SoA2Team SoA2Team

[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

 

12,658,342 views 5,100 replies
Reply #1201 Top

I checked the gameinfo folder and there was no file named basemaxnumfighters. Am I missing something?

Reply #1202 Top

eraser, the basemaxnumfighters is IN the squad entity and is the line to be changed.

harpo

 

Reply #1203 Top

Thanks, I increased the base hull points to 80 and the number of fighters per squadron to 5.

Reply #1204 Top

Stress might have forgotten to rebalance the mitigation on the research side. it should only be 1-2% increase at most per upgrade. anymore than that and the ships become very difficult to defeat the shields. Also if they get a 15% to shield mitigation from the race bonus,it should be removed to match feds starting point. 


No i'm not back, but i'm trying to follow whats going on when it comes to the balances. I'll make some changes if need for stress. 

Reply #1205 Top

I need the dominion, and borg lineups rebalanced (borg balanced vs all FOUR factions combined), along with the diplomacy add-on ships if you have the time. That was what i wanted to ask you before but got side tracked. Things have been crazy lately. Ill send a pm with more detail.

Reply #1206 Top

yea i got some time lately. i still have all the balancing information and original scenes, but i no longer have the ability to edit or create new ones.  

Reply #1207 Top

Been following this mod for years now but this is my first time posting anything and I love how far it has come along.  I have noticed that the SAO2 ships move at less than half the speed of regular sins versions.  I know you have the speeds to what you want and I am not asking you to change yours.  What I would like to know is there a way I can adjust the ship speeds on my own?  Keep in mind that I have never modded anything in my life so keep responses simple and easy to understand.  Thank you and keep up the good work!

Reply #1208 Top

Jpaa1701:  You can adjust the ships speeds in the Game Options screen.  I wouldn't suggest changing any of the values in the entity files due to the delicate relationship between each of the movement factors (speed, accelerations, and turning).  That could turn into a days-long project in order to achieve the correct balance for every ship in the game.

 

Reply #1209 Top

Quoting Mystic, reply 1208
Jpaa1701:  You can adjust the ships speeds in the Game Options screen.  I wouldn't suggest changing any of the values in the entity files due to the delicate relationship between each of the movement factors (speed, accelerations, and turning).  That could turn into a days-long project in order to achieve the correct balance for every ship in the game.

 
  I was hoping it would be a simple fix like reverting all to original sins values, I already play with ship speeds (and everything else) maxed in options by default anyway.  I just get impatient sometimes when it takes 5-6 mins to cross one gravity well when I got used to 30 seconds to 1 min in regular sins for same distance.  I have gotten into the habit now when issuing long movement orders in SOA2 of going off and doing something else for 15-20 mins and then checking to see if my ships have arrived yet.  Normal sins 1v1v1v1 takes me about 3 hrs to finish.  SOA2 takes 6-8 hours.  Oh well.  Great job on the mod guys!  This is the most detailed and amazing mod for ANY game I have ever seen and is also one of the most amazing Star Trek games I have ever played.  This mod is easily better than most commercial efforts.  I applaud your time and skill in working on this.

Reply #1210 Top

Are you playing the Entrenchment version?  If so, you can't possibly use the vanilla Sins speed stats because of the incorporated fighter-style movement of every ship.  To be perfectly honest, I'm not sure why it's taking so long for your ships to cross a gravity well.  I just tested this with an Akira class in my home gravity well, and it took it right at 2 minutes to cross the entire gravity well. 

I think you're simply noticing that the gravity wells were doubled in size to allow for more battle room and more realistic strategy.  I wouldn't plan on this changing, especially with half-size and half-speed in the books for every ship in a future release.  There may be something we can do for the time frame though.  Try submitting a report on the debug webpage listed in the OP and see what happens.

