewhere around -4000. If the borg aren't meant to be a race you play with seriously (online) then that's fine, I like that, but if the borg are intended to be a balanced race, currently they're so extremely overpowered that you basically win the second the first cube has been built.

If it's possible - an alternate version of the mod could be made that has tv show balance, while the other has game balance, but I fear that'd be too much work for so little gain, but I'm just throwing it out there, personally I love the borg being this OP since it really does feel just like the show, but on the other side, there are people who'd want to play a balanced version of them for online games.
End of GeneralJohnny's quote

 

I pretty much agree with everything said here. They are overpowered, but awesome, and I'm cool with either intentions the designers have (being super op intentionally or eventually tuning down because they are not intended to be so op). However I do not have borg in any of the games I'm playing, unless I'm playing as them because they kick everyone's ass. 

Reply #2219 Top
Their o/p because they are o/p. And why play as the Borg?
Reply #2220 Top

Quoting wbino, reply 2219
Their o/p because they are o/p. And why play as the Borg?
End of wbino's quote

Mostly because I have that bug where capital ships besides the borgs just end up travelling in a straight line forever while in combat, it's incredibly annoying, happens mostly in small fleets - always happens when I send a lone capital to deal with some planet militia.

Reply #2221 Top

that usually happens due to a bug, I ran into it when testing ZombieRus's Sins of the Fallen before he released it.

Reply #2222 Top

Oh, that bug (the "traveling outside the grav well bug)?  I thought we'd fixed that bug back when I was actively working on the mod (before I fell off the wagon and became another #$*& spectator).

It's a pretty simple bug to fix, programatically.  It's caused by having:

  1. dynamic motion on ships (i.e., the tweak that causes ships to move like fighters from regular sins), and
  2. having ships with similar/identical speed, and
  3. having no way for the stalemate caused by the above condition to end.

If you have all three of the above conditions, the ship in front is constantly trying to get far enough out in front of the pursuing ship to do a turn for an attack run on said pursuing ship, while the pursuing ship is forever trying to catch the leading ship.  To fix it, you have a few options:

  1. Turn off dynamic motion (this is a bad option - not as pretty or fun), or
  2. give ships enough rear-facing weapons to blast ships abaft (yes, abaft is a technical nautical term - you just learned something today), or
  3. change up the ships' speed enough such that either the aft ship will overtake the first one or the first one will get far enough out in front to turn.

When I was troubleshooting the mod, I used these techniques to virtually eliminate the problem (looks like they may have failed to make it into the latest mod release - it was kinda hairy for a while there coming up to the Entrenchment release).  Note that most of the problem is due to condition #2 - mostly it's the ships with no aft weapons that manage to be the problem - the low-level Rom cap ship is a regular offender and has no aft-firing weapons.  Just giving ships' appreciable aft-firing weapons was enough to keep it from happening most of the time because they would annihilate the pursuing ships before they got very far outside of the grav well.

God knows I'm opening up a can of worms here just by remembering this and posting it.  Josh et. al. - did we ever talk about this?  I could have sworn we fixed this prior to the last release, but maybe I'm only thinking I fixed my local version.

Reply #2223 Top

They were probably fixed before the other sides were added in.

 

The particularly bad offenders are those 8km range ships being chase by 3km range ships of significant agility.  They're actually leading to indefinite pursuits even while turning about.

 

This shouldn't be a big problem when the diplomacy version comes out.  I think I've cleaned up all of the range issues.

Reply #2224 Top

http://www.moddb.com/games/star-trek-excalibur/videos/nanofx-graphics-renderer-17-preview/#1972329 I thought I'd just post this up since there are plenty of fellow trek fans who might find it interesting.

 

I was also wondering if there were any plans to follow the example of the stargate mod and have neutral capturable starbases or derelicts, thats one feature I'd really like to have back from armada 2 where the lack of crew makes a ship capturable :P We cant have that ofc, but capturable neutrals would be pretty cool, for controling trade etc

Reply #2225 Top

Thanks for the description on the range bug, looking forward to the next ver.  :grin: