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[MOD WIP] Sacrifice of Angels 2 Entrenchment

[MOD WIP] Sacrifice of Angels 2 Entrenchment

SoA 2 0.3e.102

Can anyone remember when we used to be explorers? - Jean Luc Picard
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Reply #1826 Top

Progress on the 0.3e.9/0.4e release...

Fed, klink, and Rommie foundation done. Researches, and abilities being re-incorporated as i type. Dominion foundation 75% done. Dominion need a total rebalance because they are still using original sins 0.03c stats. They have no structures yet. so they will use vanilla sins models until i get some structures made up for them. Basically we are now at the point to where 0.03c was before Entrenchment, and all the patches broke the mod, and screwed us all up. NOW we can move forward with the mod. Barring any more surprises (like another patch). The Mods UI needs a total rebuild, because it too got messed up when we jumped to entrenchment. I wasnt around for that. So no one knew about needing to change the UI textures to match entrenchments UI.

Still no ETA on release. it depends on how soon Researches, UI, and Abilities get done, and the Dominion rebalance. All the model issues from the previous builds are still there (flipped faces, smoothing issues). Just know that we know about it, and we will get to fixing them.

Hopefully before christmas we will get this done.

Reply #1827 Top

Quoting Major, reply 1826
Progress on the 0.3e.9/0.4e release...

Fed, klink, and Rommie foundation done. Researches, and abilities being re-incorporated as i type. Dominion foundation 75% done. Dominion need a total rebalance because they are still using original sins 0.03c stats. They have no structures yet. so they will use vanilla sins models until i get some structures made up for them. Basically we are now at the point to where 0.03c was before Entrenchment, and all the patches broke the mod, and screwed us all up. NOW we can move forward with the mod. Barring any more surprises (like another patch). The Mods UI needs a total rebuild, because it too got messed up when we jumped to entrenchment. I wasnt around for that. So no one knew about needing to change the UI textures to match entrenchments UI.

Still no ETA on release. it depends on how soon Researches, UI, and Abilities get done, and the Dominion rebalance. All the model issues from the previous builds are still there (flipped faces, smoothing issues). Just know that we know about it, and we will get to fixing them.

Hopefully before christmas we will get this done.

 

This could make a cool christmas present...lol

Stress, my hats off to you for all the work you've done... someday I'm gonna buy you a beer!!!

Reply #1828 Top

Dominion foundation is done and uploaded. Rest of crew sync up n get to work :p

Reply #1829 Top

Stress,

I understand that you are planning to switch to Diplomacy when it is released. Although this may be a good idea for new content, it probably isn't worth it. Look at all the work you just did to make the mod entrench-compatibile. Would you like to go through this ALL OVER AGAIN when diplomacy is released and when each one of it's updates are released? Especially if you add the borg before diplomacy is relased. That creates a whole new faction that you will have to convert. It's your mod, so do what you want, but I think the switch to diplomacy isn't worth it.

Reply #1830 Top

I think what money6891 is saying makes sense. The only thing I am thinking of is, if a new patch comes out for entrenchment, is it likely it will require you to rebuild from ground up again? If not then best stick with entrenchment, as when diplomacy comes out there will be 2-3 patches that is likely to come out within the first 6 months. Once this period has passed you can then perhaps move over to diplomacy.

However it does seem that when there is a patch, there is one for both vanila sins and entrenchment, so it could happen again with diplomacy. If this is the case and it will take same time to repair the mess made from a diplomacy patch compared to a entrenchment patch then might as well move from the start I guess.

Reply #1831 Top

Even if entrenchment does get patched, from what I understand the mod will have to be completely rebuilt to convert it to diplomacy, like Stress just finished doing to convert the vanilla to entrench. What would you rather do, Stress. Rebuild the entire mod again, or make the much smaller adjustments whenever an entrenchment patch comes out? It might sound nice to have diplomatic features, but they aren't worth all of the trouble. Besides, moving into diplomacy might open up a lot more problems. It creates a whole new game that you will have to become familiar with, and the mod will most likely have frequent mini dumps and other problems until you learn how diplomacy really works.

