Sacrifice of Angels 2 is intended to be a homage, and tribute to the original Sacrifice of Angels mod for Homeworld. It is a continuation of that mod. It will use many of the same models, and effects created for that mod by the Trekmods team. Along with new content. SoA 2 is being developed by the remaining members of the Trekmods team. Along with Digital Underground (The makers of bridge commanders MPMP mod, and Nexus: The Jupiter Incident's ST: Age of War mod). Plus Third Party contributions by the finest artist from the Star Trek modding community.

The original SoA mod for Homeworld, was set during the First Dominion War. Using both canon, and non-canon units to recreate those battles.

SoA 2 uses  SotSE's  "Empire Building" mechanic to enhance your Star Trek experience.


(Note: SoA 2 lore is subject to change. it is still a WIP )

The time line for SoA 2 is set in the 2380's. The Dominion broke the cease fire treaty, and stormed through the wormhole with a vengeance. Reconquering Cardassia, and Bajor. They launched a three pronged assault on the three major Alpha Quadrant powers. Just as before the founders are intent on total domination of "the solids". This time there may be no stopping them.
 
The Breen went out of thier way to join their old allies, and spearheaded the initial assault with hundreds of cruisers warping in just as the Dominion main assault fleets exited the wormhole. Deep Space Nine despite her powerfull upgrades was destroyed in minutes. The wormhole is now under total Dominion control. With endless re-enforcements pouring through. Cardassia, and Bajor are now enslaved worlds. The Cardassians that survived are used by the Dominion as "battle thralls" as punishment for their past resistance. All Cardassian ships in Dominion fleets seek to mutiny, and break away from thier masters. They seek refuge in ether Federation, or the Klingon space.

The three major Alpha Quadrant powers, The Federation, The Klingon Empire, and The Romulan Star Empire can withstand the new Dominion assaults on thier own. Thier relations strained by ether subterfuge, or the belief that only they can win the Second Dominion War by themselves. All three empires are holding the line....for now. Two of the empires will not stop with the Dominion if they are victorious.

Meanwhile.... As four major empires are fighting for survival, control, or domination.. Transwarp signatures are detected. The Borg have returned. The transwarp network was not destroyed as previously thought. Only damaged. The Borg Collective has deemed the Alpha Quadrant species the most serious threat to their existance. They attack not with just a few ships, but with the force of the entire collective. Worlds fall in minutes. Then all are exterminated. Assimilation is irrelivent. All must be annihilated if the collective is to survive.... Resistance is futile. The Known galaxy is now in a state of Total War...



As with SoA1 you can fight battles in SoA2 using hundreds of Star Ships. Sometimes thousands "if" your computer can handle it!!

The playable factions of SoA 2 will be

The United Federation of Planets
The  Klingon Empire
The Romulan Star Empire
The Dominion
(with Cardassian battle thralls, and Breen allies)

 The Borg Collective.

Not all factions will be playable just yet.. They will be added as the mod progresses

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WE ARE THE BORG! Starbase test The battles are more epic
Blog RSS Feed Report abuse Latest News: Sacrifice of Angels 2 0.4 in progress

0 comments by TheStressPuppy on Dec 28th, 2008 digg this super bookmark


SoA 2 0.4E for SOASE: Entrenchment is in closed beta.

V-11 Bright One, Winged Defender, and Valdore

We are currently working on the SoA 2 0.4E for Entrenchment. It currently is in closed beta. SoA 2 0.4E will only be released for SOTSE: Entrenchment version 1.041+.


The mod is no longer a series of demos, It is now a full blown total conversion of Sins of a Solar Empire. Just as the original SoA mod was to Homeworld. Updates may take a very long time due to the sheer amount of work involved with each new sins patch.

Check here for up to date news about SoA 2  Forums.sinsofasolarempire.com

We have come a long way since SoA 2 0.03c. We now have an Entrenchment release of the mod, and the team is currently working on the next update.

The Latest version of the mod is SoA 2 0.3e102 for SotSE: Entrenchment version 1.041

To install the mod create a new folder called "SoA 2" where you install the mods.
For Windows XP users:
C:\Documents and Settings\"your user name" \local settings\Application Data\Ironclad Games\Sins of a solar Empire\Mods-Entrenchment v1.041

For Vista, and Windows 7 users
C:\Users\"your user name"\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Entrenchment v1.041

Then open the rar file to show the folders Galaxy, Gamedata, Textures Meshes, etc. etc. Then select all, and drag all contents into your newly created SoA 2 folder. Run entrenchment, and go to Options\Mods. You should see "SoA 2" on the list... Enable the mod.

The readme has been updated.

You can use Harpo9999's mod updater tools to convert the older SoA 2 0.03c release to Sins 1.181
Do this at your own risk. We do not support older versions of SoA 2.

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Sacrifice of Angels 2 v0.3E.102

Sacrifice of Angels 2 v0.3E.102

Oct 18, 2009 Full Version 0 comments

This version fix's some of the corruption issues some have been having with the mod. See the updated READ ME for installation instructions, and other...

Comments  (20 - 30 of 215)
Fierwizard
Fierwizard Apr 16 2009, 5:34am says:

TheStressPuppy so where will you host the Mod then???

+1 vote     reply to comment
TheStressPuppy
TheStressPuppy Apr 16 2009, 1:21pm replied:

When i know you will know.