Reply #1211 Top

I tested using a Capital ship (can't remember which but thinking dominion) and it took longer than 2 minutes.  I am playing the entrenchment version and tested again regular entrenchment sins and got about 30 seconds for a capital ship to cross the same gravity well.  Even at 2 mins per gravity well, you can see how that would stack to significant time over the long haul.  If you really want me to report on debug I will, not a major issue just that it takes a lot longer to play with slower movement.  I can usually knock out a game in one sitting (one sitting=3-4 hours) with regular entrenchment, now it just takes 2 or more sittings to finish SOA2 on same map.  Like I said, not a major issue, was just hoping that there was something quick and easy I could do to speed things up on my end to appease my own selfish needs for a faster game.  Thank you for taking time to answer my questions and I can't wait to see the finished product someday.  The only reason I bought diplomacy was in anticipation of the final version of this mod.  Keep up the good work guys!

Reply #1212 Top

As I said, the gravity wells have all been doubled in size over vanilla sins.  This was to increase the level of strategic planning required in addition to giving the ships room to fly around.  I'm not the decision maker, but I don't think anything will be changed in regards to this.  Capital ships also move slower than other ships in this version of SoA2, so it's natural that they should take more time to cross a well.

If you don't mind me making a suggestion, you should try multi-tasking with your fleets.  If one fleet is traveling, find something to do with another fleet, or build some structures at one of your planets, or play around with the research screen.  You can easily keep tabs on where the traveling fleet is by keeping an eye on the left pin-up window frame.  Not only will this take your mind off of the traveling ship/fleet, but it will also contribute to an earlier finish by helping your empire expand more ubiquitously.  I only suggest this because I've never personally had to just sit and wait for a ship to cross a gravity well, though it could simply be a difference in our play styles.   

 

 

 

 

Reply #1213 Top

IF your ships are setup as a fleet they will fly at the speed of the slowest ship as well. Remove your fleet settings and keep them in a group instead. 

Reply #1214 Top

I generally only use small fleet sizes in options so I usually don't have enough ships to spread around to other fleets(yes, I only play with one fleet).  I do this because my computer is 5 years old and large fleets don't go over very well.  I spend my resources really quickly so I spend most of my game time waiting for resources to build to fund my latest research/building projects and waiting for my fleet to get where I sent it so lot's of staring at screen and doing nothing.  A usual fleet for me is 5-7 capitals and 10-20 frigates/cruisers.  I usually only play medium maps so that fleet size is max without crippling me economically with fleet upkeep.  I do alright because of judicious use of heavily fortified choke points to slow any invading force.  I only posted to see if there was an easy way for me to speed things up a bit on my end.  I know that the speeds are where the mod team wants them to be and that is fine.  I just got spoiled in regular sins with sending my fleet from one end of the map to the other and it taking less than 10 minutes.  Thanks again for your time guys.

Reply #1215 Top

You guys have done some awesome work. My favorite game to setup is Feds vs Borg! Kudos and props guys! Im looking forward to the diplomacy update. I think it will add to the feel of the star trek era seeing as the Feds were all about peace and trade. Good job!

Reply #1216 Top

I personally love the 2x gravity well sizes!

Reply #1217 Top

Not much progress to report on 0.5. I got a big RL contract going on and dont have much free time. Klingons are 50% done.

The plan is to still use vanilla sins units for ships and structures we dont have finished yet, but use trek stats for what we intend to put into the ship slot.

The grav well sizes will be reverted back to normal size for 0.5. All units will be 1/2 scale so no need to have a double sized grav well. 1/2 scale ships work perfectly in a normal sized well. It is the weapon ranges that cause the ships to fly outside of the wells. Ships will always try to move to fire at their maximum range. Regardless of where the target is. That is why most of the elites try to leave the well, because it is trying to move to its maximum range, and its target is chasing him. Right now all elites have a range of 7000, cruisers 5000, and frigates 3000. The frigates and cruisers do not fly out of the wells. New ranges will be set at 5000 for elites, 3700 for cruisers, and 2500 for frigates. This is only experimental. Ranges will need to be adjusted accordingly until we can fix the ships leaving the grav well problem.