Reply #1832 Top

I am the code monkey of the team and dont foresee that many issues with diplomacy and Soa2 .   After all star trek is more like diplomacy and entrenchment than vanilla sins. Also in case many of you are wondering diplomacy is going to be more or less a face lift to entrenchment and the relations system.  Besides the obvious coding changes not much else will change except the AI.  And my experince with sins tells me that most of the coding changes will be introduced in the next few patchs. Keep in mind also no matter what we want the devs will do what they do.  Just my two cents worth

jtaylorpcs (\B):vulcan:(\B)   

 

Reply #1833 Top

money6891 ..

of course it will be a pain in the ass again for the modders but would u want to play vanilla sins again without entrenchment ? i certainly dont - and the same will happen with diplomacy it will increase the gaming expirience and make the game even more enjoyable and like JTAYLORPCS said Startrek is way more diplomatic than sins ever could be..

conclusion: it would be a bad mistake to go without diplomacy with this great mod

mods like the BSG mod kinda dont need the diplomacy addon but startrek needs it really really bad :)

Reply #1834 Top

Quoting TranceNova, reply 1830
I think what money6891 is saying makes sense. The only thing I am thinking of is, if a new patch comes out for entrenchment, is it likely it will require you to rebuild from ground up again? If not then best stick with entrenchment, as when diplomacy comes out there will be 2-3 patches that is likely to come out within the first 6 months. Once this period has passed you can then perhaps move over to diplomacy.

However it does seem that when there is a patch, there is one for both vanila sins and entrenchment, so it could happen again with diplomacy. If this is the case and it will take same time to repair the mess made from a diplomacy patch compared to a entrenchment patch then might as well move from the start I guess.

I have to agree with that, wait a few months after diplomacy is out before you start converting it, just my thoughts there.

Reply #1835 Top

The choice to go with Diplomacy will be determined after it is released. I built the mods new "foundation" with expanding to Diplomacy in mind. We wont really know what Diplomacy has to offer until after it is released. AFAIK converting wont be an issue. Again we will have to wait, and see. Regardless we are continuing as planned.

Reply #1836 Top

I've gotten started ripping out the useless junk, kinda slow going atm. Lots of errors, won't upload till it's running clean for the rest of the team to test.

Reply #1837 Top

I definetly would like diplomacy to be supported, just think we should wait at least 6 months for it to mature so when you do finish it, you will have skipped a good 2-3 patches. I mean by the sounds of it by the time the current build is fixed and back up, 2-3 months later diplomacy will be out :)

 

But I trust the modders know best, and will make the decision that is best for soa2 and its community. Still good for us all to talk though, I am sure some of our advice/opinions get taken into account if they make sense :P

Reply #1838 Top

Great to hear that the mod is progressing.

Reply #1839 Top


Welcome to the WIP thread for Star Trek: Sacrifice of Angels 2

News, and Mod announcements for SoA 2 will be posted here on the main topic as it happens. Only post topics concerning the Entrenchment version of SoA 2.

The goal of this project is to bring Star Trek to Sins of a Solar Empire. The way the original SoA mod did it for Homeworld. We are using many assets from SoA1 plus some original, and 3rd party work from the finest artist of the Star Trek Mod Community.

SoA 2 versions 0.01 to 0.03 were succesful in accomplishing the task of determining what gameplay features we need for the mod. Now that Entrenchment is here it is time to bring SoA 2 into the expansion, and incorporate all of the expansions features. Like Dynamic ship movement. Research, Functional Starbases, and More ship types for each faction.

The Pre-Entrenchment version of SoA 2 will no longer be supported, and it will no longer be updated. As of sins patch 1.18 SoA2 for Pre-Entrenchment is considered DEAD. We will only support the Entrenchment version of the mod from this point forward. The same fate will happen to the Entrenchment version of the mod once Diplomacy is released.

The current version of the mod is SoA 2 0.3e.102 download it here



SoA 2 0.3E.102

SoA 2 0.3e.102 is essentially a fixed version of 0.3e.101

The Readme has been updated so check it out.

Here is an Alternate Filefront link

SoA 2 0.3e.102 @ Filefront

You must have Entrenchment patched to version 1.041 to run this mod. There is no need to convert it with Harpo's tools

There are still crash issues being reported with this build of the mod. We are currently rebuilding the mod from scratch to fix these issues

Next update 0.3e.9 will be a complete rebuild, and overhaul of the mod.

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To celebrate the 10th anniversary of Homeworld the remaining members of Trekmods have released the final version of the original Sacrifice of Angels mod for Homeworld. See how it all began, and see how it evolved into SoA 2. See the original SoA mod.

                                                        The Original Sacrifice of Angels Mod

 You will need the original Homeworld game patched to 1.05 to run the SoA mod.

