Major Stress Major Stress

[MOD WIP] Star Trek: Sacrifice of Angels 2 (updated 01/10/09)

[MOD WIP] Star Trek: Sacrifice of Angels 2 (updated 01/10/09)

Featured (by a small mention) in the October edition of PC Gamer magazine

Candidate for Mod Database's 2008 Mod of the Year

This is the OLD "Work in Progress" thread for the Star Trek: Sacrifice of Angels 2 mod.

The new WIP topic is here https://forums.sinsofasolarempire.com/342747

The "Release" topic can be found here https://forums.sinsofasolarempire.com/322473


The mod is intended to be a hommage, and tribute to the original Sacrifice of Angels mod for Homeworld. It will use many of the same models, and effects created for that mod by the Trekmods team. Like the original SoA mod SoA2 is set during the Dominion War era of Star Trek. Using both canon, and non-canon units to recreate those battles with Sins "empire building" mechanic added. Like in SoA you can fight battles in SoA2 using hundreds of starships. Sometimes thousands if your computer can handle it ;)

While the mod was not intended as a "Total Conversion". That is exactly what it is winding up being. There is much about the Sins engine, and mechanics that we still need to learn. There are some hard coded stumbling blocks we have to overcome.

The factions will be the Federation, Klingons, Romulan, and the Dominion (with Breen, and Cardassian ally units). The main factions seen in the Dominion War. With a "Surprise" as the Pirate faction.

Factions like the Borg "may" be added in the future. LokiGodofMischief is working on a very good 3rd party Borg add on for SoA 2. It is very possible his add on may be merged with SoA 2 at a much later time.

The current version of SoA 2 is  0.03b   "The Second Dominion War". Look for it here  https://forums.sinsofasolarempire.com/322473

0.03b only works with Sins versions 1.1, 1.11, and 1.12.

All previous versions of SoA 2 are obsolete, and will not be supported, or hosted anymore. All older version downloads will be removed.

We will NOT port SoA 2 over to Entrenchment until after Entrenchment is out of beta, and released. Along with proper forge tool updates.

I am working on the models mostly ALONE so it may take a while for any new ship model updates.

Darkshimmer is the Balancing guru, Code monkey, and Master at arms. We do have other contributers, and the best 3rd party work from the finest artists in the trek mod community to help make SoA 2 the best it can be.

Status of Demo 0.04  "The actors are in place" 

Will update when i have news.

General Changes:

Manshooters Volumetric Explosions mod will be included as of 0.03a

May include Sins Plus (planets), but ill need to see how much that mod needs changing to incorporate into SoA 2.

SoA 2 0.03 and above is now patch 1.1, and better compatable. Sins patches 1.11, and 1.12 only address balancing, and online exploits, and have no effect on the mod.

Ships will have some anti stike craft weaponry.

Ships are still being added and balanced accordingly.

More re-balancing so that one faction is not overpowered over the other.

The Federation:

Faction is complete. Only structures left

The Klingon Empire

Faction is complete. Only structures left.

The Romulan Star Empire:

Faction is complete. Only structures left

The Dominion:

Faction is complete. Still needs balancing work.

Pirates:

They were going to be the Borg, but that idea failed. So we are looking into Random multirace ship spawns.

Planetary Defenders

Basically "Ships of the week" like the Maquis, Sona, Ferrengi, Tammarian battle cruisers and the like.

Balancing:  Darkshimmer has the Federation, Romulan, and Klingon Empire, and Unified Dominion balanced.

Gameplay: We now have a working Cloaking Device! Check the ModDB page for the WIP video. Cloaking will not be fully implemented in the mod until version 0.04

Art: We are working on an LCARS style UI, adding proper icons, and pictures for all of the new units. The UI is going to take a while to do, because of all of the redundancy of the Sins UI. SoA 2 uses 2 sets of UI textures. Instead of the standard 4 textures for buttons, and 2 textures for icons. SoA 2 uses 8 textures for buttons, and 4 textures for icons which IMO is a major waste of resources, because sins loads all these textures at startup. Unfortunetly i dont see any other way to do it. What is kind of cool is that we dont have to use the same HUD for each faction. It is possible to have unique HUDs, but again the perfomance hit, because of the extra drain on resources could be big, and not worth it.

