Borg Wars S3

News 7 comments

Youtube.com

It was an entertaining match to watch, just under 6 hours long.


The guys learn some new things in this multi-star fight pitting the Federation, Klingon Empire, Romulan Star Empire, and the Dominion, against two allied Borg.

SOA2 mod update

SOA2 mod update

News 3 comments

We have a new mod team member, Mike, our new Audio/Video engineer. Model reworks are also being done.

New Releases

New Releases

News 1 comment

Sacrifice of Angels 2 has released new version for Rebellion and Diplomacy/Trinity.

SOA2 Rebellion & Trinity Releases

SOA2 Rebellion & Trinity Releases

News 0 comments

Star Trek: Sacrifice of Angels 2 mod for Sins of a Solar Empire now has a new Rebellion page and Trinity Page.

Moving the Mods Folder

Moving the Mods Folder

Management Tutorial 4 comments

With SSD's becoming more popular, people are asking, How can I move the folder with all the mods to a different drive? Well, this is very simple with...

RSS feed Downloads
Star Trek: Sacrifice of Angels 2 [0.7.5R FULL]

Star Trek: Sacrifice of Angels 2 [0.7.5R FULL]

Full Version 19 comments

New full release, merry Christmas :) Hundreds of new sounds across the sides, primarily ship orders. Bug fixes, including updated shield impacts, compliments...

SOA2 Romulan D'deridex [Legacy]

SOA2 Romulan D'deridex [Legacy]

Models Pack 3 comments

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

Post comment Comments  (20 - 30 of 654)
Dark-Specter
Dark-Specter

Does this mod disable or mess with the in-game map editor?

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psychoak Creator
psychoak

The in game map editor, assuming it works right, is going to use the assets you're running. You'd be making SOA2 maps.

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Dark-Specter
Dark-Specter

awesome :) the in-game editor is really the only way i know how to play and not get my butt handed to me until i figure out how to play the game better :/

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Guest
Guest

Hey, many thanks for this mod; so much fun, and I think fairly well balanced in PVP (borg aside, of course).

However, I have one concern; my friends and I are really struggling to get a good game out of the (non-borg) AI; they just don't build a good mix of ships at all. One recent game against romulans and dominion on "max purple spikey difficulty" was surprisingly disappointing because they just refused to build more than a few capitol ships at a time, despite being given a bunch of safe extra planets (custom map) and allied with other AIs. This was still somewhat challenging with the romulans, because they at least have good cruiser/frigate choices, and they had a lot of them... but even there the mix just sucked, with far to many low tech/weak units. For the dominion, it was far worse. Tons of the long-armed dominion frigate/cruiser ("virulent" maybe?)(not the jem'hadar fighter) that are frankly too weak to accomplish much alone, with only 1 - 3 capital ships in support, dying every battle. If the ai can't field effective fleets, it sort of doesn't matter what difficulty they are at. And by mid - end game they were up against our 8-12 capship fleets and were just getting slaughtered. Any hope of this changing? It seems to me that the AI has been downgraded compared to vanilla rebellion, and (ignorant of programming) I just don't understand why.

Its just such a shame, because the heavy dominion cap ships are incredible, frightening, and effective... and yet we never saw more than one at a time.

Thanks again for this incredible mod, and keep up the good work!

-piratep2r

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psychoak Creator
psychoak

The Sins AI is very dumb in a few respects. There are three very big problems that cause SOA2 in particular a lot of grief because of it's added complexity.

It has no concept of money, it can't save for expensive objects, and it spends pretty much every cent it gets as it gets it. Different cost capital ships results in a losing AI almost always selecting the cheapest. When an AI is doing well, it maintains it's fleet and actually builds up income, but when it's not, it continually throws away with meager forces it has, keeping itself broke.

It doesn't understand abilities either, it simply operates based on the auto-cast functions, and selects at random even though particular abilities might be critical and others situational.

It also has no concept of keeping ships alive. It wont retreat threatened ships, it only retreats with a fleet. This is a problem across the board, and the primary weakness in the vanilla AI. The more powerful those important ships are, the more crippling this problem is.