Extract all contents of the zip folder into your Homeworld directory


Planned Multiplayer Games

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TBA

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Team Meeting

TBA

Time: TBA

 




Videos:

Defiant Test

Dynamic Movement test

 


A lot of work went into the Entrenchment version of this mod. Literally a full reconstruction of the mod from scratch was required. However, The mod is far from complete. There are still models, and factions that need to be added, and/or replaced. This release like all of the previous releases is a "work in progress" release. Many updates, and changes will come as time progresses.

 


Playable races in SoA 2 version 0.3e.102 will be the Federation, and the Klingon Empire. Other work in this version includes ships getting dynamic fighter style movement, and customized research trees. Future versions will add in the missing factions from 0.03c, address other issues, and bring more into the mod. 

Update 0.3e.9 Will have all of the "Original Sins" 0.03c factions back. The Federation, Klingons, Romulans, and Dominion (with Breen support units, and Cardassian battle thralls). Essentially 0.3e.9 will be in the same state for Entrenchment that 0.03c was for Original Sins. Updating to Entrenchment, and fixing what the related Entrenchment patches broke really set the mod back, and costed us valuable time fixing problems when we could have been adding structures, and research to the mod. We basically moved backwards. Untill now.

The Borg are intended to be added in a later update as a playable faction.

FAQs



Will the ships use dynamic or fighter style movement? Yes, all ships will use the fighter style movement except for the larger Borg ships.

Will the Elite Units (Capital ships) have abilities? Yes, right now they each have place holder abilities until we finish other work.

Will the tech trees be changed from the original trees? Yes, this has already been worked on, but is still a WIP.

Will the Romulans, The Defiant, and some Klingon ships be able to cloak? Yes they will. The Cloak ability is still a WIP, but it is much better than the 0.03c test cloak.

Can the Borg use transwarp conduits? Yes. That too is being worked on. The Borg will use modified phase gates to simulate its transwarp ability.

Will the Borg be so powerful that it will be sick? Ummm.. No. They will indeed be powerful, but balanced. You will still need a fleet to take out a standard cube, but not a "huge" fleet.

 


Can I help out the SoA 2 Team? Of course you can. After this version is released we will be accepting bug fixes. Also Community Contributions (ships, abilities, etc.) will be accepted after the core work is done (all races in and balanced). If we like what you submitted, and/or it improves, or fixes the mod we will use it in our next update, and YOU will get the credit. All Community Contributions MUST be in mod format (Folder\File. Example: Textures\Hyperspace.dds, or Gamedata\PlayerFederation.entity). All contributions MUST be Developer.exe error free, and working in game before you send them.


Please send Community Contributions to:

[email protected]

Debugging site for posting and tracking bugs, errors and problems or enchancement requests. Help us make a better mod by reporting all bugs, no matter how small they are to us, this will help you have a better mod to enjoy.:

http://code.google.com/p/sinssoa2sacrificeofangels/

When you submit a bug check for updates at: http://code.google.com/p/sinssoa2sacrificeofangels/updates/list. Sometimes we are waiting for updates.

You can now vote on fixes. You can do this by starring topics on the issues page. The more stars on a topic the sooner it gets fixed!


We also have a Wiki Page for the mod:

http://code.google.com/p/sinssoa2sacrificeofangels/w/list


Trouble Shooting webpage look here

http://code.google.com/p/sinssoa2sacrificeofangels/w/list



 


Installation of the Mod.

The Sins mod folder is located at these locations. Depending on your Operating System.


(NOTE: You may have to go into your windows options to "Show hidden files, and folders" to see the sins mod folder).


For Windows XP Users:

C:\Documents and Settings\"your user name" \local settings\Application Data\Ironclad Games\Sins of a solar Empire\Mods-Entrenchment v1.041

For Windows Vista, and Windows 7 Users:

 C:\Users\"your user name"\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.041

 

For best results install the mod on a "clean" install of SotSE:Entrenchment with no other mods in your mod folder.

 

Create a new file in your sins mod folder called "SoA 2". Then open the mods RAR file, and navigate to show the folders "Galaxy, Gamedata, Textures, Mesh, Etc. Etc.". Then select all, and drag it all into your newly created "SoA 2" folder.
Then run Entrenchment. Go to Options\Mods. You should see "SoA 2" on the list. Enable the mod, and enjoy.

 


Planned 0.3E.2 changes:

-Armor types redefined
-Attack types redefined
-Supply cost increased
-Defiant stats adjusted
-XP for ships now properly scaled
-Shield Mitigation rescaled

Planned 0.4e changes

All previous mod build issues fixed. The Romulan, and Dominion Factions fully re-enstated, and balanced. Working cloaking devices. Strike Craft re-enstated (maybe). Total LCAR's UI

Planned 0.5E, or D depending if diplomacy is out.

