Does it work against the Federation? There's no way the Klingons should be able to capture all the critical sections on a ship with all the redshirts the Feds have at their disposal.
Well if they do defeat the borg by killing 10000 each, we will all sing songs of the Great Borg Hunt
Quoting Melik88,
reply 1575
that abillity exist ^^ theres nothing more funny that a borg ship getting boardet by klingons ^^ i mean cmon they kill 10000 borgs only klingons would even think about such an plan
Well if they do defeat the borg by killing 10000 each, we will all sing songs of the Great Borg Hunt
hehe true to kalis we will all sings songs. Only the klinks would dare invading a borg ship. hey but its cannon
How bout a Fed "tribble ability" against the Klingons.
Aye, sir. Before they went into warp, I transported the whole kit'n kaboodle into their engine room, where they'll be nay tribble at all.
looking at my issue of this months (September 2010) PC Gamer magazine, in the 'SEND' section, someone asked for a star trek game and your guy's mod got recommended in it over star trek only games.
great job guys! ![]()
just thought it was something interesting
The Great Admiral Rain
Not to sound terribly contrary, but the Dominion ships never really had abilities per se. Fed ships are fancy, and have all sorts of science equipment laying around for fancy abilities and ability-like-objects. The dominion on the other hand have a fleet of warships. They likely never needed them, victory through superior firepower and numbers, not nessicarily cunning, guile, and superscience. Dominion ships not having huge variety in abilites would be quite canon, and I wouldn't miss the dominion having them. If they have to have abilities, I would say lean on their combat training and experience in swarming things. Small synergy bonuses for hordes of bugs, small debuffs on their current targets (small enough to not be noticable when solo, but 5+ gives them a significant edge), things of that nature. Passive abilities or ones that can be chaincast over things with cooldowns. A nightmare to balance, but something you can fill a slot with.
Klink ships are similar, but not quite matching. They have limited volumes of raw science on their ships, so abilities in a theme of just running their equipment harder would probably fit best. Things like overcharging their disruptors for a temporary ROF increase at the cost of a significant extended decrease afterwards or damage to the hull would work best, especially since the old ships are the ones without abilities atm.
Energy dissipators are something done via abilities. That's the Breen weapon they started equipping towards the end of the war. A changling spy causing problems is something done via abilities. The polaron beam weapons that cut through Federation shields like butter at the beginning of the war is also something you modify via abilities. The influence the Founders have over their servants, who see them as gods, is too. It was a Jemmy bug that saw through the cloak on the Defiant with an Anti-proton beam too. These are all current Dominion abilities, that they really did have in the show.
I wasn't talking about the Dominion allies, was specifically referring to the Jem Hadar ships. The polaron beams were just standard Jem Hadar weapons though, a variety of weapon that the feds hadn't encountered before. That's why they're purple. Eventually the feds found a way to adapt their shields to repel the polaron beams, but I wouldn't call that an ability.
Fair play on the Fun with Founders and the anti-proton beam though. I just don't see the Jem Hadar as being technically oriented enough to pull off shenanigans like the Federation or the Breen or the Cardies though.
The comment wasn't intended to cause offense, you opened the floor and those are just my thoughts ![]()
Looking forward to the next release ![]()
Would it be possible to make a Doomsday machine mesh, give it the scouting ability so it could randomly attack ALL players? It would be invurnable to attack, but antimatter could be stolen to prevent it from attacking. Also would bombard.
btw does playing small fleets gimp the ai? I being old school trek always picture battles being no more than six ships, each trying to knock out subsystems, ala; Balance of Terror.
Stress Or Any of the SoA2 Team,
Do you know the link to or know someone who knows the link for the original Sacrifice of Angels Mod?
Isn't that the link at the bottom of the posting?
The Dominion were retrofitting their fighters to use energy dissipator weapons, the move ended up failing miserably because they got ahold of one and used it to reverse engineer counter measures. Unfortunately, I've really done my homework here, hundreds of hours of it...
You would if a modification returned them to their former hot knife through butter selves until the enemy fleet accounted for the changes.
lmao im so blind i didnt see that thanks...
What is this "Homeworld Directory"?
Hello all. First of all Id like to say that this MOD is brilliant. Always loved Star Trek and this MOD is great.
I did have a few suggestions to add to the mod however.
1> Add the Sins Plus planets to the game. As this mod includes models for all the planets in the Sol System, it would be a great addition for Federation players and also allows for a greater diversity in the planets that are found.
2>Tying in with the Sins Plus, is it possible to be able to change the type of a planet if certain preqs are met? IE: A player has a fully developed Terran Planet he then has the option to turn it into a City planet or a Military planet. Just a thought.
3> New Ship Class: The Dreadnought. These could include the Federation Prometheus or Diamond Star.
4> Increase the max number of allowed Starbases. In the Federation Universe the Federation have hundreds of them, seems a beet week you can have a little over a handful in the game.
They are just suggestions that I think would make the game that much better. Let me know what you think of these ideas.
carl, I also would like the
(1) sins plus planets,
(2) BUT I have extreme doubts that planets can be changed by type, and
(3) in either a previous page OR thread, major stress has catagorically refused the uberships like promethius.
(4) regarding the starbase numbers, it is possible to build a starbase at EACH gravity well(except for the plasma storms?(the ones that disable abilities)) and FOUR in a sun gravitywell, not just home planets.
harpo
SoA1 was a mod for a game called Homeworld. You'll need to acquire yourself a copy of that, make sure it's patched appropriately, and then follow the instructions in the mod's readme to install it.
