This needs to be updated. Thanks to impulse, I can no longer roll back my installation of diplomacy (1.21) and "Entrenchment" version is quite inferior- if not broken all together (tearing on all mods and vanilla- aka, white jagged AA lines on meshes).
Fantastic mod otherwise, and I absolutely love it. I hope to see the update soon, until then it just gives me a mini-dump. D:
hello all we will be updating the mod in the next week and posting a release to this page stay tuned
thanks jay and team
I don't know if anyone would be interested, but I finally have a working merge of the SoA2 and Distant Stars mods.... I've played several games with all sorts of different planets and races and so far no mini-dumps.
However there are a couple catches, I'm only using the Entrenchemnt mods... I haven't upgraded to Diplomacy yet.... and although I got permission to try this about a year or so ago, I would like to get the DS mod teams permission before doing anything with it... and most important... if you guys are interested, it's a massive huge bunch of files and I'm honestly not sure how to go about uploading something like this.
But I have to tell ya.... being able to set up a game to defend Sector 001, the SOL system, including Earth, from the Borg puts a whole new spin on this Mod!!!
hell yeah jim!
this is what was missing for soa. can u integrate it for the next diplomacy versions which soon will released?
that would be perfect!
would also be great if it would become a part of the official soa game...
Less is more!
I think too many planets leeds to imbalances.
Thus I like to play the mod "Star Wars - Requiem", because there are only a few new planets which aren't overpowered and the mod
works without any problems.
Malestorm for example is a great mod, too. The ships are designed very well. But I don't play the mod with my mate due to the
new planets. You can find planets with 1.500 inhabitants and 8 mines ...
On Random-Maps it is hell on earth (in particular playing Multiplayer).
Sacrifice of Angels 2 is a great mod, too. For Star Trek Fans the right stuff!
In my opinion bug-fixing and compatibility with patch 1.21 are more important.
By the way thank you for your work and the nice mod!
In my opinion bug-fixing and compatibility with patch 1.21 are more important.
By the way thank you for your work and the nice mod!
I'm not part of the Mod team, and I have nothing to do with bug hunting and all that.
I'm just another fan of both SoA2 and DS. As for causing an imbalance, I don't know why... I just thought it just added some more variety to SoA2, especially having all the solar system planets to play with. I got to admit, being able to set up a Federation strike force orbiting Saturn (for example) is pretty cool. For the most part I didn't change anything from DS, except for removing the new planetary abilities, which I still need to add back in... But DS is really well written and pretty balanced in my opinion. But that's just me.
Gulkelan, I can certainly try to merge Diplo, but even if I do... its up to the Mod teams and not me whether it gets posted for download or not. This was actualy just for me to play here at home. Ideally I would love to re-write DS so it works in conjunction with SoA2 instead of merging the 2 mods... but so far my attempts keep crashing. Not sure what I'm doing wrong, or what I missed, merging the 2 works fine, but using 2 modified mods on top of each other just doesn't want to cooperate yet.
Anyway, i don't have Diplomacy yet, I was just going to wait for Rebellion and get both at once... but if the Diplomacy version of SoA2 is near finished, then maybe I should get around to buying Diplo...
Jay, Stress... any of you... if your interested give me a shout. Or, if you want me to keep it to myself, also give me a shout. Doesn't matter to me either way, I just thought I'd offer...
I did not want to criticize.
Your offer is very kind and many people will like your idea. They will be happy if you are able to merge both mods.
I only wanted you to consider that the more code in a program the more complicate to update it (+ more bugs).
Your offer is very kind and many people will like your idea. They will be happy if you are able to merge both mods.
I only wanted you to consider that the more code in a program the more complicate to update it (+ more bugs).
Oh yeah, I know the more involved, the greater the risk for mini-dumps. It's taken me a long time just to get this one to work. I'm honestly not sure if Diplo will or not yet, because of the added content and such.
Less is more!...
Thats true...
The most important Planet types for me in ST are "Rock" (moonlike), Paradise, Industrial and perhaps Swamp Planets.
Not to freaky ones ![]()
Thats true...
The most important Planet types for me in ST are "Rock" (moonlike), Paradise, Industrial and perhaps Swamp Planets.
Not to freaky ones
Actally I tried to seperate and rename them into Federation classes as best I could... and yeah, a couple are pretty weird. They're best if you're trying to re-create a particular system with galaxy forge. That's where this really works great: if you are trying to make a system based on a particular Trek episode, because it gives you a vast variety of planet types, including smaller planetoids and moon size, to choose from. For example, one of the barren moons has this massive crater in the side of it. I saw it with a heavy asteroid belt accompanying it and immediately thought of the Klingon moon (Praxis???) that blew up.