In Planning: (No promises, or guarentees, but we will try to add these if possible.)

Troop Transport effects.

Planetary invasion animations

Tractor beams. (need a code monkey for this)

Whatever else we can think of and are capable of doing.

Future Updates:

SoA 2 0.04 is now in planning, and will be focused primarily on Proper research trees, Ability's, and adding proper Structures. More than likely demo 0.04 will be the last demo. After that then the full mod should be ready.

SoA 2 0.05 will be the final spit, and polish of the mod. It will focus mainly on re-balancing if needed. Also final artwork changes will be made here. Which will include some ship model re-builds, and re-texturing.

The Full SoA 2 1.0 mod will be released "When it is Finished". We are doing this on our own free time. We aren't getting paid to do this. We have no set schedule. We have no time limit. I want this one to be good. So it wont go online until we feel it is ready.

*NOTE: Much about Sins as we are all now realizing is hardcoded. SoA 2 is going to be far from a perfect "trek" mod due to these hardcoded issues. However we will try to do the best we can with workarounds, and compromises to get it as close as possible. Like i said some things wont be perfect. Some things cannot be done at all. Enjoy the mod for what it is, and try not to be too "nit picky".

SoA2 will be hosted on Mod Database once it is ready http://www.moddb.com/mods/star-trek-sacrifice-of-angels-2

This main header will be updated when i have news to post.





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Reply #951 Top

When i first started this mod there were many things i didnt take into account, or issues that i didnt know that existed. Its not the dev's fault, because how would they assume that we were going to try to stretch the engine beyond what it is capable of doing.

No,.. Symbols wont cut it. I toyed with that idea already. Just wont look right, and yes it wont look pretty ether.

I am just going to stick with the original plan. Unless the dev's, or someone else is kind enough to make template UI, and icon textures with grid cooridinates on them.

I know i said i was not going to import the Intrepid into the mod... I LIED :p Here she is. Now all the voyager fans can stop bugging me.

 

 

Reply #952 Top

Grrr had to double post just to make my reply show up >:(

Reply #953 Top

Wait a second, there are voyager fans? 8C

Reply #954 Top

Yup, The very same fans that want the explodes on impact borg in the mod. AKA the version of the cube made by Ford. We all remember the Pinto right? :p

If this mod is gonna go out i am going to make sure it goes out with a bang. I said before the fed lineup is now complete. Heres a couple screens of the rest of the lineup. Play identify that ship :D

 

Reply #956 Top

I see that you made the constellation class ship good man that would make a good colony ship.  :grin:

Also the intrepid looks good as well as the nebula class very nice. :star:

Is there any difference to the Excelsior it looks kinda different but i cant but my finger on it. :rolleyes:

Reply #957 Top

There's just something about the Intrepid that pisses me off.  I'll thoroughly enjoy blowing the shit out of it.

Reply #958 Top

If the Constellation was a colony ship she wouldnt be in the middle of that fight. No, she replaced the Excelsior as the siege frig. The old Constitution is the colony ship. Being that she is retired from any military role. The Constellation was seen used in combat roles up to the klingon civil war. . Where she was seen in the blockade fleet with the Sutherland, and Enterprise-D. No doubt at least one was used in wolf 359. She is oversized, and underpowered as a famous captain put it. She is not much of a fighter which is why she is perfect for the siege role.

The Excelsior was moved from the siege slot into the light frigate slot, and she performs much better there. The Excelsior II aka Lakota is an elite unit that fills a support role. While just a refit excelsior class she packs a punch. Just like the Lakota in paradise lost did. She is also quantum armed.

