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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
Gameplay
FED
KLI
ROM
DOM
BORG
NPC
Download Rebellion
Download Rebellion Patch
Install Rebellion mods tutorial
3,994,403 views 1,969 replies
Reply #927 Top

Well just finished my first game. And ouch that was a sound defeat. Akiras costing 48 supply really make it impossible to have any number of them, as you hit your fleet supply with like 5. It decidedly made it harder to kill his Vorchas.

I like the two new cap ship powers, though the Negh'Var power makes them even nastier than ever :S.


Also, planet bombers take waaayy too many hits- he rushed my base with a fleet of them and wiped me out entirely, even with loads of cap ships/ gemini effects targeting the planet bombers.


But all in all, very nice. Though I do think the Akira's have now been nerfed a bit too much. Vorchas only take 19 supply after all, so somewhere in the 20's to 30's may be fairer for an Akira.

Reply #928 Top

Tried both sites... both busted.

Come on, guys, apparently you don't actually want me to stop spamming Defiants and Akiras that badly if you won't host the patch... O:)

Reply #931 Top

I get a minibump when i start the game

Is that like being "a little bit pregnant"???

:P

P.S. - managed to get it at the site where micael hosted it, http://www.filefactory.com/file/ah698c7/n/SoA03E101_zip

However, it still minidumped on trying to load the mod, and I made sure to put in the klink ship mesh file.

 

P.P.S - sh#t, you didn't say to actually read the release notes for how to extract it over top of the old version... may want to include that in the header right next to the download links. 

P.P.P.S - before you start with that "he didn't even read the directions..." cr*p, please note that I didn't read the Defiant or Akira Class Starship directions, either, and things seemed to work out okay anyway. :grin:

Reply #934 Top

*The Patch has now been fixed*

 

loki -- i have added the missing file :) so its all in one download now in one download location etc etc !

work has also commenced on the next installment of the SoA 2 Mod ! 0.3E 2.0 !

A whole new faction - new units - new stations - new planets - new research - more abilities-

More Fun !

 

 

 

 

 

Reply #935 Top

I must say I'm rather pleased with the new Stations.  They're still expensive, but can still do damage, and have a much larger attack range. 

I also like the new stuff for the Klinks.  The Battle Call ability for the Negh'var is pretty sweet, and doesn't seem easily spammable either, which is good.  I also like the new research.

I haven't gotten a chance to play as the Feds yet, but I'm sure I'll find some fun new surprises in there as well.

Reply #936 Top

Actually Prawn, whilst I'd love to take credit for that host, that one in particular is Matt's (J4FF4 C4K35). Mine was the mediafire one.

And can't wait for the next version now! That new faction going to be the rommies? Or can't you tell us?

Reply #937 Top

Jeycob,

You need this Fix for 0.3E.101: http://www.filefront.com/14490439/Klingon_TyGoKor.rar

extract it to the mesh folder in the mod.

This link is not working for me.

Reply #938 Top

I got zip reader and even thos it had an error it looks like the icons will work now.I went ahead and instaled the new patch and now it minidumps on start.If anyone else is havin probs extracting zip reader worked for me.BTW whats the checksum for this mod?

Reply #939 Top

THIS IS FREAKIN AWESOME!!!!!!!!!!!!!!!!!!!!!!!! :thumbsup:

I have played as both federation and klingons, and it's like a whole new game!!!!

Love the new abilities, the nerfing of starbases, but boosting of their range, the NEW Tygokor Station for the Klingons . . . EVERYTHING!!

It's like opening up presents on christmas :') I am so exstatic (and you guys seem to have taken a lot of my suggestions which makes it even more special).

Thanks for everything guys, and I am going to try my damndest to make Sundays MP.

THANK YOU!!

Reply #940 Top

Patch worked for me with the initial fix, thanks a lot guys for finding us extra download sites =)

 

With that said, my AI's seem to have problems doing anything.  I'm playing with two Federation AI's against three Klingon AI's (all set to normal).  One of the Fed's waited until they had steamrunners before they built scouts, and the other fed player hasn't done anything but build research stations so far . . . they were building better before when they had to tech to Ambassador's <.<

Reply #941 Top

I got it working nice I like it.Excellent job.:thumbsup: Keep it up 

Reply #942 Top

Hmm, having played both factions for a game or two, I've got the following:

FRAKING AWESOME.  Period.

Okay, so it was awesome.  To be precise:

  1. Klinks are VERY well balanced.  The Call-To-Arms ability was very nice to see for the Neg'Vars - a ship that's otherwise well-balanced against the Sovereign gets a solid battle upgrade to make it distinctivly Klingon.
  2. On the other hand, Klinks are still overly dependent on Vor'Chas and D-24s.  Many of the other cruisers aren't cost effective for their combat worth.  That may change once attack craft are added, so I'm not worried.
  3. The Defiant is now a well-balanced ship vice a cheap way to destroy everything in sight (dang it, guys, was I the one who ruined this?).  Good call on the Defiant balance - it's almost exactly the way I think it should be.
  4. Good call on the Nebula changes.  I like it being approximately equivalent in firepower to the Galaxy Class, since both were peer starships.  The new Gemini ability is a nice touch that makes it a worthy addition to Starfleet.