The Dominion suffer in particular because the different abilities on those very expensive ships are necessary to the function of the frigates. Instead, they blow them up all the time and end up building half a dozen Keldon's. We've given some boosts to various factions to help, but making them smarter is a lost cause without source access.

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Guest
Guest

Psychoak,

Thank you for the thoughtful and informative reply; I appreciate the perspective, and while the answer is frustrating, I do now understand far more about the problem, thanks to you.

Wonder if you could create an ai only galactic or system event that gave them a wad of cash and disabled their frigate production for a time. I sure you have thought of a million possible work-around and don't need more ideas, so I will stop there.

Maybe we will try upping the number of opponents (right now we are at 4ais vs 3 humans) in the hope of getting stiffer opposition after the first hour.

Anyway, thanks again for the answer and the amazing mod; we will continue to enjoy it!

-Piratep2r

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psychoak Creator
psychoak

One thing you can try is changing the map you play on. The standard named random maps have far more low quality planets than the ones tagged with SOA, which also means far more easy targets for the AI. They'll lose fewer resources expanding and be in a better position. I got tired of the AI hitting a wall expansion wise, so I redesigned them with starting asteroids and an overall larger quantity of bad planets.

It's possible there is a flaw in your custom map that results in similar behavior, perhaps there are too many penalizing planets, like Volcanics and Toxics, which frequently have painful negative modifiers, or ones with extremely powerful militia that are clobbering their early expansion. A Tamarian next to a starting world would frequently wipe out entire AI fleets and potentially take them out of the fight entirely once their expansion were crippled too severely to build up.

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Guest
Guest

Psychoak,

Thanks again for your reply; my brother and I are now getting into modding thanks to your teams' awesome mod; you have my thanks. There is so much we don't know, and don't expect you to explain to us, but if you had a second to comment on our general strategy toward improving the ai, I'd love your thoughts.

So, we've started modding unit prices (most basic modding possible, right?) using some guides we found on-line. By changing the price for the romulan warbird to 1500cr, 200min, and 75 crew and making the cost for all other rom cap ships double that, I can make the romulans build giant death fleets of warbirds [seriously, its horrifying - they hit me with 9 warbirds and a Valdore; I died]. This is only an experiment, but this is maybe a good first step. It is also obviously unacceptable for balanced MP play with humans. So now here is our strategy:

1. figure out how to insert techs into the ai tech research tree so that they are invisible to human players but the ai will research them proactively (using the fake ship trick mentioned elsewhere online).
2a. Create an invisible tech that equalizes all capship costs, and reduces it. I am hoping I can either set a new price for all cap ships, or use rounding to nearest whole number to create new prices (ie, reduce all costs to 1 credit and then multiple by whatever I want). I do not know if this is possible.
2b. if 2a does not work, I'll try something else. I think I have read online that it is possible to have a tech *take away* the ability to build specific ships. If this was true maybe I could use the AI dummy ship code/invisible technology items to let the ai build copy versions of some or all regular capital ships that just happen to cost whatever I want (while disabling the regular versions). Human player would never know the difference, and the ai cap ships would look the same/same stats.

I suspect that you and your team has already gone down some or all of these paths. Any feedback here would be beyond welcome, but I am already quite heartened by my brief (and fatal) experiment with the romulans.

thanks for reading, and again (and again) for building such an awesome mod.

-piratep2r

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psychoak Creator
psychoak

Pop into the steam chat and I can help you out in real time. This is a terrible format for having a conversation and doing code pastes.

Steamcommunity.com

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Service_Disconnect
Service_Disconnect

Out of curiosity, is any more work being performed on this mod? Armada III has gotten tons of hype, but to me this mod is just as good, if not better in some areas.

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psychoak Creator
psychoak

Yes, but I don't expect any more major changes will happen.

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Battlemage1
Battlemage1

I think there are many things to be changed. You should regroup and engage :)

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Sins of a Solar Empire: Rebellion
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Highest Rated (11 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 by Gul-Dukat(tech)

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