Switch to SotSE: Diplomacy if it is released at that time. All Entrenchment mod support ENDS at that point.

Dominion faction re-enstated, and balanced. Rebalancing of all other factions. More ships and/or effects added to utilize new Diplomacy ship slots.

Planned 0.6D changes

The Borg are finally intergrated into the mod as a playable faction. Defenders will be made into "ships of the week" as seen throughout TNG, and DS-9. Pirates changed into ether Orion, Renegade Cardassian, or Sona. Final decision TBA.

0.7D, 8D, and 9D will be final tweaks fix's and replacements of the 3rd party model placeholders with our own artwork. Leading up to the final SoA 2 1.0 release.

 

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There has been 3956 downloads since the mod was released! thank you all! 

cool this will be awesome  :grin:  

 

Reply #1840 Top

Please don't quote the entire first post just to say "omg this will be awesum guyz".
This mod is pretty awesome, but it's also awesome not to have to scroll so much.

Also, while I'm here...

Stress: Do you know which statCountType values are essential?  You say that a faction needs at least one of each, but even the vanilla Sins races don't have one of every possible statCountType.  Or did you mean to say that a faction needs all statCountType values that all the vanilla races share?

Reply #1841 Top

the base research is in !!!now the testing!!!   :borg:

Reply #1842 Top

This is my first post on any of the forums and I just wanted to say how good of a job you guys are doing.

I was wandering if you guys were planning at any point to put in the narada from the new movie, you know the one that the bad romulan uses, as technically it is from the future of the main universe, I think it would make a awesome addition to the romulan fleet!

I was also wandering, I know you guys dont support it and this has probably been asked a few times already, could you guys make downloads for all of the previous versions of the mod like the vanilla sins mods and all the versions of the entrenchment mods cause that would be awesome for those of us that dont have entrenchment... yet.

And are you planning on remaking the constitution so that it looks like the one from the new movie?

Thank you guys so much for doing all you have for the sins community and I really do wish that I could help with the mod... I dont have a job so maybe I could help you guys, no previous experience with modding but with some help maybe I could learn and I may be able to help you guys out.

Reply #1843 Top

No, No, and No.

Trek XI is being totally ignored for the mod as if it didnt exist, because that movie "complicates" things. If we follow Trek XI as canon then the Prime Universe should not even exist anymore. If it does then there is no Vulcan, and No Romulus. No Enterprise A, B, C, D, or E. Picard may have stayed on his farm in france instead of becoming a Starship captain. DS-9 would still be under Cardassian control. Singing cum-ba-ya with the pacifist dominion, and breen. The Borg would be the hippies of the galaxy from sweden. Voyager would never have been built (a good thing IMO).

Essentially the Prime Universe as we knew it has been wiped out in a paradox of epic proportions, because of Trek XI. I dont give a damn what JJ says about "parallel time lines". Its a bullshit plot excuse to reboot trek in the younger generations image. That is not to say i didnt enjoy Trek XI, because i did despite its flaws. This mod is purely "old school" trek set in the near future after the events of nemesis in an unaltered prime universe timeline.

Why would you want those monstrositys in the mod anyway? They are ugly as sin. Especially the Narada. Thats as bad as people wanting the Scimitar, and the NX in the mod. Wait let me guess.... You didnt know of trek until Trek XI ;) Damn younger generation i tell you.

StatCountTypes that are "must haves" for your AI to work. Scout, Colony, CapitalShipUtility0 (colony capital). That is the bare minimum I am aware of to get your AI to build. Of course you will need your research stations as well.

This is pure speculation. For your AI to fully function you will need every statcounttype in the game. Which means you MUST mimic a vanilla sins faction as far as ststcounttypes. It doesnt matter which faction you mimic. The roletype can be something different with the exceptions of the three i listed. If you cant colonize your AI wont build. If you cant scout your AI wont build. I would include "siege" in the list as well because if you cant bomb you cant colonize. I say this because of the past issues we had with the AI in SoA 2. Making sure we had every statcounttype seems to have fixed the problem.

 

Reply #1844 Top

Ok, ripped out some of the vanilla structures we aren't using and uploaded for testing. Going to test the reasearch then get back to yanking stuff.

