Sacrifice of Angels 2 v0.3E.102
Oct 18, 2009 Full Version 0 commentsThis 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...
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...Not all factions will be playable just yet.. They will be added as the mod progresses
0 comments by TheStressPuppy on Dec 28th, 2008 digg this super bookmark
SoA 2 0.4E for SOASE: Entrenchment is in closed beta.
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.
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...
Only registered members can share their thoughts. So come on! Join the community today (totally free) and do things you never thought possible.
TheStressPuppy so where will you host the Mod then???
When i know you will know.
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.
well anyway i hope the next update is going to be better because they really need to fix a lot of bugs
The next update works with entrenchment 1.02, and is in beta now.
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!!!
Hope your also looking forward to a lot of lag.
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
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.
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.