The Nebula model was only intended as a placeholder, but she turned out much better than i expected. Ironically most of the models in SoA 2 were intended for a failed Homeworld 2 project. Also called SoA 2 as a working title :p Some wound up in the Favor the Bold mod for bridge commander. Others wound up gathering dust. If this mod fails then im done with modding, and i am just going to build models with no particular game in mind. Maybe ill start taking cracks at character modeling since it seems thats where the trend is with all the FPS's and RPG's out there.

In the mean time i got 5 other factions to fill up ;)

Reply #959 Top

Considering most people are just interested in playing as the Federation, once you finish them it would be nice if you released a teaser demo. I know thats not your original intention, but it's just something to consider.

In terms of scale, that Nebula looks way off next to the Excelsior. The Nebula is supposed to be 442 meters in length and the Excelsior is 511 meters long. I can understand if the size is supposed to reflect an ingame role or something of that nature.

Taking into account the countless numbers of Federation vessels that can be used, it would be nice if there was only one Excelsior and an other ship brought in to take over one of the roles; The more ships the merrier.

Even with all of the problems faced with this engine the mod is still looks amazing.

 

Reply #960 Top

Stress, Stop right there!

Go and Import the current Federation models to Danman, we need something to Offset the Atlantains!

Reply #961 Top

 

All of the ships are scaled correctly. You need to consider the Excelsior II was much closer than the Nebula was when that shot was taken. When right next to each other the Nebula is clearly the larger of the two ships.

I think Danman is more than capable of importing himself ;)

Reply #962 Top

I for one, very much hope the mod does not have to be abandoned, even that you get some direct support from the Devs (if that were possible) . . . in many ways, I would rather have SINS Star Trek than the standard SINS (as good as SINS is).

Reply #963 Top

I don't know if Major Stress has gotten around to doing textures for loading screens and research screens but I redid the loading screens and changed the tech research screens to have star trek related images for the different catagories. Its something simple, but if it would help I could go through and change some of the menu screens and symbols to reflect the star trek theme.

Loading Screen

Research Screen 1

Research Screen 2

 

File uploaded at: http://www.mediafire.com/?sharekey=3b454bd6ecd8d4bed2db6fb9a8902bda

Just open the rar and add the files to the textures folder.

 

Reply #964 Top

if i may add one more thing Hobo, id try to replace the Vanilla Loading Pic with something from one of the movies/sereises. but otherwise, nice job:thumbsup:

Reply #965 Top

I am not part of SOA2, but anything that I might post here will work with the mod, but to Major Stress I have been creating a tech tree from scratch to work with every side, meaning no unlocking units in it, and every research comes in either 3,6, or 9 levels, 3 being the low, 6 is the average, and 9 is the high end, so you cannot finish the entire tech tree before the action begins. I am creating if for the Federation as a starter, so I plan on them having very high shield tech, high diplomacy and culture tech, and average in most areas, but low in hull and armor techs. The idea is that you can use this as a template and change the levels to reflect the different strengths and disadvantages of the side you create it for. But only if you want to use it of course.

Reply #966 Top

one question about the Constellation Being a Coloniser.

what Power does it have as far as weapons?

will it have just 2 phaser hardpoints and 2 torpedo launchers?

can i just send it into a gravity well with little or no escort

Reply #967 Top

The Constitution is the colonizer. The Constellation is a support/siege platform. Both are armed. both use beams and torpedoes, but they are only marginally useful against small ships, and strike craft. It is not reccomended to use the Constitution in combat role being as she is "old", and the weakest ship. Any TNG era ship will dispatch both of them pretty quickly. According to DITL the Constitution only has 10% the the shield, and hull strength of a Galaxy class (give or take). and the Constellation about 15%. The new balancing is taking all this into account. TMP era ships with only a few exceptions are weak cannon fodder, but they are cheap to build so you can have many on the map (just like the endless excelsiors and mirandas you see in DS-9), but your real power will come from the TNG era stuff.

