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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

 

12,647,778 views 5,100 replies
Reply #1701 Top

What is the purpose of fleet mod and do you add it  to the soa mod folder or activate both seperatly?

Reply #1702 Top

I'm playing a game with everybody plus an extra borg which is who i am....how come i can't assimilate cubes or unicomplex's but the other borg just rocked in and took all my capital ships and fully upgraded unicomplex???

Reply #1703 Top

Fleet mini mod increases Cap ship/Fleet support, 20 Caps, 3000 Support, just extract it into your SoA folder, and let it overwrite what it has to.

Reply #1704 Top

Quoting psychoak, reply 1690
That level 10 Cube, no...

 

I was a tard, somehow I left the entity file with a 6500 per level increase to hull points, it's supposed to be 0.  The not bugged version of a fully upgraded level 10 Cube will only have 18k hull points.

 

 

this has been fixed I guess, so I should redownload the mod correct?

Reply #1705 Top

No, a patch will need to be uploaded.  If you want to fix it yourself, just open up CAPITALSHIP_BORGSIEGE.entity with notepad and change the value.

 

Edit:  The Drone Missiles will be fixed too.  To counter assimilation as Borg, use Collective Focus on the Borg Diamond.

Reply #1706 Top

im having trouble downloading this from the site you linked the mod to. Every time i try and dl it it says that the source file could not be downloaded please contact the site admistrator... Could you guys post it on like filefront or something or someone else host the file please.

Reply #1708 Top

Trek, shut down any download managers you've got running and try again.  I'm not sure when a mirror will be up.

Reply #1709 Top

Really good so far I commend everyone's efforts at persisting with sins,  looking forward to when its a more complete total conversion

 

also a couple of suggestions maybe im missing it in the jungle of the op motd  please include patch notes and clean up the jungle of the op motd lol thanks 

Reply #1710 Top

well, i use mozilla firefox and dont use any accelerators... unless there is one built into mozilla? If so how do i shut it down?

 

Reply #1711 Top

     Anyone else think the rebels a little overpowering, or am I just that bad? I know the point is not to let them get that tech, but when your adversary's rebels are more of a threat than them, that's a problem. I felt like I was playing Diplomacy's pirates for a while, just that much non stop swarming. I don't mind the challenge, but it kind of makes front defense pointless. (Kind of gamey)

     Plus I seen a huge hit in performance, with hundreds of rebels in my defeated worlds just with nothing to do eating precious memory, thats so important in Sins. I say cut rebels down at least half way...and bring back the pretty blue explosions.

Other than that terrific work.

Reply #1712 Top

Quoting wbino, reply 1711
     Anyone else think the rebels a little overpowering, or am I just that bad? I know the point is not to let them get that tech, but when your adversary's rebels are more of a threat than them, that's a problem. I felt like I was playing Diplomacy's pirates for a while, just that much non stop swarming. I don't mind the challenge, but it kind of makes front defense pointless. (Kind of gamey)

     Plus I seen a huge hit in performance, with hundreds of rebels in my defeated worlds just with nothing to do eating precious memory, thats so important in Sins. I say cut rebels down at least half way...and bring back the pretty blue explosions.

Other than that terrific work.

 

this ^

Reply #1713 Top

I keep getting a 'Failed to Open Page' when I click on the download link for the Entrenchment version of the mod. Anyone got any ideas?

Reply #1715 Top

Quoting deathjesteruk, reply 1713
I keep getting a 'Failed to Open Page' when I click on the download link for the Entrenchment version of the mod. Anyone got any ideas?

 

I am having the same issue actually. Is the download page link wrong?

Reply #1716 Top

Quoting Carl, reply 1715

Quoting deathjesteruk, reply 1713I keep getting a 'Failed to Open Page' when I click on the download link for the Entrenchment version of the mod. Anyone got any ideas?
 

I am having the same issue actually. Is the download page link wrong?
I also confirm the issue on all three of the latest file links, but it did work in the past, so it would appear to be an issue in adrive.

it the SOA2 team would like,, I can mirror the latest files to my dropbox account.

harpo

 

Reply #1717 Top

Quoting harpo99999, reply 1716



Quoting Carl,
reply 1715

Quoting deathjesteruk, reply 1713I keep getting a 'Failed to Open Page' when I click on the download link for the Entrenchment version of the mod. Anyone got any ideas?
 

I am having the same issue actually. Is the download page link wrong?I also confirm the issue on all three of the latest file links, but it did work in the past, so it would appear to be an issue in adrive.


it the SOA2 team would like,, I can mirror the latest files to my dropbox account.

harpo

 

 

go for it , it can t hurt . A drive is down atm . Cant even log in

thanks soa2 team

Reply #1718 Top

ADrive seems to have gone down...

 

Anyone else think the rebels a little overpowering, or am I just that bad?

 

You're that bad, but it's very easy to fix.

 

Rebellion strength.  Romulans have the strongest rebel fleet, 440-460 fleet points, at ~5.5 minute intervals.

This is a resource expenditure of about 35 credits per second and the accompanying resources, for each enemy faction.  So yes, the rebel fleets are huge

 

Point 1, rebel fleets lack stat upgrades.  At the point in the game in which you see rebel fleets, they should be roughly 30% across the board in stats.  Fewer hull points, shields, and weapon damage.  Stat additions are multiplicative in nature.  A 30% increase to the durability of a ship as well as the damage output leads to a ship that deals 70% more damage.