+1 vote     reply to comment
TheStressPuppy
TheStressPuppy Apr 16 2009, 4:57am says:

Wow! ModDB was pretty brutal with its podcast about SoA 2 wasn't it.. Guys dont like strategy games much do you?
Before you guys diss Star Trek, or Star Wars mods as "been there, done that, its old hat". "Why do people bother to make these mods?" You should take a good look at the LONG list of HL2 mods. Along with the rest of the 1st person shooter "real combat", WW2, and "Modern Warfare" mods that ModDB seems to be so obsessed with. Take a GOOD look. Then ask the question, Who's "been there, done that"?

As for why we bother?... Because we CAN, Because we like the genre, and because the "professional" game companys cant do a Star Trek game right. So we are doing it ourselves.

There obviously is no room for the amateur "Hobbyist" modder here. We never said we were professionals. We are just a group of Hobbyist that got together to do this. I'm done with this site. I'll host the mod somewhere else.

Please DELETE SoA 2 from ModDB. Along with my profile as well. I do not wish to be associated with mod site that has an "elitist" attitude.

While this is still up i updated the news topic to point to the WIP thread on the sins forum.

+2 votes     reply to comment
Fierwizard
Fierwizard Apr 7 2009, 5:30pm says:

well anyway i hope the next update is going to be better because they really need to fix a lot of bugs

+1 vote     reply to comment
TheStressPuppy
TheStressPuppy Apr 15 2009, 12:27am replied:

The next update works with entrenchment 1.02, and is in beta now.

+1 vote     reply to comment
Vore
Vore Apr 5 2009, 1:01am says:

how are you gona balance the cap ship limits please tell me your gona have cap ship limits set really high like 1000 with total units set to like 10k just a suggestion but i want to have a lot of ships please!!!

+1 vote     reply to comment
B()nes
B()nes Apr 10 2009, 9:06pm replied:

Hope your also looking forward to a lot of lag.

+1 vote     reply to comment
einhaender
einhaender Mar 31 2009, 9:42am says:

Hi everyone!

I actually wanted to post this in the forum - but i get a really weird error message when i try to create my account, so i'll do it here!

First: I really appreciate all ur work with this mod! I'm still playing the SoA1 mod for HW wich was a great piece either and i'm just a big fan of that work. So i just bought soase for this mod - coz over the last days i lurked this place and found out about SoA2. I just want to say how astonished i am. Keep up the great work guys! Incredible.

So much for that. Now, after playing a few sessions and reading the "Issues" in the readme, i still got a question.
Why did u make the decision to unable the "cap/Elite" ships at the start? When u've added the abilites, there wont be much difference to the "caps" in soase right? so why's that? Will there be an option to enable them again? Also, will they be balanced or kept like a "normal shipclass" i mean left>weak - strong>right? And after u fix'd the research option, and this is kind of a suggestion, will the info text be researchrelated or "universerelated" like in SoA1 for HW(where u couldn't get much information out of the text what u'r researching)?

Anyway, i know it's still far from completion. But i kinda get the feeling that the direction of this mod is more to make the game feel like the "ST-Universe" then to a convertion of a strategy game into a "ST-strategy game". This is no offense, but it feels less gameoriented as soa1 does.

But buying soase for this, was definitely worth it! I'm not quite the hardcore gamer so i'll stick with u for awhile! Keept it up!

ps: i noticed that the german strings r missing. I had to replace the file with an english one. If u need a translator - i'd be glad to help.

g's
Oliver

+1 vote     reply to comment
TheStressPuppy
TheStressPuppy Apr 2 2009, 7:33pm replied:

If you wish to translate to english strings to german feel free to do so. We appreciate the offer.

There are very few "true" capital ships in trek. In sins the capitals are like "hero" units. That is what we are trying to portray with the "elites". However in the mod an elite may not be a capital ship. Take the defiant for example. its an escort, but in 0.04 it will be moved to an elite status now that we got movement dynamics figured out. Defiant is replacing the excelsior II. More like a slot swap.

With other factions its the same. The Keldon is far from a capital ship compared to the Jem Hadar Enslaver. Yet it fills an elite role just the same, because it is a hero unit (the only Cardassian hero unit in the faction).

The mod basically is sins made to look like the trek universe. There is much in the game we can change, but there are also many things that we cant. Like the Phase lanes, Cloaking, How many planets in a gravity well etc.etc. Those are hardcoded. We have a working compromise for cloaking. It is functional. You cant fire on a cloaked ship, and it cant fire on you, but you can still "see" it both on the map(barely), and the icon on the empire tree. There is nothing we can do about that. It is hardcoded. Entrenchment seems to be more forgiving as far as hard coded annoyances, but untill i can dive in and see for myself we wont know. Darkshimmer right now is working on the entrenchment conversion.

+1 vote     reply to comment
TheStressPuppy
TheStressPuppy Apr 2 2009, 7:18pm replied:

AFAIK the Intrepid is in a cruiser slot not a cap ship slot unless Darkshimmer changed it. Last i knew the Intrepid was a support cruiser, and FAR from being the most powerful fed ship.

I cant even check the mod right now because the mod doesnt work with sins 116, or entrenchment 1.02. Darkshimmer is working on getting it to work in entrenchment. Im on the road for the next month. So any questions ask shimmer.

+1 vote     reply to comment
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