Nice job with the screens. I got no problem with you posting 3rd party add ons. I havent got to the research UI, or much of the rest of the UI yet. Still working on the non-canon ships. It is my intention to replace all of the menus with LCAR's. I just havent had time to do it yet.

Things are slow due to some RL (lack of real job) issues, but work is progressing. Working on the non-canon romulans ATM.

Reply #968 Top

If you like anything I create feel free to use it in a release. My new tech tree is coming along well, but because I have combined so many researches together I am only at 67 out of max of 101. For example the shield research was 3 researches with 2 level, so I replaced it with one research with 6 levels to make room for more researches, but instead I have only a few left to use, but the tech tree covers almost everything from every side in terms of what you can research.

Major Stress, Seeing as this tech tree is designed to function with your mod, I would like to know if you planned on having the more advanced vessels and stations require research to build.

I know that the TOS ships could never stand against TNG era vessels, but if I had a fleet with TMP and TOS era vessels I would upgrade them with modern technology, so they could at least function in a fight. I do believe DITL is referring to the stats of the vessel during its era, but not taking into account any upgrades or refits.

Reply #969 Top

Here are a few ships with their stats.

Akira Class:

Armament: 3 x Type X Phaser Arrays (Total Output : 17,500 TerraWatts)
15 x Torpedo Launchers (Stock : 300 Photon)

Defenses: Standard Shield System (Total Capacity : 1,876,500 TeraJoules)
Standard Duranium/Tritanium Double Hull plus 5.4 cm High Density Armour
Standard Level Structural Integrity Field

Constitution Class - refit:

Armament: 18 x Type VII Phaser Emitters (Total Output : 6,000 TerraWatts)
4 x Torpedo Launchers (Stock : 120 Photon)

Defenses: Standard Shield System (Total Capacity : 702,000 TeraJoules)
Standard Duranium Double Hull
Standard Level Structural Integrity Field

Dominion Battleship:

Armament: 2 x Heavy Duty Pulse Polaron Cannons
38 x Phased Polaron Beam Emitters (Total Output : 235,000 TeraWatts)
9 x Torpedo Launchers (Stock : 600 Polaron)

Defenses: Standard Shield System (Total Capacity : 4,644,000 TeraJoules)
Heavy Variethiel Double Hull plus 25 cm High Density Armour
High Level Structural Integrity Field

D'Deridex Class:

Armament: 6 x Class 2 Disrupter Cannons (Total Output : 65,000 TeraWatts)
12 x Torpedo Launchers (Stock : 800 Plasma)

Defenses: Standard Shield System (Total Capacity : 2,295,000 TeraJoules)
Standard Duranium/Tritanium Double Hull plus 11 cm High Density Armour
Standard Level Structural Integrity Field

D'Kora Class:

Armament: 10 x High Power Phaser Banks (Total Output : 20,000 TeraWatts)
2 x Torpedo Tubes (Stock : 120 Photon)

Defenses: Standard Shield System (Total Capacity : 1,350,000 TeraJoules)
Standard Duranium/Tritanium Double Hull
Standard Level Structural Integrity Field

NX Class:

Armament: 6 x Phase Cannons (Total Output : 24 TeraWatts)
5 x Torpedo Tubes (Stock : 60 Photonic)

Defenses: Light Monotanium Single Hull plus 5 cm Enhanced Polarised Armour
Low Level Structural Integrity Field

Sovereign Class:

Armament: 12 x Type XII Phaser Arrays (Total Output : 85,000 Terrawatts)
4 x Burst Fire Torpedo Lauchers (Stock : 375 Photon)
1 x  Rapid Fire Torpedo Launcher (Stock : 175 Quantum)

Defenses: Auto Modulated Shield System (Total Capacity : 4,590,000 TeraJoules)
Heavy Duranium/Tritanium Double Hull plus 10 cm Ablative Armour
High Level Structural Integrity Field

Reply #970 Top

First, I would find it far to believe that Major Stress requires someone to spoon feed him ship stats, there are way too many sites out there with the information, and I can't believe that you listed the NX class for a TNG era mod.

