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6 comments by myfist0 on Feb 7th, 2014

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Edit: 0.7.2R patch released

Ship specific cloaking effects, primarily.

The SoA2 team is proud to release the new full version 0.7.0

Since they've been around for a while now, time to spoil some surprises for new people. If you like surprises, stop reading and go play it.
In our Galaxy Forge folder, there is a Map Design (spoilers).txt that will explain much of the following in more detail. This release is the first with a more ambitious set of tools for designing custom scenarios. See the file for information on customizing maps. Requests for additional functions are welcome.

X Class Worlds

These are planets with a multiple ability random event system. This is a ~200 file long nightmare that picks from and implements one of currently seven possible events. Three of these events are the eventual arrival of the Unknown Probe, Doomsday Machine, and Crystalline Entity shown in our recent images.

Take special care in conquest of these worlds. What should be an easy fight can end up in disaster.

Diverse Militia

Trek is not a universe that lends itself to the vanilla militia template. Where Sins is a game set in a vast trader civilization on the brink of collapse under invading forces, Trek is a diverse array of races. As such, planets do not have a single set of defenders as a monolithic neutral party. There are, currently, Tamarians, Maquis, Son'a, Talarians, Ferengi, the House of Duras, and the Orion Syndicate (the syndicate is mostly vanilla models at present) spread throughout the maps. This diverse system for militia will also work on any maps someone has made for vanilla Sins. Which brings us to the next topic.

Neutral Factions

Instead of just the Pirates sitting in their base, annoying you with raids, SOA2 has a more fleshed out system. Other races may have heavily defended colonies, sending raiders to worlds at random. Some of these come with extra irritating surprises when you try to remove the threat. Colonies that are destroyed may leave behind a remnant, sending out less frequent raids even after the source has been eliminated.
The depth and complexity of the design doesn't end there, that's just the map inhabitants.

Star Trek: Sacrifice of Angels 2 [0.7.1 Full]

TOS Canon Mod Pack


This is an optional add-on for SOA2 0.7.0 that will add some of the classic TOS era models, music, and images. The project has just started, and will get more as time permits.

Star Trek: Sacrifice of Angels 2 [TCMP bEta]

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Star Trek: Sacrifice of Angels 2 [0.7.2R Update]

Star Trek: Sacrifice of Angels 2 [0.7.2R Update]

Mar 25, 2014 Patch 10 comments

This is an update for SOA2 0.7.1R The primary contents of this patch are specific cloaking effects for all ships that cloak, and integration of the AI...

SOA2 Romulan D'deridex [Legacy]

SOA2 Romulan D'deridex [Legacy]

Mar 24, 2014 Models Pack 0 comments

Add the Romulan D'deridex from Star Trek Legacy. For use in Star Trek: Sacrifice of Angels 2.

Star Trek: Sacrifice of Angels 2 [0.7.1 Full]

Star Trek: Sacrifice of Angels 2 [0.7.1 Full]

Mar 20, 2014 Full Version 1 comment

This is the latest release of SOA2. This release is compatible with the Rebellion 1.80 and 1.82 beta releases and both DLC packages.

SOA2 Legacy Pack

SOA2 Legacy Pack

Mar 18, 2014 Models Pack 9 comments

Star Trek: Legacy has some great models, some are not canon but look great all the same. This add-on will allow the replacement of models, and soon some...

Star Trek: Sacrifice of Angels 2 [TCMP bEta]

Star Trek: Sacrifice of Angels 2 [TCMP bEta]

Feb 7, 2014 Full Version 12 comments

TOS Canon Mod Pack add-on for SOA2 0.7.0R adds one of the original Constitution class vessels from season 2, the Daedalus as the colony ship, and the...

Post comment Comments  (10 - 20 of 492)
Chedderman1337 Apr 16 2014, 2:11am says:

I'm in this really intense game and my whole fleet just got blown up and I mean every single ship which isn't the problem its that my fleet up keep is still up as if i still have fleet even though its gone, is anyone else having that problem?

+1 vote     reply to comment
psychoak Apr 16 2014, 2:27am replied:

Upkeep is based on research, not your actual fleet. Sadly, the method to get around this and have a good upkeep mechanic melts cpu's so we're stuck with the **** mechanic.

+1 vote     reply to comment
Chedderman1337 Apr 16 2014, 3:18am replied:

wait so are you saying the more I research into like lets say advance phaser's the more upkeep will eat into my resources? Just to clarify the words in the white box in the picture i linked doesn't get effected by the amount of ships I own but by the amount of things i research?

+1 vote     reply to comment
myfist0 Apr 16 2014, 12:17pm replied:

Fleet upkeep is only effected by research in the FLEET research window. Do not race to research fleet and command points if your empire cannot afford it.

This is a mechanic from the Sins engine we cannot change.

+1 vote     reply to comment
kaloonzu Apr 15 2014, 8:37pm says:

I know what was written in the original ReadMe for when this mod originally launched years ago, before Rebellion, but I'd like to ask the question as it pertains to now: Are there plans to release the Alternate Reality Constitution class (JJ Abrams Enterprise) as an elite unit? Now that it has been established that the original timeline hasn't been "wiped out", just exist in a separate reality from what the movies focus on now, I was wondering if there was less... anger directed at the new lore.

+1 vote     reply to comment
James_T_Kirk Apr 15 2014, 9:59pm replied:

Chekov, set a course to the source of that transmission.
Security, report for landing partys, phasers set to kill.
Spock, you have the bridge, I want to handle this on personally.

+2 votes     reply to comment
myfist0 Apr 15 2014, 9:00pm replied:

A valid question after so long but sorry, no JJ crap ever.

All you need is the slightest bit of imagination to do a sci-fi story, anything you can think of you can make possible pretty well, but no, JJ has no imagination to do anything original and has to totally wreck one of the most iconic series of all time.

Kudos to the cast though, especially Bones.

+3 votes     reply to comment
psychoak Apr 11 2014, 4:02pm replied:

If you're expecting resource gains, as opposed to an upgraded planet, that is not the expected behavior.

On finish, you should have a different planet. Toxics become Forests, Barrens become Deserts, Dead Asteroids become regular Asteroids.

For the ship spawning, are you at full fleet points? We can decide whether some things happen regardless of available space, but SpawnShipsAtPlanet is not one of the functions that gives an option. They'll only come if there's room.

+2 votes     reply to comment
Der_Nibelung Apr 11 2014, 6:46pm replied:

Thanks for your attention.
I do meet the criteria and have sent a saved game...

+2 votes     reply to comment
psychoak Apr 12 2014, 2:59pm replied:

As you're Borg, who walk through open space without a suite on, you don't have terraforming research.

There were no enemy planets in the same systems as a unicomplex, so I built a new one in one of the enemy controlled systems, that functioned as expected as well. Ships will warp in shortly after the planet becomes visible.

The ability will spawn between 112 and 130 fleet points in ships.

+3 votes     reply to comment
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Sins of a Solar Empire: Rebellion Icon
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Release Date
Released Apr 25, 2013
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78 votes submitted.

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Highest Rated (10 agree) 8/10

A very enjoyable mod, with some great work at differentiating each race's play style. Good sounds and well realised ships (although I'd love to see them just a shade more detailed) and excellent research trees, especially those involving the need for allies. Ideally I'd like to see the titan mechanic realised for this mod, but with the gameplay as it is, it's not essential. Great work at encouraging the player to build a variety of ships, rather than the simple cap ship zerg rush we're all so used…

Jun 24 2013, 4:32pm by Gul-Dukat(tech)

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