Is there any other links for the diplomacy mod. As I can't seem to find a free slot, for the mirror site used to host the diplomacy version of the mod.
After a few dozen tries, I was finally able to download via filefactory. The problem is that the install readme has not been updated since SOA 2 0.4.6 of Entrencement.
Hello!
Now I downloaded Sacrifice of Angels 2 for Diplomacy andi found i cool, but i also found some Bugs.
1. Bug: When i Chose a Theme for me Enemy at the end i sow not the the chosen Themes.
I found the Themes in SOA2E does work better looks like also better.
2. Bug: I Found the Enemey on Planet are very weak, but it looks like they are WIP?
3. Bug: The interface of SOA2E was more overview overview Lighting.
CU Martin 2011
so i'm using some custom maps that were posted earlier in this thread or in another soa2 thread, but some of them have fixed positions and races. how do i change these parameters in galaxyforge?
Getting rid of the jagged lines is easy in Entrenchment, and Original Sins. All you have to do is copy contents of the diplomacy 1.21 "pipeline effects" folder into Entrenchments or Original Sins "pipeline effects" folder. I did this for the latest versions of TSOP. This also fixes the "White lines" on the meshes issue.
IF the SoA 2 team didnt modify any of the pipeline effects there should be no issue at all. Ill test this later to see.
EDIT: Confirmed, Works like a charm! There is no pipeline effects folder in the SoA2 mod for Entrenchment. So just copy the pipeline effects folder from Diplomacy 1.21 and paste it into the SoA2 for Entrenchment mod folder. This adds the texture efficiency updates, fsaa fix, and the white line fix from dip 1.21 into entrenchment.
Thanks for making such an awesome mod, its so much fun to play!! I looked at the read me and I had a question. The read me says to look and the individual faction read me's for info on the races, but I have looked in all the folders of the mod and I couldn't find any faction read me. Am I not looking in the right spot? ![]()
the mod is progressing well, we have it working in dip 1.21 . We are also planning on a release sometime this month. check back soon.
thanks jay
That is because we haven't made the read me's for each faction yet. Basically the faction readmes will contain some lore, and tips on gameplay, and tactics for that specific faction. For example the original plans for the Klingons is they were to be industrial juggernauts (hence they occupy the vanilla TECH slots) with cheap ships that have good maneuvering, and firepower but weak armor. Most units are attrition units that are easily replaced (except the elite units). Economy, Empire, and sheer numbers should be the Klingons, and Cardassians strengths. While the Romulans used expensive high tech ships (because they should all be able to cloak) well balanced between firepower, and armor. However most rommie ships weapons fire forward.When we finally introduced the Borg. We did not want them to be "Retarded jack in the box's" like they were in Voyager. We wanted them to be like they were in "Best of both Worlds" the "Oh SHIT!" nigh unstoppable Borg. This was a challenge to pull off an intentionally overpowered faction so that the weaker factions had a "chance' to defeat them. The answer was to not let the Borg tech up, and to make good use of "anti borg" weapons. Hence the borg research stations have a high logistics cost, and research is expensive. Not sure if it is still that way. I havent played the mod in a while. Much has changed since i ran the show ![]()
romulans seem really overpowered especially compared to the dominion
Thanks for the info Stress! I hate it when the Borg show up, and that's just how the Feds felt on the shows and movies too. ![]()
Specifics are helpful, blanket statements not so much. For instance, the D'verix is omfg op because of the aoe disable.
Here's a pretty helpful guide to planetary classification: http://www.sttff.net/planetaryclass.html
and another one: http://www.ucip.org/miscellaneous/planets.html
romulans seem really overpowered especially compared to the dominion
Specifics are helpful, blanket statements not so much. For instance, the D'verix is omfg op because of the aoe disable.
that's part of it
the cloak allows them to rescue any damaged ship from combat, and i saw a d'deridex with better stats than an enslaver despite the latter needing 2 more labs
of course the ai doesn't use the cloak so it's somewhat moot
i may be wrong but the virulent's antiproton scan doesn't appear to work properly, at least not on mines
The antiproton scan is to decloak ships, not mines. Both the Federation and the Dominion have an answer to cloaked vessels in the form of cloak removal. Rescuing your damaged ships should prove difficult in such situations, but the AI sucks at counter abilities so it's more likely to matter against a human opponent.
A D'deridex is incapable of having better stats than an Enslaver. It has a 2600 hull point deficit and a 6000 shield point deficit. Slightly higher mitigation and armor do not make up the difference. Damage is, likewise, vastly inferior. On the ability front, Opening Salvo is Borg quality damage potential, even a mid level Enslaver can wipe out 20 ship fleets by itself.
Now, if you saw a Devastator and mistook it for an Enslaver due to the similar look, that could explain your comment.
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