Point 2, they lack unlocked abilities.  In the case of the Romulans, the main spawns are H'veik's, V18's and V30's.  All three of these ships have research locked self repair,. cloaking, and offensive abilities that greatly increase their damage output and durability.

Point 3, they aren't player directed, and will even attack the spawning player if a concerted attack with them is attempted.

 

Taking their status as a level 8 technology, they're minor nuisances for equally developed military technology.

With half the fleet points in frigates, you can take them down casualty free, unsupported by tactical structures.

With ten logistics in an unsupported cluster of turrets(which they will run themselves into regardless of the other more opportune targets in well, you can also take them down, occasionally casualty free.  Ones supported by shielding and repair are a guaranteed result.  Fifteen are a guaranteed result too, that's only the first tactical upgrade.

A single starbase with moderately upgraded weapons and defenses wont pay them any mind either.

 

I don't find them to present a difficulty.  I actually had them stronger at one point, so they were an actual threat to wells with defensive structures.  The AI was too stupid to handle more than two of them at the same time though.  So, I nerfed them down to their current level.  Federation rebels are the only ones with siege capability, and they're significantly weaker threats.  This is thanks to a 300-320 point fleet size, with roughly a quarter of it going into Constellation Class frigates that run up to the planet and die all by themselves to even a single weapon platform.

 

Diplomacy pirates can do significant damage in a well with max tactical slots and a fully upgraded starbase.  Romulan rebels just took seven fleets to drop a cluster of ten turrets around a frigate factory that wasn't repairing for the first two fights.  In that time frame, I made enough resources to fully upgrade and defend half a dozen planets just sitting there with my home planet.

 

Try building up light defense in each well, choke point reliance is bad for you anyway.  It leads to an irretrievable situation when you lose it.  Building up starbases with culture, trade and ship building, that's even a profitable move.  You can get really loaded with a good starbase enhanced economy that frees up logistics you would have put into ship production and culture while enhancing your trade output.

Reply #1719 Top

here is the patch link http://dl.dropbox.com/u/8023186/sins%20mods/SOA2%200.4.4E%20patch.zip

and the fleet mod link http://dl.dropbox.com/u/8023186/sins%20mods/Soa2%20Fleet%20Mod4.3.7z.

the mod v 4.4e link http://dl.dropbox.com/u/8023186/sins%20mods/SOA2%200.4.3E.7z

edit all the above links are exact copies of the original release files originally downloaded from adrive

harpo

 

Reply #1720 Top

Nicely done guys. Very Impressive :)

I am glad to see that the spirit, and vision of the SoA 2 project is still there. Though i cant help you guys anymore as far as active modding i do wish all the best for Jay, Shimmer, and the rest of the SoA2team. All i have left to give is advise. If you need it you know where to find me.

Reply #1721 Top

Quoting Major, reply 1720
Nicely done guys. Very Impressive

I am glad to see that the spirit, and vision of the SoA 2 project is still there. Though i cant help you guys anymore as far as active modding i do wish all the best for Jay, Shimmer, and the rest of the SoA2team. All i have left to give is advise. If you need it you know where to find me.

thanks stress.

 

Has anyone not noticed how the cardies will rebel against the dom? hehe just a teaser

Reply #1722 Top

Oh hey, cool, and update!!!  I've been busy the last few days and honestly not really paying attention.

Did someone say the Borg and rebels are ramped up?  COOL!!!  I've been hoping for a tougher game.

Oh, completely off topic, but not really...  the other day I was channel surfing and saw Enterprise was on... I was going to just keep going, but the intro was all weird and different... and very very dark!!!  I thought hmmmmmmm... this is interesting.  Then I recognized the symbol painted across the saucer of the Enterprise at the end of the intro... Earth with a sword thru it... Well, what do ya know, it's an evil twin mirror universe episode...  OK, I thought... I always did like the mirror universe, I'll give this a shot.

OMG!!!  Finally!!!  A really good Enterprise episode.. well actually a 2-parter... And the end was brilliant!  i can't remember laughing so hard in a long time. 

OK, back to the mod, it's about 90% downloaded, I'm outta here.  Thanks for all the hard work guys!!!

Reply #1723 Top

    Just a thought..instead of the carry over Advent "Lingering Presence" (kinda spacey for feds?)for Feds scouts how about

Distress Beacon : Starship deploys a distress beacon just before catastrophic hull failure in it's last known location.

 

Reply #1724 Top

Quoting wbino, reply 1723
    Just a thought..instead of the carry over Advent "Lingering Presence" (kinda spacey for feds?)for Feds scouts how about

Distress Beacon : Starship deploys a distress beacon just before catastrophic hull failure in it's last known location.

 

 

Gotta admit, Distress Beacon definitly fits the story line!

Reply #1725 Top

OK, I've been playing with it a bit and so far I really like the changes.  Especially to the Borg research trees.

But I'm puzzled by one thing, maybe it's a bug. I can't change my player name.  It's frozen on "Starfleet", which looks a little silly if I'm playing as the collective.  Other than that so far I'm liking this a lot!!!