If you have any further trouble getting it going, drop me a pm and I'll walk you through it.
EDIT: Grammar herp derp
Most Federation starbases aren't.
You're comparing the Sins equivalent to all the various stations they had. Terok Nor, which became DS9, was a Cardassian ore refinery station and command outpost for the local mining operation and occupation of Bajor. It wasn't a Starbase in any sense of the sins equivalent until after numerous weapons upgrades were made for the Dominion War effort.
Sins doesn't have weapon code in the civilian module file structure, or the Nor type station would fit perfectly where it's at.
I'd love to have that changed, in which case a lot of the civilian structures could get a nice little weaponization rework to better fit their actual usages better, but for now we're a bit stuck.
I see...well there are some nice planet models in the Maelstrom Mod too, like Ringworlds and Fortified Worlds.
The link for the Original SoA mod is on the bottom of the main topic. You MUST have Homeworld. Patched to 1.05 for the original mod to work. Understand that Homeworld, and that mod is over 10 years old. Homeworld has a 32 MEG hardcoded texture limit. So dont expect much graphic wise. However in its time SoA was one of the best mods for Homeworld. I was glad to be a part of that. Our skills outgrew Homeworld so we all moved on.
Porting SoA, or creating a new mod for Homeworld 2 was too much of a challenge for us. Too much work, and not enough enthusiasm. Plus at the time we didnt have the tools to mod HW2 without it costing us thousands of dollars. Which none of us were willing to fork out to mod a freaking game. TBH we were never really interested in HW2 from the get go. Especially since Relic didnt support the game. Now HW2 is dated, and STILL buggy. Not worth modding IMO.
I wanted to find a game that had an "empire building" aspect. Starfleet Command was too limited. Bridge Commander as well. Though Dasher42 almost managed to get a persistent universe going, but he failed. I almost tried it with Haegemonia, but that game was also too difficult to shape it the way we wanted. Nexus the Jupiter Incident was fail from day one, because of its inept AI. We could import pretty ships, but overall they were useless if they just move to the center of the map, and do nothing at all. The problem is anything we do is just a "skin" over the original game.
Then by accident i discovered Sins. Just the empire builder i was looking for. Even with Sins SoA2 is just a "skin" over the original game. Though Sins is much more forgiving in some aspects than most other games as to how far you can stretch it. Unfortunetly though not a bad thing Sins was relentlessly updated in the 1st few years breaking almost every version of the mod we released. Then we ran into the 2 gig hardcoded memory limit. I found a way around that limit with the optimization project. We had big plans for SoA2 before that. We still do, but now that i work 14 hour days 6 days a week time has been my worst enemy, and a luxury i do not have anymore. Which is why i "retired" from the modding scene. I say retired, but i still do some work on what little free time i do have. However by the time i finish 0.5 Sins 2 will probably be 5 years old at this rate.
Now we are beginning to find out that Softimage 7.5 may have issues with ConvertXSI. As in ConvertXSI is not importing the tangents of meshes made with 7.5 correctly. Yet another issue we have to deal with. Since no one has seen or heard from Ironclad in months. Almost since the last update of Diplomacy. The good point is we dont have to worry about another patch breaking the mod. The bad... no more dev support.
Really no point in this post... Just re-hashing some history. Pointing out some issues, and letting you know why nothing has been done yet.
XSI users we could use some help on the 7.5 tangent issue.
Which reminds me, Stress, it would appear that TGU finally went offline. Back in Juneish, according to google. I just now noticed and thought I would mention it.
Having a beer for the good ole days. ![]()
Attention everyone.
I love this mod. I love Star Trek, and I wanted to contribute something to the SoA2 Community. So, I have spent the past 3 days making something that should be appreciated. Using data I have trawled up from the Internet, I have made a map that is more or less accurate to the Star Trek Universe with a few exceptions. One of these is that the Alpha and Beta Quadrants are at the top of the map and the Gamma and Delta Quadrants are at the bottom of the map. Here are the map statistics:
Map Name: Battle of the Quadrants
Number of Stars: 38
Number of Planets: 326
Number of Players: 5 (1 of each Race.)
Due to a limitation with the game that I cant get around yet, the race of a player is determined by player number.
Player 1: Federation
Player 2: Borg
Player 3: Dominion
Player 4: Klingon
Player 5: Romulan
So yeah, if you want to play this game multiplayer, you will have to do some jiggling about or just play the races you are stuck with.
Now, for the most part, the systems that are recognizable are in their canon locations, with a little bit of artistic license taken to ensure an interesting map to play on. There are also a number of random systems to act as filler. I couldnt possibly fit all the stars from the Star Trek Universe in the game, but, those I have are where they are supposed to be.
This is only version 1 of the map and I would like to know what people think of it. I couldnt find anywhere to post this map, I was pretty sure that there was a map thread for this, but yeah. Anyway, you can download the map below. Let me know what you think.
This map is designed for long, epic level games. Interstellar Travel is achieved star to star in most cases, so if you want to go to another star, go to the star of a system and you can travel from there along Phase Lanes. Travel between star systems takes time. The reason its so large is to allow for a more tactical game, reducing the number of lightening raids in the game.
How do you build fed starbases? Im using entrenchment.
Research and Build...I think is the Norway or Sabre Class of Vessel. Its in the Security section of the research.
I can't see myself going back to original Sins after this mod experience.Thanks.
how am i supposed to install it?
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