Okay, a couple gripes:

  1. I'm offended that there's a USS MERRIMACK in the list of Fed ship names.  For god's sake, it was re-christined the VIRGINIA when it was converted to a Confederate iron-sided ship.  P.S. - I recommend adding all USS IOWA (BB-61) class battleship names from WWII to the Fed Rosters.  It was heavily hinted in TNG that all became GALAXY or NEBULA Class Starships (direct reference made to IOWA and MISSOURI, probably also had a WISCONSIN and NEW JERSEY).
  2. How is is that a Miranda Class ship has 11 supply, when an Excelsior has 13, a Steamrunner has 8, and an Intrepid 10?  Make that Miranda a low-supply ship with weak attack, but very fast build.  The Miranda Class hasn't killed dick since Khan took out a bunch of noobs on 1701.
  3. The Feds now have no cruisers.  STARTREKER and I probably ruined any chance of a balanced Akira (though I would love to see it swap places with the Ambassador as a Cap Ship), but this is ridiculous.  48 support for a ship that's not quite on a par with a Vor'Cha (Vor'Cha has nearly 2X Akiras HP+SP, and does ~75% damage at only 19 support)?  That leaves the Intrepid (or, per ship effeciveness, the Steamrunner) as the new Starfleet mainstay - and they clearly don't cut the mustard.  Are you meaning to tell me that the Feds can't send a single class of ship up against a Vor'Cha for comparable cost?  Recommendation: set the Akira supply between 24-30 (twice to 2.5X in the initial release) and make it somwhat comparable to the Vor'Cha - should keep guys like me from spamming them yet still allow for a descent Fed cruiser.  Another way would be to give it more pre-requisite research so I can't build 8 weapons stations and start spamming in 10-15 minutes.  The real problem with Akira spamming in the first SoA2 Entrechment release (which I am in a clear position to dictate) is that you can build 8 weapons research stations quickly, and then there are only 2 pre-requisite researches to Akiras, meaning you can spam them VERY soon.

That's my entire list of gripes.  That you named a ship screwy, I want a cheap Miranda, and the Feds need a better go-to cruiser.  That's an amazingly short list, guys, so pat yourselves on the back.  I will be on this weekend to test out my battle theories for the new version.  Don't count on me switching to play the Klinks though - I've got a couple ideas up my sleeves for how to keep the Feds as an advantageous faction - you'll just have to wait to see if my complex mathematical formulas for what strategy will win are acurate...

:grin:

P.S. - If I'm being too big of a dick, let me know and I will resign myself to some grunt work for the mod.  I can program tech trees, re-assign icons, and do all the craptastic work like that.  I did more than a little bit of that type of work for EvilJedi and EVADERS for the Star Wars Mod, Sins of A Galactic Empire.

Reply #943 Top

I really like the feel of the game after the patch!  The names are sweet (although I tried renaming a ship, and USS Enterprise doesn't fit :( but that's probably Sins and noth the mod), I like the rebalanced stations, and the tweaks to the research

There is only one gripe I have, and that's the new quantum torpedoes.  They almost look more like missles, like they'd fit better in vanilla Sins.  They just don't look like quantum torpedoes

But other than that, I love it

I am so ****ing excited for more factions to be added in! Maybe I should learn how to mod sins so I could contribute

I also chuckled when I started up my first game, and my home planet was "Machine planet"

Reply #944 Top

Just curious is torpedoes for soverign supposed to fire from beneath the main deflecter dish?

Reply #945 Top

I'm very happy with the gameplay changes, especially the starbases.  Though I haven't seen them battle a huge fleet yet at full power, so I'm wondering how they'll do against that.

I'll totally have to play as the Feds soon to see what's changed with them.

Reply #946 Top

Quoting Cheif50, reply 944
Just curious is torpedoes for soverign supposed to fire from beneath the main deflecter dish?

I think there is a photon torpedo launcher there

But I think they've only shown quantum torpedoes firing from the bottom of the saucer section

Reply #947 Top

Yeah, there's a pulse launcher just below the deflector dish.  Canon-wise, it's strictly for photons, as the only quantum launcher is on the underside of the saucer.

Reply #948 Top

cperceful, on the game we were playing the Yridian Homeworld was nothing but a ring of asteroids. It either met one of Loki's borg cubes, or the Emperor got confused and sent his Death Star into Trek Space.

Still trying to find a spammable fed ship to counter the Vor'chas and Negh'Vars, but no luck so far :(.

Reply #949 Top

Why do you need to look for a spammable ship?  The Akiras might be heavy on the supply now, but you don't need a ship spam to win battles.  If all you did was rely on spam tactics to win the game in the first place, that seems a little sad in my honest opinion.

Reply #950 Top

Because else my ships get flooded by the klingon ships (Vorchas are incredibly easy to spam still). I can't tackle a spam without enough ships, or pointlessly elaborate defence (which doesn't work if I'm attacking). And none of the other Fed Ships come close to Vor'Chas, and Akiras aren't any good if you want to have a viable economy. Even if you have a maxed out fleet of cap ships you'll end up losing to 70+ Vorchas and the escorting cap ships. I wouldn't have minded if they'd made the Akiras more expensive, but the economic costs to supplying them are now crippling late game. That said, its very helpful if you're palying Klingon :D. But so far I just haven't found anything to counter Vor'Cha spamming. If somebody has I'd be delighted to know :).