Reply #1218 Top
hi..i really love how you made the ships move like that while in battle...please ca you tell me what file i have to modify to make the ships in vanilla Sins move while they fire??..is it just an entity file modification?? is it an ability ?..thanx. i really don't know much about modding...i only know how to add stuff to the game or modify existing stuff..
Reply #1219 Top

The ship movement can be duplicated in vanilla Sins by using the Dynamic Battle System mod of ManSh00ter's.  You could certainly get into the entity files, change usesFighterAttack to TRUE, and then play around with all of the movement stats until the ships function correctly (will take many hours), but I'm sure there's an updated version of that mod floating around the forum somewhere. 

If not, check out the Distant Stars mod.  It incorporates a separate, mini-mod version of the Dynamic Battle System in addition to various other improvements to vanilla Sins.

 

 

Reply #1220 Top

thanks Mystic Angel...changing usesFighterAttack to TRUE did the trick for me...now my light frigates learned how to move and fight at the same time...how cool is that:)

also what happens if i change "preferstofocusfire" from TRUE to FALSE ? the ships fire their weapons at other targets besides the designated target at the same time?
Reply #1221 Top

Only just bought SINS and had to get this Mod, you have all done amazing work and i just cant stop playing! :')

 

Just one little question the music on the main menu is so dam good, can anyone please tell me what its called and where its from?

Thanks yous

Reply #1222 Top

Quoting radu1, reply 1220
thanks Mystic Angel...changing usesFighterAttack to TRUE did the trick for me...now my light frigates learned how to move and fight at the same time...how cool is that:)


also what happens if i change "preferstofocusfire" from TRUE to FALSE ? the ships fire their weapons at other targets besides the designated target at the same time?

I'm glad the fighter movement is working out for you, but bear in mind that the speed stats weren't designed for that type of movement.  If you can track down that Dynamic Battle System Mod you'll be amazed by the difference adjusted speed stats can make in how realistic the "piloting" seems.

"preferstoFocusFire" isn't a line that I've experimented directly with yet, but I believe you're correct.  You've noticed, of course, that the line exists in the general ship info section and not within a weapon-specific section of the entity file.  I therefore assume that it refers to all weapons in a ship's arsenal and, consequently, general targeting.  It could certainly be my imagination, but in my experience ships in vanilla Sins go after a single target (even if they switch that target every few moments).  In SoA2, you'll notice that a Federation ship (or Borg Cube, for that matter) will lance out at various enemy ships with phasers from all sides.  So, my best guesstimate is that it does indeed give the ships multi-targeting abilities should they have the weapon hardpoints to accomplish said task.  I haven't looked at the hardpoints for all vanilla ships, but I'd say that turning focus fire off would have very little effect considering nearly every frigates fires in only one direction.  By all means, give it a shot, though.

Reply #1223 Top
i'll turn it off and see what happens..for the light frigate i use a different model which has guns that can fire from all sides, front, back and sideways...and i will download the DBS Mod, but only to take the speed stats for the light frigate, the only ship in my game that i want to move and shoot...the other ones i prefer them to be static while shooting...thanks again...
Reply #1224 Top

PreferFocusFire: TRUE/FALSE effects if all ships in your fleet/group focus on a single target, or break formation, and engage multiple targets. Though Mystic is right the ships dont show that much difference behavior wise wether it is set true or false. If set false fleets with all of the same roletype will break formation and engage different targets instead of focusing all fire on just one. At least that is how i believe it is supposed to work.

Roletype is a factor as well, because certain roletypes prefer one type of target over another. LRM's will almost always engage a heavy frigate, or capital ship before anything else. Flak frigates will always engage strike craft first. ALL ships will engage a colony frigate before anything else. To see what i mean watch an AI vs AI replay of vanilla sins. Look at which ship types engage what other ship types. Especially when re-enforcements jump in. It is also funny that fleets will disengage, and will all go after a colony frig when it jumps in system.

No progress to report on 0.5 Its been a busy week in RL

Reply #1225 Top

currently working on restoring my system, due to my recent loss of a raptor drive. all data lost. at least i can rework the data from older backup, should only put me back a few days instead of rebuilding entirely.