Reply #1845 Top

Ive watched star trek since voyager, Ive watched almost all of ds9 though I didn't like it. I was just saying that I thought it would be cool to see the narada cause I thought it looked cool but I also realised that It would a booger to actually make the model of it. Also I just thought the new look of the enterprise was a lot better than the old one, even the refit though, I knew you probably wouldn't use it cause it was from the alternate timeline.

Reply #1846 Top

You think the edselprise is better looking than the 1701-A?! HERETIC! (whips out his bolter, and screams For the Emperor!!...Umm..Err.. wrong genre).

Like i was saying all along. The particular show or ship you like is mainly based on which series/movie you saw 1st, and age has a little to do with it as well. I can understand why you dont like the classic 1701. Being that it was designed in the 60's on a low budget. However the refit is a freaking legend of masterful craft. No one thought at the time they could pull off a "better" looking version of the classic ship, but they did in spades. I marveled at it in its original 70mm film format in the theaters. Granted TMP could have been a little better as a movie in itself, but no one denies the art work of that time.... then ILM had to come in, and screw everything up. You have to watch TMP to truly appreciate the refit 1701. Or better yet search the making of TMP to get a better point of view. There was much done with that ship that we didnt see on the film before ILM screwed it up, and painted it over with flat white, and duck egg blue. Yes from TWOK to SFS it was flat white, and duck egg blue. Then the 1701-A was flat white and light blue (i studied every nook, and cranny of that studio model).

The JJprise is a monstrosity. I expected it not to be "exactly" like the original, but how far they deviated from it is beyond all reason. The only part of the ship they got right was the saucer. The rest is a mash of the TMP refit, and some alien ship of the week. With faint nods to the classic ship (the dish). The new 1701 is an eyesore. Why not stick some spinning chrome rims, and put a 1 million gigawatt sound system on it so they can blast gangsta rap while looking to do drive bys on klingons. The new ship looks like a failed attempt to "pimp out" the original. Then again i keep forgetting the younger generations music of choice is gangsta rap. So now it all makes sense, and explains why the new Klinks and rommies are part of the columbine trenchcoat club :/

Not trying to disrespect your opinion. I am just expressing my opinion. Many here like the Enterprise-E, or the NX, because that is what was available at the time. Of course now when i watch the classic series i cant help but laugh at how awful it is, but in the 60's, and 70's that was all we had.

Reply #1847 Top

lol i could mek a betta ship than the old 1701 with an emplty coke bottle, acouple party plates, 2 blue pens, finger paints sum bluetak n a paper clip :grin:

Reply #1848 Top

iceman, I think that was the rough draft design for the original enterprise back in 1964, of course I can not prove it and most of the people that worked on it are EITHER retired or dead so are very difficult to contact to find out

harpo

 

Reply #1849 Top

Quoting Major, reply 1846
You think the edselprise is better looking than the 1701-A?! HERETIC! (whips out his bolter, and screams For the Emperor!!...Umm..Err.. wrong genre).


The JJprise is a monstrosity. I expected it not to be "exactly" like the original, but how far they deviated from it is beyond all reason. The only part of the ship they got right was the saucer. The rest is a mash of the TMP refit, and some alien ship of the week. With faint nods to the classic ship (the dish). The new 1701 is an eyesore. Why not stick some spinning chrome rims, and put a 1 million gigawatt sound system on it so they can blast gangsta rap while looking to do drive bys on klingons. The new ship looks like a failed attempt to "pimp out" the original. Then again i keep forgetting the younger generations music of choice is gangsta rap. So now it all makes sense, and explains why the new Klinks and rommies are part of the columbine trenchcoat club :/

Not trying to disrespect your opinion. I am just expressing my opinion. Many here like the Enterprise-E, or the NX, because that is what was available at the time. Of course now when i watch the classic series i cant help but laugh at how awful it is, but in the 60's, and 70's that was all we had.

 

Heretic....hahaha :D

I agree completely that JJprise is unfortunately horrible model, the thing i hate most about it are nacelles and thier position - too close to themselves. I still wonder, when they saw they cannot do it right, why they changed the model at all...why they just did not use the TMP Enterprise, which was imo flawless....OR they just could try make a new radically different model (i mean like Proberts Enterprise D, which i like because of its sheer elegance and more than a "lets just add one more nacelle and we have a new model" approach) rather than cripple old TMP model like this.

 

Reply #1850 Top

God I miss the old days...

 

The remake really isn't that bad a ship though...  I like it a lot better than Voyager.  The only thing that really bugs me with it is the retarded shape of the nacelles.  Considering all the fuckups the B&B's left us with over the years, it's a fantastic work in the top ten percent. :)