I have finished my tech tree prototype for the federation, its ready to try, and its meant to give players far more opions when it comes to doing different researches. It only has 80 out of 101 so there is room for 21 more researches, so I can add ships, stations, and abilities when the next release of SOA 2. It also comes with new textures for all of the different research catagories. I will see about changing the textures of the individual researches later.

Prototype Federation Tech Tree

P.S. Major Stress, if its not too much to ask, could you add a list on the first post of all the ships that are used at this point.

Reply #971 Top

Iso, this information is incorrect:

 

Sovereign Class:

Armament: 12 x Type XII Phaser Arrays (Total Output : 85,000 Terrawatts)
4 x Burst Fire Torpedo Lauchers (Stock : 375 Photon)
1 x  Rapid Fire Torpedo Launcher (Stock : 175 Quantum)

Defenses: Auto Modulated Shield System (Total Capacity : 4,590,000 TeraJoules)
Heavy Duranium/Tritanium Double Hull plus 10 cm Ablative Armour
High Level Structural Integrity Field

 

the new stats as of Star Trek Nemesis are as follows

16 x Type XII Phaser Arrays (total Output power: 100,000 Terawatts)

6 x Type 2 Photon Launchers 8 torpedo burst fire capable

2 x Dual Launcher Quantum Torpedo Bays. 

12cm of Ablative armor

and the shield is high level multiphasic integrity shield.

 

D'Deridex Class:

Armament: 6 x Class 2 Disrupter Cannons (Total Output : 65,000 TeraWatts)
12 x Torpedo Launchers (Stock : 800 Plasma)

Defenses: Standard Shield System (Total Capacity : 2,295,000 TeraJoules)
Standard Duranium/Tritanium Double Hull plus 11 cm High Density Armour
Standard Level Structural Integrity Field

 

8 x Class 21 Disruptor Cannons (Dual Type Pulse or Beams)

1 x High Power Plasma S2 type Torpedo Launcher

6 x Mid power Plasma S2 type Torpedo Launchers

 

There is no high density armor on this ship its actually a Dual Duranium/Tritanium alloy. This was changed so time ago due to high density armor would make this ship have an ablative prior to the Sovy. The new high density armor instead was introduced with the Valdore class

High Level Structure Shield.

 

Please remember this ship, due to its weapons output is said to be of equal match to the Galaxy glass (Non Refit) becuase of  its higher defenses (4,960,000 Terajules)

 

Reply #972 Top

Quoting psychoak, reply 7
There's just something about the Intrepid that pisses me off.  I'll thoroughly enjoy blowing the shit out of it.
End of psychoak's quote

 

well you wwon't have to worry about it being all special, its just going to have its base stats

Reply #973 Top

Quoting Happy_the_Hobo, reply 13
I don't know if Major Stress has gotten around to doing textures for loading screens and research screens but I redid the loading screens and changed the tech research screens to have star trek related images for the different catagories. Its something simple, but if it would help I could go through and change some of the menu screens and symbols to reflect the star trek theme.







 

File uploaded at: http://www.mediafire.com/?sharekey=3b454bd6ecd8d4bed2db6fb9a8902bda

Just open the rar and add the files to the textures folder.

 
End of Happy_the_Hobo's quote

 

damn nice job!

Reply #974 Top

I was referring to the pre-Nemesis Soverign. As for the D'deridex, I used the stats that I have on record. I have every canon ship in my "Database" as well as planetary classification, stellar classification, the Warp Scale and several hundred Federation ships with their name, registry and class.

Reply #975 Top

Live long and prosper my friend :D