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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

 

12,644,870 views 5,100 replies
Reply #3551 Top

So are there only 2 people working on this mod anymore? If so, can I assume it will be along time till we even see another update for Dip? If so what a shame, best mod to ever be made for any game imo. I still play the piss out of it.

Reply #3552 Top

Whats with all the pictures being "403 Forbidden"??

 

Reply #3553 Top

The time issue regarding the mod is more the kind of people working on it, not the amount.  There are more than two of us at the moment, but we're in need of a talented texturer with lots of time on their hands and we haven't got one of those. :)

 

I wont speculate on timing for the next release, but when it does come, it will be more than just an update to Diplomacy.

 

The pictures are 403 because someone moved his files and hasn't gotten around to updating the links yet.

Reply #3554 Top

Its so minor I feel silly reporting it but Synergy upgrade to Dominion Defense Platforms is broken. You buy the upgrade but there is no effect on the platforms. I think it's because Synergy references "phaser platform" which is Federation as opposed to the Dominion Defense Platform. Thanks and love this MOD.

Reply #3555 Top

The synergy research is actually just a vanilla file that never got stripped out.  Extra research files won't be in the next release.

Reply #3556 Top

Just a couple of question about the borg.

 

1. What does the fleet becon ability actually do? Its labels far reaching network as a  research tab (highest tier) , and has a description, but I cannot find any way to activate it.

 

2. What do I need to change to allow the borg transwarp to be able to jump from any planet, even if is is at a different star system?

 

3. I noticed that the transwarp speed can be increased with research, but where is the base speed for this set, or it it the same as normal phase jumping speed?

 

Cheers

 

Edit: On the assimilation cube, its ability intimidation does not seem to be working. (After use, enemy ship shows not detrimental effects).

 

 

Reply #3557 Top

1.  It's the final upgrade to the Unicomplex, I think.  It may not have been implemented yet at the time of the release.

 

2. Not possible.  Phase gates don't bypass the star to star requirement.

 

3.  Hyperspace settings are in the player files under the hyperspaceData section.

 

Intimidation is bugged, fixed for the next version.

You can fix your own copy in the intermin by going into BuffBorgIntimidation and changing PrioritizeNewBuffs to PrioritizeOldBuffs.

Reply #3558 Top

Thanks for the quick response.

 

1. Ok, no your right not implemented.

 

2. Bummer.

 

About number three, there is normal phase speed (which you rightly said is adjusted under player files) and then there is transwarp speed (Only for the borg phase gate modules). As some of the borg research increases transwarp (not phase) speed I wonder if this increase is still based of the borgs initial phase speed. (In the research description it states-tanswarp speed is increased by 20%).

Reply #3559 Top

Yes.

Reply #3560 Top

Another silly thing, guess I'm on a bug hunt :D

 

Dominion Keldon CapShip Fleet Command Ability is broken at level 2. Level 1 ability works fine but if you put it up to level 2 the range goes to Zero.

Reply #3561 Top

Yeah, another old bug, fixed for the next version.  Don't worry about them being silly.  I'm still finding errors that have been around a long time, so there's probably still some left.

Reply #3562 Top

Ok darn it..I have been enticed to try this mod but the update sounds best.  Curse you modders...cuurrrrseee yooooouuu!

Reply #3563 Top

Quoting Sinperium, reply 3563
Ok darn it..I have been enticed to try this mod but the update sounds best.

Its a fantastic MOD. Makes me pine for the old Star Trek Armada which you can only find on Ebay for like $ 150. One of the best MODS I have seen for a computer game bar none.

Reply #3564 Top

what software packages would one need to make models/textures for this mod?  I'm new at this sort of thing, but I love this mod so much I'd like to give a shot at learning how to this.  If i'm successful, i'd gladly help with making models.

Reply #3566 Top

If it means a release for Rebellion, I can devote some time to do textures for you. 10+ years experience. Let me know.

 

Reply #3567 Top

Quoting Codexehow, reply 3567
If it means a release for Rebellion, I can devote some time to do textures for you. 10+ years experience. Let me know. 

P.M. sent

Do you have Diplomacy? 

Reply #3568 Top

Hi,

i have a small problem. I've added a refit improvement for the Galaxy class, where is equipped with, among other things this "quantum torpedoes". Which it does everything and they are displayed in the ship data. Only in battle can be seen visually at least no-fire torpedo. Now the question arises as to me, this is a pure optical component attempts and if so why is that, because I have the data copied over, or is it also no harm in the opponent?

JB

Reply #3569 Top

I'm guessing you didn't add any weapon points to the mesh.

Reply #3570 Top

Because it is not, unfortunately, I have to increase to 3. I even believe that the game crashes even if it does not, because I'm not sure. If we do the same think. Otherwise filtered clear to me please, what exactly do you mean.

Reply #3571 Top

In the entity file, there is an entry for the mesh

meshName "whatever"

 

The mesh it references has the null points for the weapons.  No nulls, no weapons.  In your case, the simplest thing to do is edit the mesh with a text editor after converting it to text, duplicate the Weapon-1 entries, relabel them as Weapon-2 and change the count accordingly.

Reply #3573 Top

Ok, this may be a stupid question but meh. to make it run do you copy the patch folder into the main one in the mods folders or leave it separate. if separate what order do i have the files activated in game and what the mod check sum is?

Reply #3574 Top

The patch is applied on top of main mod. You should be asked to merge folders and overwrite files, yes to all.