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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

 

12,657,628 views 5,100 replies
Reply #1626 Top

Enabling something as LAA cannot, I repeat, CANNOT destroy your computer. Its impossible for it to do so. If however you try to get a 32bit version of windows to see your full 4GB of ram...THAT could damage your PC beyond repair as I stated above.

 

I used to work PC Tech support, so I know what LAA is and what it does and I know it works. Thats the bottom line.

Reply #1627 Top

It can damage your installation, not your PC.

 

Now, if you're crashing 20 times a day, you're potentially damaging your hard drive, but LAA hoses installations, it wont break hardware.

Reply #1628 Top

Well, I can say that in all my time using LAA on my games...Ive never repeatedly crashed. And as for Sins, this game is solid. Never had a single crash, even with LAA activated.

Reply #1629 Top

Quoting alan_b, reply 1619
I've installed SoA2 but when I enable it the checksum stays at zero and it doesn't run. Any clues?

Check to make sure you don't have an SoA2 file within an SoA2 file. When you open the mod file you should see such files as GameInfo, not another SoA2 file. Hope this helps.

Reply #1630 Top

Quoting Dragoon4ever, reply 1629

Quoting alan_b, reply 1619I've installed SoA2 but when I enable it the checksum stays at zero and it doesn't run. Any clues?

Check to make sure you don't have an SoA2 file within an SoA2 file. When you open the mod file you should see such files as GameInfo, not another SoA2 file. Hope this helps.

Also dont forget to apply changes in the bottom right.

Reply #1631 Top

I know Trek ships don't have engine exhaust, but is their another way in this mod to give ships a forward motion signature?

Reply #1632 Top

Either you can see the ship moving, or you can see the background moving when you're locked to the ship.  Why do you need one?

Reply #1633 Top

Didn't the impulse drive engines light up on the enterprise? I seem to remember the rear of the saucer section having this. As you say though, its not important.

Reply #1634 Top

       I know I'm nitpicking, I live/love this mod probably never to play vanilla again. From the sparkle of the torpedos, to that perfect clunk sound as a ship gets hit , the debris, everything is in great detail.

Just thought with all the little details this could be another one. How bout a little glow behind the   

nacelles?

 

Reply #1635 Top

Quoting wbino, reply 1634
       I know I'm nitpicking, I live/love this mod probably never to play vanilla again. From the sparkle of the torpedos, to that perfect clunk sound as a ship gets hit , the debris, everything is in great detail.

Just thought with all the little details this could be another one. How bout a little glow behind the   

nacelles?

 

Can you be more specific?

Reply #1636 Top

http://screenshots.filesnetwork.com/8/files2/47215_1.jpg

this is not exactly what i mean, but the blue part of the nacelle would blur a little in motion, and remain as they are now when not moving.

btw was wondering if ships can warp out of wells without reaching the phase lanes? That would be an great ability to flee in the middle of a well. Sort of creating their own jumpgate.

Reply #1637 Top

in the star trek mod for nexus you can see  engine exhaust (bevore i played the mod i thougt the only use the there warp piston^^)

Reply #1639 Top

Quoting wbino, reply 1638
http://img641.imageshack.us/img641/6097/screenshot2010020308555.jpg

better

http://img198.imageshack.us/img198/7734/screenshot2010012920085.jpg

the trails would be much smaller,more of a blur and just noticeable to indicate direction.

At this time there are now plans for this. One of the biggest reasons atm is the sins 2 gig limit. Particle files would have to be made for almost each ship. That would eat a lot of rescources up. But we will keep this idea in mind.

thanks jay

Reply #1640 Top

That's more than I could ask for. Great work all around.

Reply #1641 Top

Quoting Carl, reply 1595
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.

DOWNLOAD

 

Ermm... how exactly do I play this map... I get an auto-defeat each time I load it up. I assume this is for entrenchment any help please.

Reply #1642 Top

it is for entrenchment WITH the SOA 2 mod. if you do not have the SOA2 mod enabled it can give the instant win/lose screen.

harpo

 

Reply #1643 Top

Hmmm that's funny cause I am playing entrenchment with SOA 2 enabled and yet I'm still getting the instant lose screen I'm even setting the players up correctly in that specific setting

Reply #1644 Top

Try switching the order.

Reply #1645 Top

Got it to work... I didn't put the map into the right folder... -_- next time I'll remember to put it into the Galaxy Forge folder and not the other ones... I feel so stupid :dur:

Reply #1646 Top

Quoting Melik88, reply 1637
in the star trek mod for nexus you can see  engine exhaust (bevore i played the mod i thougt the only use the there warp piston^^)

 

the exhaust trails could not be turned off in nexus. They were never intended to be there. there should not be any exhaust trails for impulse drives. its actually one of my turn offs for star trek online. 

Reply #1647 Top

I'm thinking more of a glow, just to show the engines being used.

Reply #1648 Top

I agree "NO EXHAUST" but the engine glow would be cool. Just not sure how to make the engine glow without exhaust as that is a specific mesh point (P001-Exhaust) that activates when the ship moves. Its also the team colour. You could add a glow but its always on.

Reply #1649 Top

Sry double post  X(

Reply #1650 Top

Is the new update imminent?